Tag Archives: PC gaming

Paradox Goes Post-Apocalyptic: Afterworld Revealed at Gamescom 2026

The makers of Crusader Kings, Europa Universalis, and Hearts of Iron have blown up their playbook — literally. Afterworld, revealed by Paradox Development Studio at Gamescom Opening Night Live 2026, marks the studio’s first entirely original setting in a decade: a post-apocalyptic North America where you guide a handful of survivors from a ruined bunker toward a continent-spanning empire.

Watch the Afterworld Reveal Trailer

Afterworld: Official Announcement Trailer — via AfterworldPDX on YouTube

What Is Afterworld?

Afterworld is a post-apocalyptic grand strategy game for PC where civilisation has already collapsed by the time you press start. You pick an Origin — Shelterborn (bunker survivors who dreamed of rebuilding Old America), Zealots, or others — each with its own prologue story and starting conditions, then emerge into a procedurally generated wasteland and try not to die.

The surface level loop will feel familiar to Paradox veterans: manage a growing population, hold council, forge alliances, and wage war. But almost everything below that is new. Afterworld is about survival before empire-building kicks in. Food, water, fuel, and shelter are all live concerns early on, and letting any one of them slip can unravel your entire playthrough.

The Ideas Tree in Afterworld showing the Shelterborn tech advancement system
Image courtesy of Paradox Interactive

The Ideas Tree: Tech Unlocks Earned, Not Researched

The most immediately striking system is the Ideas Tree, which replaces the standard tech-tree concept with something more organic. You do not simply queue up research points and wait. Ideas unlock based on what your tribe actually experiences: encounter a river and you unlock irrigation; raid an enemy convoy and you discover vehicle tactics. The world teaches your people how to survive it.

This grounds the progression in the narrative rather than running parallel to it — a clever inversion of what most strategy games do, and one that should make every playthrough feel like a distinct story.

Tribal battle on the post-apocalyptic North American map in Afterworld
Image courtesy of Paradox Interactive

Ancients, Ethics, and the Weight of Every Decision

Rival groups are not just resource nodes to absorb or eliminate. Afterworld has a full diplomacy system where tribes can be persuaded, absorbed peacefully, or conquered, and your choices define the laws and ethics of your growing society — with consequences that ripple across generations.

The game’s wildcard is the Ancients: immortal leaders who pre-date the collapse and still walk the wasteland wielding forgotten technology. Think of them as the equivalent of the Old Gods from Crusader Kings — dangerous, powerful, and with their own agendas that cut across your expansion plans.

Dan Lind, Game Director of Afterworld at Paradox Development Studio, said in the official press release: “This is the first world we’ve gotten to build from scratch in a long time, and the first one we’ve had the pleasure of destroying before the game starts.”

The Shelterborn origin prologue screen in Afterworld showing survivors emerging from a bunker
Image courtesy of Paradox Interactive

Multiplayer, Platforms & Release Window

Afterworld is a PC exclusive via Steam — no console versions were announced, which is standard for Paradox grand strategy. The game will support both competitive and cooperative multiplayer alongside the single-player campaign. No release date or pricing has been confirmed. Given Paradox’s development timelines, early access in 2027 would not be surprising, though that is to be confirmed.

For Singapore’s substantial PC gaming and tabletop strategy community, Afterworld is one of the most interesting reveals to come out of Gamescom ONL. Paradox’s games — CK3, EU4, HOI4, Victoria 3 — have a dedicated following here, and an original setting free of historical constraints means Paradox can go places those games never could. One to keep on your Steam wishlist. Check our game news for updates as a release date is confirmed.

Game of Thrones: War for Westeros — Gameplay Teaser Drops Ahead of Gamescom ONL Tonight

The Iron Throne awaits — and this time, you’re the one deciding who sits on it. Game of Thrones: War for Westeros, the long-awaited RTS from PlaySide Studios, has dropped its official gameplay reveal teaser ahead of tonight’s full showcase at Gamescom Opening Night Live. It is the franchise’s first proper real-time strategy title in years, and what’s on display already looks like the GoT war game PC gamers here in Singapore have been quietly hoping for.

Dragonfire, Cavalry, and Castle Sieges — What the Teaser Shows

Game of Thrones: War for Westeros | Official Gameplay Reveal Teaser — via Game of Thrones: War for Westeros on YouTube

The teaser is brief but punchy: soldiers charge across open ground, cavalry wheels into infantry lines, and then a dragon swoops down and incinerates everything in a single devastating pass of dragonfire. It is a snapshot of what PlaySide is promising — brutal real-time battles that cover every era and every scale of conflict from the show.

A dragon breathes fire on enemy troops in Game of Thrones: War for Westeros
Image courtesy of PlaySide Studios / HBO

Steam screenshots that went live alongside the teaser fill in more detail: isometric RTS battles across distinct biomes (sun-drenched Dornish coastlines, frozen Northern passes, rain-soaked Riverlands castles), unit formations with visible flanking and counter-charge dynamics, and sieges where you can pack archers onto the walls of a contested keep. The visual fidelity for an RTS is genuinely impressive — each screenshot reads clearly at a glance, which is exactly what you need when you are juggling multiple fronts at once.

Castle siege gameplay in Game of Thrones: War for Westeros
Image courtesy of PlaySide Studios / HBO

Command All Four Great Factions

The faction lineup mirrors the show’s central conflicts. Players can take command of House Stark (Jon Snow), House Lannister (Jaime), House Targaryen (Daenerys and her dragons), or lead the Night King’s White Walkers — each with their own units, heroes, and abilities. There is also a full single-player campaign that lets you re-fight and reimagine iconic battles and turning points from the series, alongside a multiplayer skirmish mode for head-to-head play.

Overworld map and faction selection screen showing House Stark, Lannister, Targaryen and White Walkers
Image courtesy of PlaySide Studios / HBO

That overworld map — sprawling from Castle Black down through the Riverlands and into Dorne — doubles as a strategic layer where you manage castles, resources, and diplomacy before armies ever meet on the battlefield. When they do clash, the game shifts into the isometric RTS combat maps seen in the screenshots. It is a classic two-layer strategy setup, and for GoT fans it has obvious appeal: every major region of Westeros is a contested piece of real estate.

Full Reveal Tonight at Gamescom Opening Night Live

PlaySide is holding the full gameplay presentation for tonight’s Gamescom Opening Night Live, which streams at 2:00 AM SGT on 26 August (8:00 PM CEST / 11:00 AM PT on 25 August). Singapore fans who can stay up — or who are happy to catch the VOD — should expect a much longer look at the game, and possibly a firmer release date announcement beyond the current “early 2027” window.

Cavalry and infantry advance through a snowy battlefield in Game of Thrones: War for Westeros
Image courtesy of PlaySide Studios / HBO

For now, the game is confirmed for PC via Steam with an early 2027 release window. No console versions have been announced. Singapore PC gamers can wishlist it on Steam now — the store page is live with the full screenshot gallery. Check back after tonight’s ONL show for coverage of whatever PlaySide reveals in full. In the meantime, see more gaming news here.

This Fan-Made Final Fantasy VIII Remake Looks Stunning

Somebody on YouTube has quietly done the thing Square Enix keeps refusing to do. A creator working under the name FusionVerse Production has rebuilt the cutscenes of Final Fantasy VIII as a modern cinematic feature, and the one-hour cut of it is sitting there right now, free, looking better than any of us had a right to expect from a fan project.

It is not a game. We will get to that. But as a look at what a Final Fantasy VIII remake could feel like in 2026, it is the most convincing pitch anyone has made — including Square Enix, who have made none.

FINAL FANTASY VIII Remake – The Movie (1 HOUR) — via FusionVerse Production on YouTube

What FusionVerse Production actually built

The project is an AI-driven cinematic retelling. FusionVerse has been recreating FF8‘s cutscenes shot by shot and rolling them out in parts across 2026 — Squall’s clash with Seifer, the Fire Cavern and Ifrit, the Dollet mission, the ballroom waltz — with new 3D-style character models, reworked audio and re-recorded music. The one-hour movie linked above is the consolidated cut of the story so far.

DSOGaming, which has covered the project twice since February, described the goal as retelling the game’s full story as a feature-length movie while staying faithful to the original adventure. That faithfulness is the whole trick, and it is what separates this from the endless churn of “AI trailer” clickbait.

It started with a concept trailer that made the rounds earlier in the year, and honestly still holds up as the best single minute of the lot.

FINAL FANTASY VIII Remake – Next-Gen Concept Trailer — via FusionVerse Production on YouTube
Squall Leonhart in SeeD dress uniform at the Balamb Garden ballroom, from the fan-made Final Fantasy VIII Remake movie
The ballroom sequence, rebuilt. Image courtesy of FusionVerse Production.

It looks the way FF8 lives in your memory

Here is the compliment that matters, and it is a genuine one: this looks correct. Squall has the right jaw, the right scar, the right permanent expression of a teenager who would rather be anywhere else. Rinoa reads as Rinoa. The SeeD uniform detailing, the gunblade’s revolver mechanism, the fur collar — all present, all restrained, none of it “reimagined” into something the 1999 art team wouldn’t recognise.

That restraint is rarer than it sounds. Most fan remakes and most AI passes at classic games drift immediately into generic photoreal mush, where every character ends up looking like a stock 3D asset wearing a costume. FusionVerse resisted. The lighting is warm and cinematic without flattening Tetsuya Nomura’s character design, and several shots are framed close enough to the original FMVs that you can hold them side by side and see the intent survive the upgrade.

Squall and Rinoa reaching for each other at sunset in an original Final Fantasy VIII FMV cutscene
The 1999 original, as preserved in FINAL FANTASY VIII Remastered. Image courtesy of Square Enix.

Put that 1999 frame next to FusionVerse’s version and the point lands: the fan project isn’t replacing the memory, it’s rendering the memory. Anyone who played FF8 on a PlayStation in a Singapore living room back then knows the difference between those two things immediately. This is the second one, and it’s the far harder one to get right.

The FF7 Remake comparison Square Enix invited

You cannot look at this without thinking about Final Fantasy VII Remake, and that comparison is not the fan project’s fault. Square Enix set the terms themselves.

FF7 Remake arrived in April 2020, passed seven million sales with Intergrade, and turned into a full trilogy. Rebirth followed on PS5, then PC, and reached Nintendo Switch 2 and Xbox on 3 June 2026. The finale, FINAL FANTASY VII REVELATION, was announced in June 2026 for Spring 2027, launching simultaneously on PS5, Switch 2, Xbox Series X|S and PC. That is seven years of continuous, well-funded, multi-platform investment in one 1997 game.

Cloud Strife rendered in Final Fantasy VII Remake Intergrade
Seven years and three games of official remake budget. Image courtesy of Square Enix.
FINAL FANTASY VII REMAKE INTERGRADE – Launch Trailer | Switch 2 & Xbox — via FINAL FANTASY on YouTube

Meanwhile Final Fantasy VIII — a game that shipped 9.6 million copies and outsold most of the series — has received exactly one modern release: the 2019 Remastered, which is the PC port with cleaned-up character models and a few toggles. No new engine. No new combat. No trilogy.

To be fair to the official product, FF7 Remake does things the fan movie structurally cannot: a real-time battle system, a rebuilt Midgar you can walk through, a full voice cast, and a narrative that argues with its own source material. FusionVerse’s project is a highlight reel by comparison. But it makes the visual case in an hour, on a hobbyist’s budget, and that is not nothing.

The one thing it’s missing is the entire thing

Watch the full hour and the frustration arrives right on schedule. Every time a scene builds to the moment where you would take control, it cuts. There is no Draw command. No Junction screen. No Triple Triad. No Renzokuken, no trigger tap, no Guardian Force summon grinding through its glorious twenty-second animation while you decide whether you have time to make kopi.

Squall performing the Renzokuken limit break in Final Fantasy VIII Remastered
Renzokuken. The bit no cinematic can substitute for. Image courtesy of Square Enix.

That is the gap, and it is an enormous one. FF8‘s identity is not only in its FMVs — it is in a genuinely strange, genuinely divisive set of systems. Drawing magic from enemies instead of buying it. Junctioning spells to stats and then never casting them because casting them makes you weaker. Enemies that level up alongside you, so the player who grinds hardest gets punished. You can render Balamb Garden in 4K and still not have Final Fantasy VIII until someone rebuilds that.

Cloud and Barret fighting the Guard Scorpion boss in Final Fantasy VII Remake Intergrade
What a funded remake gets to do: rebuild the fight, not just the cutscene. Image courtesy of Square Enix.

Which is exactly why the fan movie is best understood as a pitch deck rather than a product. It proves the look. It cannot prove the game — and no fan team, AI-assisted or not, is going to build 60 hours of JRPG systems in a YouTube upload schedule.

So when does Square Enix actually make this?

The honest answer is that nobody at Square Enix has committed to anything, and the people best placed to do it keep politely declining.

FF8 director Yoshinori Kitase has been asked repeatedly. Back in 2019 he suggested a remake would be a project for the company’s younger staff rather than himself. Speaking to IGN in February 2024, as reported by VGC, he said the Junction system was “a very difficult system for some people to get into,” and that a remake would need the “difficulty and approachability” rebalanced. That is a director who has clearly thought about it. It is not a director who has been given a budget.

And Rebirth and Revelation director Naoki Hamaguchi, the most obvious candidate on paper, has effectively ruled himself out. Asked about fan demand for another numbered remake, he said — as relayed by VICE from a Game Informer interview — that such a project “might be in better hands if it went to another creator” at Square Enix, after a decade on the FF7 trilogy.

So: the tech is proven, the demand is visible in the view counts, the director has a design fix in mind, and the studio has spent seven years demonstrating it knows exactly how to do this. The only missing ingredient is a green light. Revelation wraps the FF7 project in Spring 2027, which frees up the most experienced remake team in the industry. Square Enix, the queue starts there.

What you can actually play tonight

Until that happens, the practical move for Singapore players is unromantic but effective. FINAL FANTASY VIII Remastered is S$27 on Steam and also sits on Switch, PS4, Xbox and mobile — it is the 1999 game with sharper character models, plus battle-speed and no-encounter toggles that make the Junction grind far less punishing than it was on a PlayStation memory card. It remains the only official way to actually play this story.

On the other side, FINAL FANTASY VII REMAKE INTERGRADE runs S$55.40 and REBIRTH S$67.90 on Steam SG, with both now on Switch 2 and Xbox as well — so if you want to see what a fully resourced remake of a PS1 classic looks like end to end, that is the going rate.

Watch the fan movie for the hour of “what if.” Then go play the remaster and imagine the Balamb Garden battle theme kicking in with a real budget behind it. For more on Square Enix’s plans, keep an eye on our game news coverage.

This Red Alert 2 AI Short Film Is How AI Film Should Be

Somebody spent seven minutes proving that AI film doesn’t have to be slop — and they did it by rebuilding the inside of your Primary 5 head. A Red Alert 2 AI short film titled 《二十二分钟》 (“Twenty-Two Minutes”) landed on Reddit’s r/aivideo on 21 August 2026, and it is the first thing in this genre we’ve seen that earns the word “film” instead of “demo reel.”

It was posted by u/Numerous-Glove-1741 with no title card, no tool list, no “made with” caption — just the video. Seven minutes exactly. At time of writing it has pulled 147 comments. Watch it first, then come back:

“red alert” — posted by u/Numerous-Glove-1741 on r/aivideo

What’s actually in the Red Alert 2 AI short film

It opens cold, on a corner-mounted disclaimer in Chinese: this story is entirely fictional. Then a Grizzly tank with an Allied eagle stencilled on the hull grinds through a shelled-out street, a jet augers into the mud, and two Soviet conscripts in gas masks are pinned behind rubble.

Here’s the first detail that tells you a real person made choices rather than a prompt: the film is played bilingual by faction. The Soviets speak Russian. The Allies speak English. Neither side is subtitled into the other’s language — instead, burned-in Chinese subtitles carry both, and every line is tagged with the side that said it, (苏军)for Soviet and (盟军)for Allied. That’s not a translation convention anyone would reach for by accident. It’s the game’s own unit-chatter logic, lifted into a movie.

And the radio traffic itself is written like radio traffic, not like dialogue. The Soviet channel is clipped and procedural — anyone alive?, K-17, come in, reinforcements are on the way, hold your position. The title lands as a piece of it: an officer calls in an ETA of twenty-two minutes, and the words 二十二分钟 stamp across a burning Soviet war factory. On the Allied net you get clean American squad-speak — Rhino, eleven o’clock, flank him, get his track, stack up, contact front, smoke out. Note what the Allies are calling the enemy over the radio: Rhino. That’s the RA2 unit name, used as a callsign, by people who have no idea they’re units.

Command & Conquer: Red Alert 2 street battle screenshot

The source material: Red Alert 2’s isometric city fighting, 2000. Image courtesy of Electronic Arts (via Steam).

Then the toys start showing up, and they’re rendered straight rather than winked at. A Tesla Coil — the silver-ringed lightning tower that ate your entire first attack wave — stands over a Soviet base with its coils live. A Tesla-armed vehicle crawls past a collapsed wall. A Rhino tank throws a track and sits there, dead, while its crew argue. A blonde Allied commando in a tank top walks through the mud past a Grizzly, and you don’t need a caption to know it’s Tanya.

Red Alert 2 Soviet Tesla Coils firing in a base defence screenshot

Tesla Coils doing what Tesla Coils do. The short film shoots them like real hardware, not like a joke. Image courtesy of Electronic Arts (via Steam).

Nothing is over-explained. There is no narrator telling you the stakes, no trailer voice, no montage of “epic” hero shots cut to a temp score. It’s a squad in a bad position, running out of time, on a map you have absolutely played.

The ending is the entire argument

At around the six-minute mark a Soviet officer looks up, and the sky fills with Kirov Airships. Not one — a fleet, low and slow and enormous, the way they actually arrive when someone has been saving up. It is the single best shot in the film.

Then the camera keeps pulling back. And back. The mud and the ore fields flatten into tiles. The battlefield becomes an isometric map.

A base under heavy bombardment in Command & Conquer: Red Alert 2, seen from the isometric camera

This is what the film pulls back into: tiles, sprites, a camera locked at 45 degrees. Image courtesy of Electronic Arts (via Steam).

Cut to a beige CRT monitor in a Chinese apartment, sometime around 2001. Red Alert 2 is running on it — real game, real Soviet sidebar, hammer and sickle in the corner. A primary-school boy in a striped jumper is hunched over the keyboard, absolutely locked in. He wins. He shuts the machine off. He goes back to the homework he was supposed to be doing, pencil in hand, still buzzing.

A pair of black boots stops at his desk. He looks up. Standing in the doorway, in the flesh, is Yuri — bald, forehead sigil, psychic headset, the whole Udo Kier silhouette from the original FMVs. He looks down at the kid and says, mildly, in Russian: you need my help.

Cut to black. Two words in red terminal type: to be continued.

Why this is what AI film should look like

Most AI video that reaches the front page is a texture demo wearing a story as a hat. Beautiful frames, four seconds each, zero reason for any of them to follow the one before. This one is built the other way round, and it’s worth being specific about what it does right, because these are choices any creator can copy.

It has a reason to exist. The film is not “what if Red Alert 2 were live action” — that’s a prompt, not an idea. It’s “the war you imagined while you were playing was more real than the pixels, and here it is.” That’s a thesis. The seven minutes are in service of the last ninety seconds.

It is specific enough to be checkable. Generic AI slop is vague on purpose, because vagueness hides the model’s weak spots. This creator did the opposite and committed to details a fan will audit: the eagle on the Grizzly, the red star and hull number on the Rhino, the Tesla Coil’s ring stack, two languages held apart on two radio nets, a Kirov formation flying at the correct dreadful speed. Specificity is a risk. Taking it is the craft.

It respects the runtime. Seven minutes, one situation, one reveal. No second act bolted on because the tool made generating more footage cheap. The most common failure in AI filmmaking right now is that infinite footage is free, so nobody edits. This is edited.

The AI is invisible. There is no shot in here whose purpose is to show off the model. Faces hold across cuts. Mud, cloud and smoke are consistently grim and grey. When something does wobble — a bit of garbled signage on a truck, the odd melting background — it passes, because you’re watching a squad, not a demo.

It is honest about being fiction. That disclaimer in the first frame is doing real work in 2026. A filmmaker who labels the frame is a filmmaker you can trust with photoreal tools.

Compare that to the current default: a trailer for a movie that doesn’t exist, cut to a licensed needle-drop, with a caption listing five model names. That’s a tech showcase. This is a short film that happens to have been made with AI — which is the entire distinction, and it’s the one the medium keeps failing.

AI didn’t invent the memory. It rendered it.

Here’s the part that got us, and judging by the comment count, got everyone else too.

If you played Red Alert 2 as a kid — in a bedroom, in a school computer lab, in a LAN shop where you paid by the hour and lied about the time — you never actually saw sprites. You saw this. You saw the Kirovs blot out the sky. You saw the Tesla Coil cook a column of infantry. You supplied the weather, the noise, the fear, the weight, all of it, out of a 640×480 window and a soundtrack of MIDI-adjacent guitar.

Red Alert 2 Allied base defending the White House with Prism Towers

Twenty-six years on, the imagination is still doing most of the rendering. Image courtesy of Electronic Arts (via Steam).

What this film does is take the imagined version — the one that only ever existed in your head — and put it on a screen where someone else can look at it. That’s a genuinely new thing for a tool to be able to do. Not “generate a movie.” Externalise a memory that was never photographed, because it never happened, because you made it up at eleven years old while you were supposed to be doing your maths homework.

And the film knows that’s what it’s doing. That’s why it ends on the boy and the CRT rather than on the Kirovs. The battle isn’t the payoff. The kid who imagined the battle is the payoff. Yuri walking through his bedroom door is the tool’s whole promise, delivered as a punchline: the thing you daydreamed has come to collect.

Going back to Red Alert 2 in 2026

The film will make you want to reinstall, so: Red Alert 2 and Yuri’s Revenge are on Steam, published by EA, where they went up on 7 March 2024 — but note it isn’t a standalone purchase. Access comes through EA Play, so you’ll need the subscription rather than a one-off buy.

If you’d rather own something outright, the Command & Conquer Remastered Collection is S$24.90 on Steam in Singapore. Fair warning: that’s Tiberian Dawn and the original Red Alert, not RA2 — Petroglyph and Malaysia’s own Lemon Sky Studios did the 4K art pass on those two, which is a nice regional footnote for a collection that a lot of us grew up with.

Worth knowing too: in February 2025 EA open-sourced the code for four C&C games — Tiberian Dawn, Red Alert, Renegade and Generals. Red Alert 2 wasn’t in that batch, which is part of why the RA2 community’s energy keeps going into mods, remasters and, now, films.

Original release was 25 October 2000, Westwood Pacific and Westwood Studios, with those gloriously overcooked live-action FMVs starring Udo Kier as Yuri, Kari Wuhrer as Tanya and Ray Wise as President Dugan. Twenty-six years later a stranger on Reddit made a better-looking Red Alert 2 movie than the licence has ever produced. That should probably worry somebody at EA. Mostly it just makes us happy.

One honest caveat

We couldn’t confirm whether u/Numerous-Glove-1741 is the film’s original creator or is reposting a Chinese-subtitled work from elsewhere, and the post carries no credits or toolchain breakdown — no model named, no pipeline explained. If you know who made 《二十二分钟》, we’d genuinely like to credit them properly, so tell us.

Either way: this is the bar now. If you’re making AI film, stop generating trailers for movies that don’t exist. Make seven minutes about something you actually remember. More of this kind of thing, please.

Arknights: Endfield Is Coming to Steam — Wishlist Now for In-Game Rewards

Singapore’s Arknights community has been asking for it since launch day, and Gryphline finally delivered: Arknights: Endfield is officially confirmed for Steam, with the store page going live today, 13 August 2026. A release date has yet to be announced, but a Wishlist milestone campaign is already running — and it comes with free in-game goodies.

Steam Page Is Live — Wishlist for Rewards

Publisher GRYPHLINE and developer Hypergryph confirmed the Steam release via the newly live store page on Steam (App ID 4732690), reported today by Automaton. The listing reads “Coming soon” — an exact date is expected to follow, described as coming “in the near future.”

To mark the launch of the Steam page, the developers have announced a Wishlist milestone reward campaign. Hit any of the targets below by the time the game launches on Steam and all players (across all platforms, to be confirmed) receive the corresponding rewards:

  • Phase 1 — 30,000 Wishlists: T-Creds ×8,000
  • Phase 2 — 100,000 Wishlists: Elementary Cognitive Carrier ×2
  • Phase 3 — 200,000 Wishlists: Arms INSP Set ×2
  • Final Goal — 300,000 Wishlists: Special Commemorative Portrait Frame ×1

T-Creds and Cognitive Carriers are meaningful pulls currency, so even the lower milestones are worth chasing. Head to the Steam page and hit Wishlist — it costs nothing and helps unlock rewards for existing players too.

Arknights: Endfield Official Release Trailer: Back to Endfield — via Arknights: Endfield on YouTube

What Is Arknights: Endfield?

For anyone who hasn’t made the jump yet: Arknights: Endfield is a 3D real-time strategy RPG set in the Arknights universe, developed by Hypergryph and published by GRYPHLINE. You take the role of the Endministrator of Endfield Industries, exploring the planet Talos-II and leading a cast of Operators through combat, base-building, and story content in full 3D — a major visual step up from the original Arknights mobile tower-defence.

The game launched in January 2026 for PC (native client and Epic Games Store), PS5, and mobile. As we covered when Version 1.4 Homecoming dropped in July, the game has been expanding steadily with new Operators, story chapters, and modes since launch.

Arknights Endfield operator character close-up with teal energy weapons
Image courtesy of Hypergryph / GRYPHLINE
Arknights Endfield pink-haired operator character with purple magical effects
Image courtesy of Hypergryph / GRYPHLINE

Why Steam Matters for Singapore Players

Steam is comfortably the dominant PC gaming platform in Singapore and Southeast Asia. For players who have been holding off on Arknights: Endfield specifically because it wasn’t on Steam — Steam Wallet top-ups, family sharing, native overlay, and community hub access — that wait is nearly over.

There is also a practical benefit for the Arknights community here: many SG players already have their gaming spend routed through Steam Wallet (including through Singapore’s various eWallet and convenience-store top-up options), making Steam a much more comfortable entry point than setting up a separate Epic account or native client login.

Arknights Endfield battlefield environment with ancient ruins and glowing energy tower
Image courtesy of Hypergryph / GRYPHLINE
Arknights Endfield aerial view of Talos-II environment with purple energy beams
Image courtesy of Hypergryph / GRYPHLINE

Cross-save and cross-progression details between the Steam version and existing PC/mobile accounts have not yet been confirmed — we’ll update this article when Gryphline announces more. Keep an eye on the Steam store page and the official Arknights: Endfield social channels for the release date announcement.

Check out our latest game news for more updates on what’s landing on PC and console this month.

Marvel Rivals Season 9.5 Is Live — The Hood Enters as a Vanguard and PC Players Save 40GB

Marvel Rivals Season 9.5: The Mystery of Thebes went live on 7 August at 09:00 UTC, bringing the game’s latest Vanguard — Parker Robbins, The Hood — into the roster alongside a sweeping texture compression update that frees up 40GB on PC and 15GB on PS5 and Xbox Series X|S. If you’ve been holding off on installing, now is a good time to reconsider.

Marvel Rivals Season 9.5 The Hood official key art — Begins August 7 2026
Image courtesy of Marvel / NetEase Games

Who Is The Hood?

Parker Robbins has been a thorn in Marvel’s side since he found a mystical crimson cloak and a pair of enchanted boots — tools that turned a small-time Brooklyn crook into a significant underworld threat. He’s led the Hood’s Crime Syndicate, brokered power with the Cabal, and gone toe-to-toe with heroes and villains alike. He’s an unusual pick for a hero-shooter roster, which makes him interesting: less icon, more dangerous wild card.

In Marvel Rivals he’s voiced by Damian Priest — yes, that Damian Priest, the WWE SmackDown heavyweight — which gives him an unmistakable presence in the trailer.

The Hood character close-up in Marvel Rivals — white suit, red cloak, golden pistol
Image courtesy of Marvel / NetEase Games

The Hood’s Kit

The Hood plays as a Vanguard — the game’s tank-support class — which is an interesting fit for a gunslinger villain. His playstyle runs on the tension between his two states:

  • Human form: relentless dual pistol fire providing consistent frontal pressure
  • Demon form: pistols become assault rifles; the mystical cloak channels the energy of Oblivion, letting him manifest protective barriers for teammates and hurl dark magic orbs that warp into damage-absorbing shields on impact
  • Ultimate — Full Demon State (Gun Demon): high-impact piercing rounds that punch straight through shields and enemy bodies, while radiating dark energy that grants bonus HP to all nearby teammates

The switching between forms is the mechanical core — he can hold a line and protect allies while applying damage, rather than purely absorbing it like a classical tank.

Character Reveal Trailer

The Hood: The World is His | Character Reveal Trailer — via Marvel Rivals on YouTube

Season 9.5: What Else Is New

Apocalypse in an Egyptian sarcophagus — Marvel Rivals Season 9.5 The Mystery of Thebes setting
Image courtesy of Marvel / NetEase Games

The season’s Egyptian backdrop — the Thebes setting introduced in Season 9 — continues into 9.5, with Apocalypse as the lurking threat behind the mystery. On the cosmetics side, Summer Festival Vol. 2 launches with swimsuit skins for Star-Lord, Winter Soldier, Scarlet Witch, Black Cat, Storm, and Magik — and a new customisable animation set for Lady Loki.

Summer Festival Vol. 2 skin in Marvel Rivals Season 9.5 — character in yellow and pink swimsuit with power effects
Image courtesy of Marvel / NetEase Games

The new PYO (Pick Your Own) bundle system is a notable store change: rather than fixed bundles, you select the specific skins and emotes you want and the price adjusts to match. It’s a fairer format than a take-it-or-leave-it package for players who only want one or two items from a set.

Free rewards this update:

  • Creed of Akabba event: earn a free Punisher Sandstorm Soldier costume
  • Twitch Drops (now through 4 September): the Elsa Bloodstone Will of Galacta costume — watch any participating stream for eligibility

The 40GB Storage Reduction Is Real

The patch’s texture compression overhaul is genuinely significant for anyone managing drive space:

  • PC: ~40GB freed (~30% reduction)
  • PS5 and Xbox Series X|S: ~15GB freed (~20% reduction)
  • PS4: ~7% reduction

That’s a meaningful reclaim on both SSD and HDD setups, and it comes with no visual quality trade-off according to NetEase. If you deleted the game to make space, it’s worth re-downloading now that it’s leaner.

Season 9.5: The Mystery of Thebes is live now on PC (Steam and Epic Games Store), PlayStation 5, PlayStation 4, and Xbox Series X|S.

Marvel Tōkon: Fighting Souls Lands to Mixed Steam Reviews — Day-One Patch Addresses PC Issues

Marvel Tōkon: Fighting Souls launched this week from Arc System Works, and the Steam reception has been rough. The game is currently sitting at 45% (Mixed) across roughly 1,831 reviews — a difficult starting point for a live-service fighter built around a high-profile licence. We covered the pre-launch build-up yesterday; here’s the post-launch picture.

Marvel Tōkon Unbreakable X-Men key art — Storm, Magik, Wolverine and Danger

Launch Numbers

Peak concurrent players on Steam hit 24,498 — a reasonable number for a fighting game launch, but well below the 44,303 peak that Dragon Ball FighterZ (also Arc System Works) reached at its 2018 release. The Mixed score in the first 48 hours is the harder problem to dig out of.

Storm in-game screenshot with lightning effects in Marvel Tōkon: Fighting Souls

What Reviewers Are Flagging

The most common complaints in negative reviews point to two structural issues: a mandatory PSN account login on PC (a Sony requirement that has already damaged the launch trajectory of several recent PC titles) and no Linux support at launch. Technical performance complaints have been widespread across the first 48 hours.

Magik in-game screenshot in Marvel Tōkon: Fighting Souls

Day-One Patch Details

Arc System Works shipped a day-one patch addressing a broad list of PC-specific issues. The fixes cover:

  • CPU performance optimisation
  • DLSS, FSR, and XeSS upscaling integration
  • Shader warmup improvements
  • OBS and Discord overlay compatibility fixes
  • PS5 controller input lag reduction
  • Online match delay improvements
  • →↓↘ (quarter-circle) motion input correction
  • Ground dash cancel timing fix
  • Multi-monitor display handling
  • Invisible players in ranked mode fix
  • Performance improvements when accessibility large text is enabled

The breadth of this list suggests many of these were known before ship. The patch is live now.

Wolverine claws crossed in Marvel Tōkon: Fighting Souls

Announce Trailer

If you’re already in, the patch is live and should address most of the performance issues. If you’re on the fence — Arc System Works fighting games typically find their footing after the first patch cycle. The X-Men roster and Tōkon system have enough to work with; the question is whether the PC issues get resolved fast enough to hold the playerbase.

Expeditions: Samurai Enters Steam Early Access — Feudal Japan Tactics With Co-op Launches Today

Campfire Cabal and THQ Nordic have launched Expeditions: Samurai into Steam Early Access today, 7 August 2026. The turn-based tactics RPG drops you into feudal Japan at the tail end of the Sengoku period, with simultaneous combat resolution and two-player co-op as its standout mechanics.

Expeditions: Samurai Early Access Out Now — samurai overlooking a red sky landscape

Setting and Story

Set in Japan circa 1600 — the turbulent close of the Sengoku period — Expeditions: Samurai puts you in the boots of Captain Flynn, a foreign privateer drawn into the country’s political and military chaos. The Expeditions franchise has built its reputation on historically grounded settings; this is the third major entry after Expeditions: Viking and Expeditions: Rome.

Atmospheric Japanese shrine with stone steps and gong in Expeditions: Samurai

Combat and Companions

The core combat mechanic is simultaneous turn resolution: both sides commit their orders before anything plays out, which rewards anticipating your opponent over pure reaction. Outside of combat you can use stealth to sidestep fights entirely, and the game lets you split your party to handle multiple objectives at once.

You’ll recruit up to eight companions over the course of the campaign. The game also supports two-player co-op — unusual for the genre, and a natural fit given how the split-party mechanics work.

Dialogue scene: Tanaka Takayuki speaks with Captain Flynn in Expeditions: Samurai

What’s in Early Access

The current build contains Act 1: five main quests and three side quests, with an estimated eight hours of content. The full campaign is scoped at roughly 60 hours, with a 1.0 release targeted for 2027.

Turn-based combat UI with stats panel inside a Japanese building in Expeditions: Samurai

Pricing

Expeditions: Samurai is PC and Steam only for now. The standard price is US$29.99, with a 34% launch discount taking it down to US$19.79 for a limited time.

Early Access Release Trailer

If the Expeditions formula has clicked for you before, the feudal Japan setting and simultaneous-resolution combat make this an easy recommendation at the discounted launch price. Expeditions: Samurai is available now on Steam.

Truxton Extreme Is Out Now — A Classic Shmup Returns After 38 Years

After 38 years of silence, one of the most beloved Japanese arcade shoot ’em up series is finally back. Truxton Extreme — known in Japan as TATSUJIN EXTREME — launched today, 30 July 2026, on PlayStation 5, Nintendo Switch 2, Xbox Series X|S, and PC via Steam and GOG. If the name Truxton rings a bell from your Mega Drive days or Singapore arcade visits in the late 1980s, that instinct is correct: this is the real deal, made by the original creator.

Truxton Extreme gameplay screenshot — fighter ship vs alien machines
Image courtesy of Clear River Games / Tatsujin

Thirty-Eight Years Is a Long Time to Wait for a Sequel

The original Truxton (TATSUJIN) dropped in Japanese arcades in 1988, published by Toaplan — the legendary Osaka studio behind DoDonPachi, Batsugun, and Zero Wing. It was a brutal vertical shooter with tight movement, weapon upgrades, and that unmistakable Toaplan DNA. Toaplan closed in 1994, and the series went dark.

Masahiro Yuge, one of Toaplan’s co-founders and the creative force behind the original Truxton, eventually founded a new studio also named Tatsujin. Partnering with Swedish publisher Clear River Games, he has spent years building what Truxton Extreme became: a full modern evolution of the franchise, fully rendered in 3D while staying true to the vertical-scrolling shmup roots that made the series iconic.

Truxton Extreme | Story Trailer — via Clear River Games on YouTube

What’s New in Truxton Extreme

This isn’t just a remaster — it’s a ground-up reimagining. The visuals jump to full 3D polygons, widescreen play field, and smooth performance (the Nintendo Life review noted zero performance issues on Switch 2 in both docked and handheld modes). The classic weapon roster — Tatsujin Beam, Thunder Laser, Homing Shot, Star-Mine Shot — returns alongside a new EX bar mechanic that lets you charge up and unleash supercharged shots when things get hairy.

Manga artist Junya Inoue (known for Btooom! and his work on DoDonPachi and Batsugun) illustrates a branching, comic-book-style story spanning 18 chapters. Players choose from three TATSUJIN pilots — Ash, Bergamot, and Cyrilla — each with their own motivations and arc within the narrative.

Truxton Extreme — 3D gameplay, multiple enemy types
Image courtesy of Clear River Games / Tatsujin

Modes for Every Kind of Player

Whether you want the full narrative experience or a pure arcade endurance run, Truxton Extreme has a mode for it:

  • Story — 18 chapters with comic-panel cutscenes, escalating enemy waves, and boss encounters
  • Arcade — traditional sequential progression with no hand-holding
  • Heart Starter — a beginner-friendly difficulty setting that actually lets newcomers enjoy the series for the first time
  • Team — local 2-player co-op (a first for the series) with shared resources
  • Arena — 2-minute score-attack for bragging rights
  • Pipiruville — a village-building collection mode for cosmetics

Eight difficulty settings across the board mean veterans can recreate the punishing quarter-eating arcade feel, while curious newcomers can actually finish the game.

Truxton Extreme — boss battle encounter
Image courtesy of Clear River Games / Tatsujin

Pricing and Where to Get It

Digital pricing is set at US$24.99 for the standard edition and US$29.99 for the Deluxe digital edition. Physical copies are priced at US$39.99 (PS5 / Xbox Series) and US$49.99 (Switch 2). For Singapore players, the game is available now on the PlayStation Store and Nintendo eShop — check your regional storefront for local pricing. Physical editions should be available through major game retailers and electronics chains.

Early reviews have been strong: Nintendo Life awarded it a 9/10, calling it “a thrilling return for a classic shoot-’em-up series” that “sets a new benchmark for how to bring back cult series of the genre into the current age.” High praise for any comeback, let alone one 38 years in the making.

Truxton Extreme — character artwork and pilot selection
Image courtesy of Clear River Games / Tatsujin

For Singapore shmup fans — and there are more of us than people expect — Truxton Extreme is the biggest genre release in years. Check out other retro gaming coverage and game news on GameTrader.SG.