EA Sports UFC 6 by developer EA Sports and publisher Electronic Arts—PlayStation 5 review written by Nick with a copy provided by the publisher.
Estimated reading time: 7 minutes
EA Sports UFC 6 - PlayStation 5 Review
Wheelmates Launching on Steam in September of This Year!
About Firevolt
Article by: Susan N.
Nightdive Studios Announces Thief: The Dark Project Remastered for Winter Release!
“Thief didn’t just introduce stealth mechanics, it defined them,” said Stephen Kick, CEO at Nightdive Studios. “With this remaster, we’ve preserved the tension and intelligence of the original while enhancing it for modern players, ensuring that its legacy continues to influence how stealth games are played today."
“Few games have had an impact as enduring as Thief,” said Patrice Baig, General Manager at Eidos-Montréal. “It set a standard for immersion and atmospheric storytelling that still resonates today. This remaster ensures a new generation can experience what made it so influential, and we’re proud to see it treated with such care.”
Innovative gameplay features include:
- Advanced NPC AI: A dynamic visibility system and sound simulation allows both players and enemies to detect movement realistically; NPCs will dynamically adapt to sounds the player makes, investigate, and even raising alarms
- Keep to the Shadows: Experience one of the first games to use light and sound as core gameplay mechanics; use fire arrows to extinguish torches and moss arrows to dampen loud surfaces
- Stealth-Based Combat: Strike unseen from the shadows using Garrett’s blackjack to incapacitate enemies from behind or specialized gas mines and arrows to take them down from range
- Misdirection: Flashbombs will temporarily blind and disorient enemies and Noisemaker arrows will distract and draw away guards.
- Tools of a Master Thief: amass a full array of specialized tools including lockpicks, remote cameras, and even rope arrows to access out-of-reach locations
About Nightdive Studios
About Eidos-Montréal
About Atari
Article by: Susan N.
METRO 2039 Release First Gameplay Trailer and Reveals February Launch
The Hunter Trailer.
The Stranger won’t stop until the Fuhrer burns.
About METRO 2039:
About 4A Games:
About DEEP SILVER:
Article by: Susan N.
Maximum Entertainment Announces Smalland 2: Lost Realms!
Smalland 2: Lost Realms introduces the following features:
- A new crafting system
- New water and climbing mechanics
- A wide variety of vibrant new environments brought to life with enhanced visuals, greater detail, and improved environmental effects thanks to Unreal Engine 5
- Enhanced ability to tame and bond with a variety of creatures, forming powerful companionships that provide unique abilities and assistance through their journey
About Maximum Entertainment
Article by: Susan N.
New Co-Op Horror Title 'Cordura' by Garage51 Reveals Gameplay Trailer
IT’S A SIMPLE JOB, FOR MEN WITH NERVE
THE STORY
"With CORDURA, we wanted to move away from scripted jumpscares and focus on the paranoia of not knowing who to trust," says the Garage51 team. "In these scenarios, silence keeps you hidden, but if you don't talk to each other, you won't make it out".
MAIN FEATURES
- Quota Survival-Horror: Enter procedural labyrinths alone or with up to 3 friends. The game’s dynamic difficulty ensures the threat scales to your group size.
- Mimic System: "The Night" listens to your team and actually mimics your friends' voices and appearances to split you up and lure you into the abyss using proximity voice chat.
- Shifting Environments: These settings are not static. Corrupted buildings reshape themselves in real-time, meaning a path you used to get in might be gone by the time you try to get out.
- Permanent Stakes: Death has consequences. If a worker falls, they are lost along with their gear, unless the survivors decide to risk a rescue mission to recover their body.
About Garage51
Article by: Susan N.
Forever Skies Releasing on Xbox Series X|S with Major Free Update for All Platforms in July!
- Additional side quests exploring the stories of the world’s former inhabitants
- A new airship electricity system
- A complete overhaul of the airship damage system
- Additional enemies and combat encounters
- Unique landmarks to discover and explore
- New airship tools and devices
- Extensive custom difficulty settings
- New airship decor items to customize your vessel
- Location variety overhaul
Pre-orders On Xbox X|S Available Now
About Forever Skies
Article by: Susan N.
Fertile Publishing Grounds: Positive Impact Games & ByteRockers’ Games Plant Partnership for The Regreening
2026 - Berlin, Germany | Indie publisher ByteRockers’ Games signs on The Regreening developer Positive Impact Games.
After a successful first venture into publishing last year with the relaxing kingdom-builder Let Them Trade by Spaceflower, followed by the promising partnership with the young talent creating the atmospheric poem-writing adventure OKU at Irox Games, this third title fully cements ByteRockers’ Games as a supporter of small studios with a strong vision.
“We are excited about the new partnership with a rising indie team that, at the same time, brings a wealth of industry experience. This women-led powerhouse of a studio impressed us right from the start, just as much as the core game idea of restoration itself. An important and beautiful topic without the usual ‘serious games’ touch. We aim to help this team achieve the success they absolutely deserve.” — Maik Reichelt, CEO of ByteRockers’ Games
The Regreening calls itself a soilpunk fairytale: a farming simulation about restoring a deserted world and getting back in touch with nature. Players meet ancient spirits based on Baltic folklore and explore the state of their new home at their own pace. The satisfying transformation of the environment through gardening, crafting, and befriending the local fauna captures the genuine joy of living in tune with your surroundings.
This is the debut game of Positive Impact Games: a Hamburg-based remote studio founded in 2024 by industry veterans who were awarded the Gamecity Hamburg Prototype Fund.
The Regreening - Official Announcement Trailer (https://www.youtube.com/watch?v=d9LxtEKE4RE):
“Teaming up with ByteRockers' Games felt like finding our people. Their excitement for The Regreening and their love for meaningful, cozy games perfectly match where our hearts are. As a team rooted in care, craft, and community, we couldn’t ask for a better partner to help us grow our first title.” — Volha Kapitonava, Managing Director of Positive Impact Games
As a team, they aim to make wholesome & cozy games that uplift, connect, and inspire change by addressing important contemporary topics. When asked what makes their games special, they cite “the power of play to transform” as core to designing games that build you up and strengthen the soul.
Q1 2026 remains a busy time for publisher ByteRockers’ Games, who are currently preparing for the launch of their in-house coding bullet heaven Net.Attack().
About The Game
The Regreening is a cozy simulation game about restoring nature in a soilpunk fairytale. Grow plants to create living ecosystems, become friends with ancient spirits, make your own upcycling hub, and hug ALL the animals!Can you transform this deserted world into a joyful home again?
Key Features
- Plant & Cultivate: Discover new seeds, choose which animal habitats to restore, learn powerful plant synergies, and create beautiful living biomes according to your vision.
- Recycle & Craft: Clean up old junk to collect crafting materials and upcycle them into beautiful decorations for your home, or powerful watering systems for your plants.
- Befriend Folklore Spirits: Meet mythical nature spirits willing to give you mighty abilities in exchange for your help (and maybe a few shiny objects.)
- Enjoy the Fruits of Your Care: Harvest flowers and berries to plant in new areas or to give as gifts to your favourite animals and friends.
- Made for cozy gamers: The Regreening offers a completely stress-free experience with no timers or pressure, where every gentle action helps nature recover, wrapped in a rich atmosphere with adaptive music and ASMR-like forest sounds, guided by intuitive mechanics and heartfelt folklore storytelling.
About Positive Impact Games
Positive Impact Games is a women-led studio based in Hamburg and founded in 2024 by five experienced games industry veterans. They are a multicultural team that makes wholesome and cozy games that uplift, connect, and inspire change by addressing important contemporary topics. Their debut game is The Regreening, a cozy soilpunk simulation game.positive-games.com
About ByteRockers’ Games
Berlin-based development studio and publisher of indie games that loves to rock n' roll. Currently working on the code-based bullet hell Net.Attack() and a space-themed mining simulator named Exovia, the company has a long track record of releasing quality games since 2018.As publishing partner and proud resident of the German games capital, supporting small teams with fresh ideas has become the signature of ByteRockers' Games, who make a point to show face at local events of all sizes and even take on the role as industry advocate with the politicians and media in town.
byterockers.games
Copyright © 2026 ByteRockers' Games, All rights reserved.
Article by: Susan N.
Net.Attack() - PC Review
Net.Attack() by developer ByteRocker’s Games and published by ByteRocker’s Games and Gamersky Games - PC (Steam) review written by Hayden with a copy provided by the publisher.
Estimated reading time: 5 minutes
Net.Attack() is dangerously fun. From thinking that I could dip my toe into the tutorial during a lunch break to having put more hours into the game on my first day with it than I did my full-time job, Net.Attack() smoothly pulled me into a ‘just one more level’ mindset. This top-down programmable shooter is definitely not my usual cup of tea - you’ll find me building things more often than destroying them - but the way that the game steadily ramps up the difficulty while letting you tinker is a gold mine. At its core, Net.Attack() is about figuring out how to chain together nodes in its simple-looking programming interface to create new and more powerful attacks while you dodge enemies and run out a timer on each level. The way that ByteRocker’s has woven that into fields of gratifying explosions and endless waves of enemies, however, has really elevated this from ‘neat’ to ‘WOW’.
Net.Attack() centers progression around three collectible currencies: ByteCoins (experience used to level up your character), Data (used to purchase nodes to program with), and DarkBits (used to purchase upgrades between sessions). In true roguelite fashion, each session you play will try to conquer a single region with multiple layers (levels) to progress through. Win or lose, the DarkBits you collect can be used to purchase incremental upgrades that apply for all future attempts. ByteCoins and Data, however, are used only within a single run, and do not carry over. That said, without ByteCoins to level up and Data to buy programming nodes with, you’re not going to get very far!
The playing field within Net.Attack() is a relatively simple top-down field, with floating icons to represent your character and enemies within the area. Since you’re playing as a hacker here, this makes sense - you’re looking at a visualization of what you are doing, you’re not physically present yourself. By default, every hacker character (and there are many to choose from) starts with at least one program node that provides an attack. Early on, enemies are sparse and weak, allowing you to carefully pick off enough to get an initial level or two and afford a couple of programming nodes. This is where the game starts to take off, and where my inner nerd rejoices.
Programming in Net.Attack() is done in a dedicated coding screen that pauses the run-and-gun action. Every character starts with a selection of Root nodes, which automatically trigger anything attached to them on a cycle based on their speed in milliseconds (ms). Every node you earn or purchase chains off one of these recurring triggers, and has its own speed value that slows down the whole chain. Sure, you might find a node that drops a veritable nuke on a section of the screen, but anything you have in the same action chain will be crippled by the extra time it takes to run! On the other hand, highly upgraded characters might be able to get some nodes to a point that they actually speed up the chains they’re in, so maybe you can figure out a way to pull it off?
Net.Attack() also makes players think when putting chains of nodes together in the way that those effects are centered. Root nodes always originate from the character, but many attack nodes change the origin of the next node in the chain to be the object it just hit. If that sentence makes you perk up and think ‘chained attacks?’ you’re absolutely correct, and you’ve just hit on a core concept of the game. By using sequences of nodes, you can turn a single initial ping of damage into a screen-clearing cascade of attacks and an explosion, each attack turning its hapless target into the engine of its comrade’s destruction. With single- and multi-target attacks, area of effect actions, FOR-loops, IF nodes and even placable mines that can merge for greater effects, Net.Attack() has a huge degree of replayability within a deceptively simple appearance.
For all the complexity I just raved about, Net.Attack()’s interface is clean and easy to understand, and the in-game documentation walks players through all the concepts on how things interact. The programming itself is easy to manipulate, as players just have to drag a node onto the programming field and then mouse-drag connections for inputs and output to chain them together. No missing semi-colons or frustrating typos here, this is visual programming at its most accessible.
Sound and story here are basic, but that suits the genre well. One does not (normally) endlessly replay the same level in a roguelite hoping to sit through the same cutscene or lore dump for the umpteenth time, so the lack of a deep story isn’t missed. We’re here for action, explosions and creative node programming after all, not dialogue and narration worthy of Shakespeare.
If challenging the normal sets of levels is wearing thin, Net.Attack() also offers daily challenge levels and a sandbox mode to satisfy your explosion-based cravings. To level the playing field though, the daily community-wide challenges strip you of all your between-run purchases, letting every player tackle the challenge from an equal baseline. It's a pleasant change, and can even let you try playing additional characters that you may not yet have unlocked with your post-run rewards. [Side note: these are all earned and purchased using in-game currency from what I saw. No predatory pay-to-win real-money microtransactions here.]
Overall, Net.Attack() is a simple-looking game that will invite you to test the waters, and then let you fight your way back to the desktop hours later wondering where your day went. The node-based programming is absolutely genius, and really takes the game from feeling like a powerup-driven top down shooter into something really unique and engaging. There is tons of replayability here, with the special attributes of each character changing your best options for programs, and the layers themselves are big enough to feel expansive while playing. There is very little that you could ask for that Net.Attack() doesn’t already deliver, and I strongly recommend picking it up. Even better, this isn’t going to set you back AAA pricing - the price point on Steam is roughly $11 Cdn at time of writing, and the game is even on further discount as part of the 2026 Steam Bullet Fest until June 15, 2026.
Score: 9.5 / 10
Frantic Platform Brawler from Efecto Studios Reveals Free Playtest until June 14th!
- Use your Dash to move swiftly across the stage and strike down your opponents in a single hit.
- The Parry blocks and stuns enemies who dash at you and can even deflect items back at the caster.
- Find Scrolls on the stage to invoke powerful and varied Jutsu that can turn the tide in your favor.
About Efecto Studios
Article by: Susan N.
Atre: Dominance Wars Now in Early Access on PC!
“Game of Thrones”
Magical prowess
“It was a last moment notice but reason for launching EA is that we feel we can do so much more for the campaign and future content with proper player feedback.” - Ironward
- Three Levels of campaign
- Skirmish/Solo/Multiplayer
- Map Editor
- More then 20 hours of gameplay
“We are very happy with the current state of the game and we feel that this game has potential and we want to achieve that potential with our community.”- Hrvoje Horvatek, Ironward”
Features
- Ascend to Godhood: Unlock increasingly powerful magic and eventually gain access to god-tier spells capable of transforming entire regions of the map.
- Strategy: Expand territories, manage cities, conduct diplomacy, research powerful unit mutations, and command armies in large-scale battles.
- The Apocalypse: Reality itself is unstable, and a cataclysm known as the Merge will create challenges and opportunities throughout every playthrough.
- Avatars and Equipment: Equip immortal Avatars with powerful artifacts, unique abilities, and mutated army compositions.
- Single-Player, Co-op, and PvP Multiplayer: Compete or cooperate in a constantly evolving strategy sandbox built for replayability.
About Ironward
Article by: Susan N.
Power Wash a Pixel Art Town as a Cute Piggy Coming Soon!
“It feels good to finally get a bite-sized taste of Pixel Washer into the world,” said Hackett. “While working on the game, I often get distracted by the irresistible urge to clean up the dirty pixels. I hope players find pixel power washing as relaxing as I do. Pigxel would like to say: "Oink!" (translation: "Enjoy the demo!")
Key Features
- Wash and Restore – Use your power washer to blast away grime and bring beautiful pixel art levels back to their full glory.
- Upgrade Your Arsenal – Earn money on the job and spend it on more powerful washers, new vehicles, and additional equipment.
- Cozy Vibes – Relax to a chill soundtrack and satisfying sound design that makes cleaning feel like a reward, not a chore.
- Explore a Pixelated World – Choose from a wide variety of pixel art levels and discover the charm hiding under all that dirt.
About Acclaim:
About Valadria:
Article by: Susan N.
Retro Reflections - Warhammer 40,000: Space Marine
Estimated reading time: 9 minutes
Armed with a Combat Knife and Bolt Pistol, and adorned to the neck in sexy blue Power Armour, our hero of the day is Captain Titus, alongside his brave squad of one pessimist and one gung-ho. This motley trio must brave peril—which happens to be an Ork invasion—and save the world (or the universe, even) from unspeakable destruction and possible extinction. This plot and its variants have been done to death in all their glory and stagnation in a dime-a-dozen games, so much so that the mere whisper of "invasion" or "tough heroes" is enough to elicit a series of frustrated moans from gamers and critics alike. Though many have taken different approaches to this gaming trope—ranging from subtle to not-so-subtle—few have actually succeeded in making their creations unique or different.
For example, a developer might introduce an unprecedented game mechanic, or perhaps downsize or blow up an already existing feature, culminating in an experience worthy of going through at least once. Relic Entertainment did exactly that; they blew up the one quality of hack 'n' slash games that matters most—a copious amount of gore and creative death executions—amped it up to 11, and presented a devastatingly entertaining, masochistic, and challenging game. While it bears a strong resemblance to other shooters in terms of story, it is strictly Warhammer 40,000: Space Marine in terms of intense violence, bad-assery, and robust controls. Simply put: Space Marine is the God of War experience I've always wanted on the PC!
Space Marine starts off in a very typical manner: you are responding to a threat because, apparently, the last line of defense and everyone's hope is you. With your armory and squad's status in check, you bravely plunge into the eye of the storm, putting your foot so far up your enemies' asses that they not only become numb, but cease to be asses. While you start armed with relatively weak weapons and the initial enemies are easy one-shot kills, jaded players know that in games like this, everything gets progressively buffed up. What they aren't able to predict, however, is how fast or slow it takes for that to happen. Needless to say, in Space Marine, the transition happens rather quickly, and you go from a general waste-layer to a crater-maker in a matter of minutes.
As soon as you get off the spaceship and reunite with your squad members, a weapon portal (a recurring object in the game) grants you a chainsword. This melee weapon is exactly what the name implies and is easily one of the coolest, bloodiest weapons you get in the game due to its carnage effectiveness and combos. Just as the game hands you a shiny new toy to lay waste with, it conjures a Slugga Nob into the tiny battlefield, perfectly balancing out the two ends of the spectrum. A Slugga Nob is a huge barbarian akin to the greenskin seen on the cover of Cyanide's 2009 fantasy football game, Blood Bowl (which just happens to be a Warhammer spin-off). If you are a newbie, your first few rounds with this new bad boy won't be easy, but after a few tries, you will get the hang of it.
If this generic approach to battling larger specimens is starting to turn you off, do yourself a favor and don't let it. The enemy A.I. is surprisingly smart; they will evade your attacks and take cover if things get too hot. Granted, the smaller greenskins brainlessly sprint in your general direction like pigs excited to get slaughtered, but the bigger ones act almost as a mirror to you and your squad—so taking them out, for the most part, won't be a cinch. I found this welcoming as it gave me a reason to frequently change my weapon to better suit the mannerisms of the enemy. The game also features a loosely executed interactive environment, in the sense that you can shoot flammable canisters (red barrels, basically) and pipe systems to trigger explosions. I hesitate to use the term "destructible environment" because you don't get the option to turn the battlefield layout to your favor, which, in a game like this, could have been an awesome mechanic.
The battles themselves, although starting off nicely and with hints of something new, more or less transition into generic, everyday fights. The purpose of the battles varies slightly, as does the buildup of the momentum, but the premise thoroughly remains the same: a handful of guys against a massive army of greenskins. Sometimes you're left to venture alone for a while while your squad members escort a side character, leaving you more vulnerable and sensitive to greenskin attacks. It is in these "el solo lobo" moments that I found the perfect opportunity to test out my latest acquired purity seal or melee weapon.
Speaking of purity seals and weapons, they aren't exactly original or unlike anything you've ever seen before. But they are, however, executed much better than most. Take the main weapons for example—after a few missions into the game, you get to carry four weapons in your inventory. The first one will be a relatively weak and small weapon with minimal damage power, but it has the advantage of infinite ammo. The second weapon from the primary group was perhaps the most ridiculously overpowered gun of the bunch, and it often emerged as the best choice throughout the campaign mode. At least for me it did. The third and fourth secondary weapons will mostly consist of one-shot-kill weapons that are heavy on damage but low on reload speed and ammo capacity.
In fact, the Meltagun (arguably one of the most devastating guns acquired in the game) may have the awesome power to stun a Slugga Nob in just one hit and obliterate it in three, but it has severely limited ammo and a lengthy recharge time. This makes it ineffective amid a greenskin horde or when many Shoota Nobz or Rokkit Boyz are around. In the melee weapons department, you get your standard hack 'n' slash paraphernalia specifically designed for head-chopping and gut-slicing. Though they get replaced rather infrequently, your lengthy outings with each of them means you will eventually get to know them, caress them, and love them equally. Parting with one will make you feel as if you're waving goodbye to a loyal subject. It's emotional stuff, and there's nothing we can do about it.
Purity seals are a bit curious, and interesting to boot. Curious in the sense of how eerily identical they operate to the power-ups you get in the God of War games. I guess there should be no surprises there, as some of the crew behind this game had also worked on God of War and apparently Gears of War as well. I just wish the logic and implementation of the purity seals had some originality or distinctive features to them; every time Captain Titus bellowed to the heavens while getting covered in a dark goldenrod aura, the image of Kratos preparing to cook up a violent storm always appeared in my head. Also disappointingly, they only last for a few seconds. Lastly, they are interesting in regard to how out of place they look. Fine, science fiction with a touch of fantasy (alien or not) is always appreciated, but fusing Harry Potter with The Terminator leaves one in confusion, with a "WTF" exclamation hovering above their head. Although it's a minor issue and one that quickly gets forgotten in a short passage of time, it remains a worrisome reminder of the faults of the game.
Which is what, you may ask? For starters, originality in this game is about as long as the word itself, and only goes so far. As mentioned before, several of the crew behind Space Marine were also behind the creation of other (more successful) hack 'n' slash and shooter games, but this shouldn't have been an excuse for getting lazy and stealing from their own previous works. When the legendary team behind the first-person Ultima games (which included Warren Spector and Doug Church) shifted to the making of the original System Shock and Thief, they indeed borrowed several elements from the Ultima games they had worked on, but they also radically changed everything from top to toe so that no two games were alike. And while even a toddler could easily distinguish between Space Marine and, say, God of War, the micro and subtle features mutual to both stick out like a sore thumb! Chief among the other faults are the at-times repetition and the seriously non-existent A.I. of your squad members. When you're up against a horde, try to count how many greenskins your buddies manage to kill. Rarely will it go beyond two, as they take the same amount of time to kill a simple greenskin as it would take you to kill a boss Nob!
The voice-overs are decent enough, with Mark Strong—who portrays Captain Titus—understandably emerging as the clear standout. Strong brings a good sense of a weathered warrior feel to the role, instead of opting to choose the readily available "rough hero" or "always complaining badass" cliché. Titus's loyalty to his code and mission, his seemingly incorruptible nature, and the fact that he doesn't bitch and moan about every negative activity that takes place all made for a character I found more accessible and likable than his snarling, realistic, gear-head counterpart, Marcus Fenix. The latter always whines about the minutiae of things and almost never steps down from being the guy who screams "I didn't sign up for this shit!" whenever faced with something 20 times bigger than him. However, Captain Titus is not a fully developed character and isn't given much of a personality to work with. The little that he is programmed with indeed makes him likable, but also monotonous and slightly one-sided. The rest of the cast, unfortunately, exists only to populate the in-game world with stereotypical characters.
Before gearing up for a relatively dangerous mission or meeting up with a person of interest, a cutscene occurs. While I was expecting them to be average at best, they actually surprised me with their weight and animations. In fact, the animation and facial movement of the character models reminded me of those in Half-Life 2—and I believe this is the best compliment I can give regarding the cutscenes. Where Gears of War emphasized cinematic explosions and slow motion, Space Marine uses its brief cinematic moments to further the story at a steady, brisk pace. While they may be brief and very few and far between, they are well done.
In conclusion, Warhammer 40k: Space Marine is one of the more impressive third-person shooters on the PC. A combination of gory gameplay and rewarding progression, Space Marine is a good example of how maxing out one element of a game can make for a great experience. While it may have its faults and may come off as repetitive for the most part, Space Marine is nevertheless a fun, energetic, on-your-toes hack 'n' slasher that you may perhaps want to revisit!
Note: Screenshots from all platforms that were available at the time can be found here at Moby Games.







































