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It looks like the developers from Escape from Tarkov have had it with dataminers. Dataminers have been plaguing the Escape from Tarkov’s development team for a while now, but it looks like it’s gotten to the point where they’re releasing an official statement and looking to take action against those who do it. As a reminder, this is a PvP only game, so any kind of unfair advantage isn’t cool. Battlestate Games has made it clear in their statement that they won’t tolerate data mining anymore in their game. The community response is mixed. They don’t want cheaters, but it looks like some information is really desired. There’s a lot of back and forth in the 980+ replies including some of the wiki editors who got caught in a ban getting unbanned: That’s kind of a wild saga to follow. Escape from Tarkov is $49.99 as a pre-order currently with…

Today while I work on the YuriCorp Community Minecraft server, I am reminded of the origins of online multiplayer games: MUDs (Multi-User Dungeons). MUDs were text-based online games, often accessed using Telnet, that allowed multiple users to play together. MUDs were the genesis of the MMOs we play today and early attempts at adding a graphics layer were the very first series of MMOs. That includes The Realm Online. The major downside of early MUDs was that they were entirely text-based. In the 1990s, with slow dial-up internet connections, text was really the only viable option. However, the evolution to graphical MUDs happened quickly. One of the first major graphical MUDs was The Realm Online, released in 1996 by Sierra On-Line The Realm Online was quickly relegated to forgotten memories as Ultima Online (1997) released and was a completely superior experience while EverQuest launched in (1999) making The Realm Online…

Star Citizen is a game that still kindly asks you for your money for some reason unbeknownst to anyone. Chris Roberts himself at this point likely is included in that list, although we’re past half a billion in funding now and Star Marine still is dead. I wrote in early 2016 that Star Marine was canceled which was, looking at the last decade, quite right. It languishes today not as a separate FPS game but a broken buggy module within Star Citizen with three maps and no players and soon to disappear altogether as a separate mode. Much like someone who is trying to convince you that their AI product, coded by ChatGPT is going to be the one, Star Citizen continues to languish as a cult around a product made of dreams and sunk cost fallacy. At this point even just removing Star Marine would probably be good for…

Lore and worldbuilding have the power to ignite passion in players and fuel an immersive experience. At their best, lore-driven games create a sense of mystery and discovery that motivate players to explore each part of the world. However, some recent games have exploited lore and ambiguity primarily as a marketing tactic, rather than using it to enhance gameplay or build meaning. This phenomenon highlights the need for more balanced, player-centered design. When developers commit to transparency and ethical practices, lore can be used to strengthen community trust and craft impactful stories. But that depends on valuing immersion and artistry over profits alone. We’ll dive into the history of lore focused games, what happened and where to go from here. This is all inclusive of the entire indie scene, even if there’s a heavy emphasis on mascot horror. It makes the best example and we’ll avoid referencing mascot horror to…

Players can be quite confused at who Inarius and Lilith when they have almost no exposure to either of them before Diablo IV’s launch. Inarius is a rogue angel and Lilith is a rogue demon who created Sanctuary as a means to escape the Eternal Conflict between angels and demons over the Worldstone (the focus of Diablo II). They birthed the nephalem which eventually over time became humanity. That’s everything. We have a ton of technical lore history below, but if you’re just curious who they are that’s about the best summary I think you can have. When they introduce themselves in the game as the mother and father of Sanctuary, they’re not lying. There’s a lot more technical info on the situation than that, but we first need to talk about what came about to cause them to create Sanctuary. We’ll then go into a mixed bag of topics…

Valheim is an amazing viking journey through a hostile world made so much better with friends. One of the beautiful things about Valheim is that single player can become multiplayer at anytime by inviting other players into your world and vice-verse. This of course requires your computer to be on and you to be playing, but what about when everyone wants to build cooperatively but not have the host on? Then it’s time for a dedicated server. You could rent a dedicated server for a myriad of hosts. It’s simple and some even let you host mods. If you do that you’re basically done; rent the server, follow the server hosts guide and voila. Yet you’re now stuck paying for a server that you could play this month or you could not and often times these hosts can have data export restrictions making your game world… their game world. So…

Limbus Company is the third install in Project Moon’s Lobotomy Corporation world. The manager, Dante, is tasked to take his 12 sinners into the ruins of Lobotomy Corporation to uncover the Golden Boughs. To do so you’ll need to know how to use identities, EGO and fight in the tough world of “The City.” You can read more on the story if you’re interested. In this guide we go over what Identities are, how EGO works and how the flow of combat works. By the time you reach 3-4, you’ll need to master all three to make it through. Identities and the Gacha System in Limbus Company Identities (ID) are alternate universe versions of the twelve sinners. The base 12 sinners are unlocked by default. You can draw IDs via the gacha system. They have three rankings: 0 (base), 00 and 000. The most powerful universal version is often considered…

Cell to Singularity is an idle game of sorts that sees you moving from, well a cell to a singularity. Like most idle games, there comes a time to bid your progress ado and start over. You can gain a currency for free by redeeming a code. The current codes are: If this code doesn’t work, you may want to check the community wiki for any updates. Codes come on the monthly live stream and are ALL CAPS always. You can also try the Discord for updates as well. iOS Users If you’re on iOS you will not be able to use the code. To remedy this, simply save your game to the cloud and load it on PC (via steam) or on an Android device. From there you can redeem the code, save your game to the cloud and then reload on your iOS device. In App Purchases You…

Hogwarts Legacy, by Avalanche Software, is one of the more fun RPG games of the year but there is a strong stigma around the game. Within that stigma, there are a specific group of militant extremists who believe anyone who purchases the game deserves some kind of retaliation. Sites have popped up, which we will not promote, encouraging communities to search for streamers and users who are playing the game in order to harass them. The issue is that much of the rhetoric is subjective; objectively the game was developed by a diverse team at Avalanche and WB. Playing the game is a choice that each person decides on their own what it means to them and the ability to make that choice is critical to self-autonomy. If you feel you should boycott the game then you should do so; if you do not feel it morally objectionable to play…

For those of you who have ever worked a job that had any kind of meeting this may actually resonate differently than those who haven’t. When video games are developed there are, surprisingly, a lot of meetings that occur. When we’re talking meetings we’re talking a lot of meetings. So many meetings that it’s actually kind of fascinating to think about. None of the below is really applicable to single developer games that don’t utilize outside contractors. Single developers naturally work entirely alone on their own game and purchase / generate all the assets and resources themselves. Single developers who contract out work still have meetings, interestingly enough. Meetings and Video Games So there’s a lot of cooks in the kitchen. You have the product team, that’s the developer and the game designer along with their associated analysts and support staff. You have a technical team that’s got a considerable…