Ryu’s Office has announced that the INDIE Live Expo April 25, 2026 showcase will feature over 200 games, including Sukeban Games’ new lo-fi cyberpunk action RPG .45 Parabellum Bloodhound. A new teaser trailer was also released to give fans a preview for some of the games that will be featured at the INDIE Live Expo April 25 showcase.
Some of the featured games include:
Automation-sim-meets-anime-RPG moorestech, Japanese studio sakastudios’ five-year project
Chinese sci-fi sandbox action RPG No Mortal Space, developed by Stellia Games
The INDIE Live Expo showcase is set for April 25 at 2:00 a.m. PT / 5:00 a.m. ET / 18:00 JST in English, Japanese, Chinese, and Korean on YouTube Live, X (formerly Twitter), Twitch, Niconico, Bilibili, and Steam. The English broadcast will be hosted by returning emcees J-mon and HighGai.
Fans can expect world premieres, content updates, long-form deep dive segments, and much more for indie and third-party games from Japan and around the world. Signature segments from previous INDIE Live Expo showcases will return for the spring 2026 showcase, including quick-fire announcements in INDIE Waves and highlights of games in INDIE Spotlight. Cygames is sponsoring the INDIE Waves segment with 160 titles from partners.
Final Weapon is a media partner of INDIE Live Expo 2026.
Fathom Entertainment and VIZ Media are teaming up to bring episodes 1-3 of the Bleach Thousand-Year Blood War Part 4 – The Calamity anime to U.S. theaters for a limited theatrical premiere event from June 25 to June 29. The premiere event will happen prior to the Bleach Thousand-Year Blood War Part 4 – The Calamity premiere on TV Tokyo and streaming services this July.
The special U.S. premiere event for Bleach Thousand-Year Blood War Part 4 – The Calamity will feature subtitled and English-dubbed versions of all three episodes at participating theaters. What’s more, the screenings include an exclusive behind‑the‑scenes interview with creator Tite Kubo and chief series director Tomohisa Taguchi and series director Hikaru Murata about the production.
“Anime fans are in for a thrilling experience as Bleach Thousand-Year Blood War wraps up its groundbreaking run on the big screen,” said Ray Nutt, Chief Executive Officer at Fathom Entertainment. “Fathom has pioneered the theatrical experience for compelling, non-traditional content with built-in fanbases, and Bleach fans are in for a treat with the first three episodes and exclusive, behind the scenes content from our friends at VIZ Media beginning June 25.”
Bleach Thousand-Year Blood War Part 4 – The Calamity is expected to run for at least 13 episodes, with a grand one-hour grand finale. This will be the final part of the ongoing Bleach Thousand-Year Blood War anime series. Fans can catch up on the series on Hulu in the U.S. and Disney Plus internationally.
In addition, Bandai Namco has announced Bleach Mirrors High, a new mobile game for Android and iOS. More details will be revealed in summer 2026. Fans can follow the game’s official account on X (formerly Twitter), and the official website is now live.
A report from The Hollywood Reporter has revealed that The Super Mario Galaxy Moviehas passed $628 million in worldwide revenue. As such, it has more than quintupled its original budget of $110 million.
This past weekend, it experienced a relatively short box office decline of $69 million. So far, it has made $308.1 million in North America specifically after just 12 days. It initially opened to a revenue of $34 million dollars after just one day. Additionally, it had the best opening day of any film in 2026 so far and the best of any April Wednesday in cinema history. While neither Nintendo or Illumination have officially confirmed a sequel, considering its success and the after credits of the film, it’s highly likely it is in early development.
The Super Mario Galaxy Movie released on April 1. It stars Chris Pratt as Mario, Charlie Day as Luigi, Keegan Michael Key as Toad, Anya Taylor Joy as Peach, and Jack Black as Bowser. Brie Larson, the Academy Award winning actress from Room and Captain Marvel, voices Rosalina. Benny Safdie, director of The Smashing Machine and Uncut Gems, who has also acted in Oppenheimer and Obi-Wan Kenobi, voices Bowser Jr.
The film also features Luis Guzmán (Wednesday, Punch Drunk Love) as Wart, Issa Rae (Barbie, Spider-Man: Across the Spider-Verse) as the Honey Queen, and Donald Glover (Solo: A Star Wars Story, Atlanta, Community) as Yoshi. Most recently, Nintendo and Illumination revealed that Glen Powell (The Running Man, Twisters, Top Gun: Maverick, Hit Man) plays the role of Fox McCloud.
Following Project Hail Mary, the kickoff for the final season of Dr. Stone, and NASA’s successful launch of the Artemis II rocket, I’ve been in a pretty big “space” mood. I’ve always been a huge fan of space and sci-fi overall, keeping up with both the private and public sectors over the years. However, the first launch of humans to the moon in 52 years is a great way to send me down the rabbit hole of space films, books, YouTube videos, and, of course, games.
With that in mind,Pragmata could not have come at a better time. Capcom is one of my favorite publishers for a reason, and Pragmata is a game we’ve known about for quite some time. However, for one reason or another, the game was delayed considerably, with a gap of almost six years between reveal and release. I was immediately interested after the first trailer, walked away from SGF 2025 with it as my favorite demo, but with the full release finally here, is Pragmata the fantastic new Capcom IP we were all hoping for?
After spending some time with the game at last, I can safely say that Pragmata absolutely delivers. It is a bold, inventive take on the action genre, one that feels incredibly refreshing yet familiar in many ways. I have a few gripes here and there, but these do not come close to overshadowing how confident Pragmata is in itself and the experience it delivers.
Welcome to The Cradle
Pragmata follows Hugh Williams as he journeys to the moon with a team to investigate the lunar research station following a blackout of communication to Earth, but upon arrival, a massive moonquake strikes, leaving Hugh separated from the rest of his team. Shortly after, Hugh wakes up to find himself healed by a mysterious young girl, whom Hugh quickly names Diana after she shares a long, number-filled codename. Diana is no ordinary girl—she’s an advanced robot, also known as a Pragmata.
As soon as Hugh starts exploring, it becomes clear that something is seriously wrong at the lunar base. There’s not a soul around, and the base’s AI administrator, IDUS, is sending all robots to attack and remove Hugh and Diana. Enemies don’t have any weak points, but thanks to Diana’s ability to hack, you can open them up for Hugh to shoot and eliminate them. Pragmata exclusively focuses on Hugh and Diana. The two wander and explore the base in an attempt to both find answers to the lifeless state of the base and stop IDUS.
Hugh is a character who comes into this story with one goal: getting home to Earth. He doesn’t waver from that in the slightest, only attempting to solve the mysteries of the base and communicate with Earth. He’s driven, but besides a few mentions here and there, we don’t really get to dive into Hugh as a character beyond the surface. That being said, David Menkin puts on an excellent performance that never failed to pull me in.
On the other hand, Diana is endearingly naive, as she wishes to understand everything about Earth and those around her with her very limited knowledge. Her animations and curiosity are adorable, and I truly enjoyed watching her grapple with the idea of finding a purpose. The game does a great job at showcasing her encounters and growth in understanding with sequences in the Shelter, especially, which acts as the game’s main hub.
I loved watching the almost father-daughter relationship between the two unfold, even if it isn’t anything all that new to the medium. That emotional bond is clearly present between Hugh and Diana, and Pragmata isn’t afraid to lean into that. However, I do wish there were more narrative buildup between Hugh and Diana. Sure, the scenes we get are great, but I think building up the two more and even diving into Hugh’s backstory could have made the relationship feel more “earned” in a way. Hugh begins to care for Diana rather quickly, and while that rapid shift is somewhat believable, it keeps some of the game’s emotional moments from landing as strongly as they could have. That’s not to say that these don’t land, but I feel more could have been here.
Overall, I really did enjoy Pragmata‘s narrative, even if it clearly was not the focus of this game. It has plenty to offer, even with some of the shortcomings of its character writing and somewhat familiar tropes. Pragmata packs in plenty beyond cutscenes and character interactions in the form of data logs, which remind me a lot of emails in Death Stranding. I continued to find incredible pieces of lore and story packed in these throughout the base, to the point where I question why some of this information is not included in the main story somewhere. As someone who had the urge to explore every area to its fullest, it’s not a major complaint for me, but I do wonder if players less driven for exploration will fail to find some essential pieces of lore.
The Delphi Corporation sits at the center of this story, acting as the owner of the lunar base itself. Years previously, upon arrival on the moon, humanity discovered Lunam Ore, which is used to create Lunafilament, a material that can replicate absolutely anything as long as data exists for it. As you wander throughout the lifeless base, you’ll see all sorts of sights, including trees, mining rigs, and even a beach recreated using Lunafilament. This material was used to create unbelievable sights that Hugh and Diana will encounter, like a replica of New York City, a Terrarium Dome, and much more.
Atmosphere is one of Pragmata‘s strongest home runs, as every area is simply fascinating. Being stranded alone, away from Earth, isn’t new, but the buddy-like dynamic here, with one of the characters being a resident of the Moon, adds a refreshing twist. The lifeless environment left me with numerous questions, and I was practically racing through every sector to uncover what secrets and pieces of lore I could find. There’s such interesting lore littered around the base, plus plenty of collectibles and interactibles. Each of the robots and machines has fantastic, humanoid designs that are also eerie in a way. Even the idea of Lunafilament adds to this, as everything before you, even the base itself, feels like an artificial, almost uncanny environment.
The bridge that ties everything together is the Shelter, which acts as Pragmata‘s hub. Here, you can upgrade abilities, interact with a robot named Cabin, and perform different activities with Diana. After each mission, you head back here, and the game places numerous checkpoints throughout every section that let you traverse back to heal, refill supplies, and more whenever you please. Beyond examining secret reports, one of the bigger narrative elements of this area lies in giving Diana presents. This is done when collecting a Read Earth Memory (REM) in any sector, and upon giving it to Diana, you’ll see a Lunafilament-replicated item from Earth that Diana can play with. These can range from a campfire and a tent to a globe, and it’s charming to watch Diana interact with these and speak to Hugh about their uses.
Ultimately, the world-building is not just here for atmosphere. Pragmata directly feeds all this lore and narrative into the game’s central hook: its gameplay.
Hacking Away
Capcom is no stranger to satisfying gameplay. Devil May Cry and Resident Evil come to mind, as do Onimusha and Street Fighter. However, the company has never attempted something like Pragmata. What makes Pragmata unlike any other game on the market is its gameplay. This differentiating factor requires you to not only aim and shoot but also utilize the face buttons to hack enemies to deal real damage. I adored the 15-minute slice I got last Summer, and upon return, I can’t help but feel that this is the most fun I’ve had with a Capcom game in years. Capcom has made a tremendous system that continues to reinvent and build upon itself as the campaign marches onward. Across my 10-hour playthrough, I did not once get bored with the gameplay loop.
Average encounters, even with generic enemies like Walkers, can quickly test you if you aren’t careful. Both Hugh and Diana’s abilities must be utilized for you to have any chance at defeating enemies, as bots have armor that prevents Hugh from dealing solid damage to them without being hacked, and Diana cannot deal enough damage to quickly take out most enemies without Hugh’s help.
Disabling armor or leaving a bot “OPEN” requires Diana to hack a path to a green block. Each bot has a different grid, with some being giant and some smaller, plus there are obstacles that can pop up to impede progress if you aren’t careful. Amongst the grid will be blue squares, which are essential to pass through to deal more damage and keep armor deactivated longer. Beyond this, though, is where things get quite fun. You can pick up different abilities throughout the sectors that appear in the hacking grid. These power-ups can drastically affect bots, such as turning on friendly fire or freezing them in place with shock. As the game progresses, you unlock more of these, and it’s up to you to customize which nodes you want to carry with you.
Pragmata is smart to limit how many times you can use each node. For instance, with Confuse, having only two (see the above screenshot), you can only go through that node twice before it’s gone from your inventory. This made me extremely cautious and calculated on where and which bot I used Diana’s abilities on, as it’s easy to go through multiple on the same grid if you are just attempting to connect every colored block you see. If you can’t tell, this is really where Pragmata‘s strategy, almost puzzle-like essence, comes from.
Hugh, on the other hand, also has a fantastic set of tools at his disposal. There are a good number of weapon types to try out, and within each category, you have a handful of weapons to use. As you hack with Diana, you have to aim, shoot, and switch guns where required with Hugh. Weapons have a limited number of bullets or uses, and once they’re depleted, the weapon goes, too. Your primary weapon is rechargeable, though, so you can count on this as a mainstay in your arsenal.
Beyond aiming and shooting, you also maneuver around the environment as Hugh. He has access to boosters on his waist that allow for dodging, jumping, and hovering—and let me tell you, goodness does this movement feel good! Combat encounters feel tremendous as you dodge around, aim to hack, and fire away at enemies. The boosters make for a very satisfying gameplay experience overall, as different bots have different attack styles. Some require you to dodge around to a weak point, while others might rush at you, leaving you to dodge before taking damage.
The core gameplay loop of Pragmata will feel familiar to most action game fans. There are a handful of sectors that act as major levels, and within them, you’ll explore, fight bots and bosses, and solve puzzles. What I wasn’t expecting was the subtle platforming littered throughout the game, and these sections were always a lot of fun to progress through with the boosters. More often than not, you’ll find a platforming area that leads to a collectible, such as a Cabin Coin, a new mod, or extra currency.
Collectibles are littered throughout the environment, and there are plenty of challenges to find, too. One of my favorites is the Red Zone areas, high-stakes challenge areas that can be seriously tough yet give fantastic rewards. These directly tie in with Cabin in the Shelter, as he has a “Bingo Board” where you can redeem Cabin Coins for rewards. You might get some enemy intel data, a new costume for Hugh or Diana, or even a new mod. Some slots are walled off until you clear the Red Zones, preventing you from earning their rewards.
There is an extensive upgrade system that I really enjoyed available in the Shelter, allowing you to upgrade your suit, Diana’s hacking abilities, weapons, and more. You can unlock and purchase different abilities, strengthen existing ones, and spend both Lunafilament and Upgrade Points. The different currencies for upgrades force you to carefully consider what to prioritize when leveling up items. Hugh also has equippable mods that can affect stats for both himself and Diana. You’ll find these in boxes hidden throughout the environment, and some can drastically shake up the gameplay experience.
Naturally, this gameplay system makes boss fights a treat. Each boss (and enemy, really) offers a new challenge that requires you to masterfully weave together all these elements into an attack plan. Multitaskers will feel right at home, as I sure did, attempting to balance all these systems and find a way to defeat each enemy without taking hits. Even if that might sound daunting, I found the game appropriately challenging but still forgiving enough.
Beyond anything else, what I adore most about Pragmata is just how confident it is in its mechanics. Never once does it feel like an idea or gameplay element detracts or diverts from the core vision of this hacking and shooting approach, and it feels like there is an endless stream of new abilities, weapons, and mechanics to discover from beginning to end. Capcom continuously throws curveballs and gimmicks your way, even with enemies you’ve seen for the whole game showing up with new hazards later.
I definitely wondered before release how the hacking gameplay would stay fresh, and I just could not get enough. There is always a new ability to master and use against enemies, or a new variant that pops up and totally throws your previous approach out the window. Every time I started to get comfortable, a new weapon or hacking ability was thrown my way to master. I’ve only scratched the surface of explaining and diving into what I loved about the mechanics of Pragmata, but rest assured, the gameplay loop is fast, tight, and endlessly innovative.
Lunar Whispers
As the latest release on RE Engine, Pragmata does an impeccable job at showcasing the engine at its best in linear environments. Visuals are gorgeous, environments are rich with detail, and this is one of my favorite-looking RE Engine games to date. Visual effects are prominent, technology like hair strands for Diana was impressive, and each area continued to stun. I was blown away multiple times by the art direction and use of colors throughout, which popped beautifully on my OLED TV. Looking at space and seeing the endless black with just the Earth in the distance is also a real atmosphere setter, just saying.
I greatly appreciate Capcom’s design choice to keep Pragmata as a linear experience. I think this greatly benefits the game, keeping platforming and level design tight while still offering room for players to explore with optional hidden pathways and areas. Sure, you might walk into some areas like the lunar base’s New York City and want to explore for hours, but I felt Pragmata gives you enough to be satisfied with exploration. Levels don’t feel too small or large, but rather an appropriate size that’s believable yet artificial.
Music is another area that really shines. There’s a wonderful balance of soft piano melodies that play when the game focuses on Diana and her relationship with Hugh, but combat brings powerful, techno-driven music that ramps up in the best possible way. I mentioned how strong Pragmata‘s atmosphere is earlier, and music is a key reason for that. The game knows when silence is valuable and when to crank up the dial for maximum sci-fi immersion.
Regarding performance, Pragmata offers both Quality and Performance modes, which target resolution and frame rate, respectively. I opted for Quality mode to really take in the environments at their best, and besides two very brief encounters, I did not experience any major frame rate dips. Feel comfortable in selecting either option depending on your preference. The linear design also lends itself well to this, as we’ve seen RE engine struggling in more open-world games and environments.
Pragmata‘s visuals and overall presentation enhance nearly every moment of Hugh and Diana’s journey. Even smaller pieces I haven’t delved into, like UI and animations, elevate what’s here. The game’s atmosphere is one of its biggest strengths, and these elements are key in ensuring it lands as intended.
To The Moon And Back
Since 2020, my expectations for Pragmatahave been sky high. My demo last Summer was enough to convince me this game was going to be special, but I was curious if the full release could take that hacking formula and keep it enjoyable for a full campaign. All in all, even with a few slight narrative stumbles, Pragmata delivered, and what a special game this is.
Due to the exponentially rising costs of game development, it feels like we continue to see trends of a lack of experimentation and/or new IP in the games industry. In recent years, Capcom has continued to defy that trend with great new franchises like Kunitsu-Gami, and Pragmata is ultimately another reminder that these brilliant developers can still create something fresh and new for the medium.
Pragmata takes huge risks with its approach. Many developers and game designers wouldn’t dare attempt something like this, especially considering how much input is needed in combat. Yet, here we are, and the game delivers and just works. Pragmata is uber-confident in every aspect, and it must be rewarded for it.
More than anything, I hope Pragmata serves as a statement that Capcom will continue to produce new IPs and franchises beyond its most beloved series. I adore Resident Evil, Ace Attorney, and everything else, but seeing huge swings at bold, inventive ideas like Pragmata? More of this, please.
Disclaimer: Capcom provided a PlayStation 5 copy of Pragmata for review purposes.
4A Games and Deep Silver have officially announced METRO 2039, the next entry in the beloved Metro franchise. Additionally, both have confirmed that a full reveal for the upcoming game will take place via Xbox First Look on April 16.
The showcase will take place at 10 AM PDT/1 PM EDT/6 PM GMT on the official Xbox YouTube channel. The description of the video provides a brief synopsis of the game, stating that “METRO 2039 is the next landmark FPS from acclaimed storytellers, 4A Games. Journey into the dark heart of post-apocalyptic Moscow in a harrowing conflict for the very soul of the Metro.” While no details about its release date or consoles are known, its likely that it will be available on PlayStation 5, Xbox Series X|S, and PC.
Check out the short teaser trailer for METRO 2039 below:
The most recent mainline entry in the Metro franchise, Metro Exodus, released in 2019. It’s available now on PlayStation 4, Xbox One, PlayStation 5, Xbox Series X|S, and PC. The Steam page describes the game as follows:
About Metro Exodus
The year is 2036.
A quarter-century after nuclear war devastated the earth, a few thousand survivors still cling to existence beneath the ruins of Moscow, in the tunnels of the Metro.
They have struggled against the poisoned elements, fought mutated beasts and paranormal horrors, and suffered the flames of civil war.
But now, as Artyom, you must flee the Metro and lead a band of Spartan Rangers on an incredible, continent-spanning journey across post-apocalyptic Russia in search of a new life in the East.
Metro Exodus is an epic, story-driven first person shooter from 4A Games that blends deadly combat and stealth with exploration and survival horror in one of the most immersive game worlds ever created.
Explore the Russian wilderness across vast, non-linear levels and follow a thrilling story-line that spans an entire year through spring, summer and autumn to the depths of nuclear winter.
Inspired by the novels of Dmitry Glukhovsky, Metro Exodus continues Artyom’s story in the greatest Metro adventure yet.
SHINOBI: Art of Vengeance made quite the splash when it came out last year. It’s a revival of the classic series, while being a great starting point for it as well. The game was well-received across many outlets and was even nominated for best action game at The Game Awards. When I finally got around to playing it, I completely understood the praise, and I immediately wanted more. Well, it looks like I’m getting my wish in the SEGA Villains Stage. DLC for the game that may not please everyone.
The SEGA Villains Stage adds new levels, moves, outfits, music, and bosses based on different SEGA properties to the game. You must face Death Adder from Golden Axe, Majima from the Yakuza/Like a Dragon series, and the the iconic boss Dr. Eggman from Sonic the Hedgehog. While the DLC may seem pretty small, it has some great parts that will delight any owner of the game and fan of the respective series. There are also some parts that leave a lot to be desired, however.
SEGA Villains Take the Stage in SHINOBI: Art of Vengeance
The SEGA Villains Stage DLC takes place alongside the game. Repeated use of the death scythe has caused dimensional rifts to open, and ENE Corp has begun venturing into those rifts to expand its empire. The only way to stop ENE Corp’s plans is to enter the rifts ourselves and defeat the source of power in each one. While the premise is simple, it’s a lot of fun and will be somewhat familiar to SEGA fans. The base game had a narrative I enjoyed, and this works for the set world. I also enjoy crossovers, so the idea of having to play through levels based on games I love was always gonna put a smile on my face. I do wish it did more with the narrative besides the initial cutscene, and honestly, that’s my complaint for the whole DLC.
The DLC spans five levels that are based on three different games: Golden Axe, Yakuza/Like a Dragon, and Sonic. The initial cutscene promises a fun crossover, but sadly, you barely see it across the levels. Since they are dimensional rifts, most of the levels have these boring backgrounds that don’t resemble anything really. The levels are also not as fun or interesting as the base game. In the base game, levels are huge and fun to explore, with puzzles too. All the DLC levels are extremely linear with no real puzzles to do or collectibles to get. It’s pretty jarring after playing the base game, but the core combat is still a lot of fun.
While the levels are a bit disappointing, SEGA nailed the boss fights. This is where the DLC fully clicks and also lives up to the fun crossover potential. The backgrounds and music are phenomenal, and the boss fights themselves are not only a love letter to their respective series but offer quite the challenge. I think I died on the Death Adder more times than I did the entire game. Although difficult, these are still a delight, and I immediately wanted to fight them again. Majima was especially so fun to fight with his terrifying shadow clones. I wish the level of detail and love present in the boss fights were spread throughout the entire levels.
This Might not be Enough
My biggest criticism of the DLC is its length. The base game has huge levels, so when I heard this was gonna have five, I was excited. But you can easily do everything in this DLC in the time you can beat one or two levels of the base game. It also doesn’t feel as rewarding, even if the boss fights are great. All you get for beating it are some extra attacks and costumes, both of which I didn’t feel compelled to use. You can also unlock two extra boss rush modes, which are fun but doesn’t feel like enough. It’s currently $9.99 unless you got the deluxe version of the base game. While I enjoyed it overall, I can see why others would rather wait for a sale if they don’t already have it.
Next to this DLC was a free update that includes hardcore mode and a handful of quality-of-life adjustments. All of the quality-of-life updates are welcome, including ways to adjust combat animations, camera, and effects. There’s also a dedicated tutorial menu that’s quite nice to have when you forget what some moves can do. Hardcore mode is also no joke and lives up to its name, and I can’t wait to play more of it.
Closing the Rift
The SEGA Villains Stage DLC is a fun time, but it’s hard to recommend unless you’re already a big fan of the game and the IPs that are represented here. I loved all the boss fights, but the overall level design and length do hinder it. It also doesn’t help that the rewards for each level aren’t worth it, making the levels feel like a step down from the base game. While I still enjoyed it overall, I can’t blame anyone for waiting for a sale. The SEGA Villains Stage DLC has some great boss fights, and that’s the key takeaway from this experience. Now, if you excuse me, I want to go fight Majima again.
Disclaimer: SEGA provided a Steam key of SEGA Villains Stage for SHINOBI: Art of Vengeance for review purposes.
Aniplex and CyberConnect2 have announced that Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles 2 DLC character Shinobu Kocho (Infinity Castle) will release on April 17 in Japan. Shinobu Kocho (Infinity Castle) is a playable character in Versus Mode, and she will likely come with new profile photos, quotes and decorations in Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles 2, just like previously released characters.
Each DLC character is available separately for $4.99 and is included with the Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles 2 Infinity Castle Character Pass ($29.99).
Previously, SEGA released the version 1.20 update for Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles 2 featuring the “Infinity Castle” for Versus Mode. What’s more, the Anime Song Pack is available for $14.99, allowing players to change the background music in Versus Mode to songs from the anime series. This includes TV versions of opening and ending theme songs.
Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles 2 launched on August 5, 2025, for Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, and PC via Steam for $59.99. Final Weapon reviewed Demon Slayer -Kimetsu no Yaiba- The Hinokami Chronicles 2, noting it’s a great game that recaps the events leading to the Infinity Castle Arc.
Demon Slayer -Kimetsu no Yaiba- Infinity Castle – Akaza Returns premiered on September 12, 2025, in theaters across the U.S. The movie achieved the biggest opening weekend for an anime film in the country, surpassing the record held by Pokémon: The First Movie in 1999 ($31 million).
Check out the trailer showcasing the new key visual for Rascal Does Not Dream of a Dear Friend, as well as the visual itself, below:
The cast of the anime film includes:
Kaito Ishikawa as Sakuta Azusagawa
Asami Seto as Mai Sakurajima
Sora Amamiya as Uzuki Hirokawa
Aya Yamane as Ikumi Akagi
Konomi Kohara as Sara Himeji
Manaka Iwami as Miori Mitō
Reina Ueda as Nene Iwamizawa
Nao Tōyama as Tomoe Koga
Atsumi Tanezaki as Rio Futaba
Maaya Uchida as Nodoka Toyohama
Yurika Kubo as Kaede Azusagawa
Inori Minase as Shōko Makinohara
Sōichi Masui directs the new film at CloverWorks. Masahiro Yokotani oversees and writes the script, and Satomi Tamura is the character designer. fox capture plan will compose the music, and Aniplex is distributing the film. Aniplex describes the film as taking the story toward its finale.
The previous part of the story, Rascal Does Not Dream of Santa Claus, premiered on July 5, 2025, and Crunchyroll is streaming the series outside Japan. The English dub premiered a few weeks later on July 26 on Crunchyroll. Conton Candy performs the opening theme song “Snowdrop.” The cast members for Uzuki Hirokawa, Ikumi Akagi, Sara Himeji, and Tōko Kirishima perform the ending theme song “Suiheisen wa Boku no Furukizu (The Horizon Is My Old Wound).”
Square Enix has released two new “Character Preview” trailers for Dissidia Duellum Final Fantasy to give players a sneak peek at Balthier (VA: Hiroaki Hirata) from Final Fantasy XII: The Zodiac Age and Firion (VA: Hikaru Midorikawa) from Final Fantasy II. Balthier and Firion will be added to the playable character roster of Dissidia Duellum Final Fantasy soon.
Onion Knight (VA: Jun Fukuyama) and Iroha (VA: Inori Minase) are now available in Dissidia Duellum Final Fantasy alongside “The Fight Rages On” Season. Fans can draw the new characters with Character Tickets and obtain their abilities from the UR Ability Featured Draw for a limited time. Rikku and Clive Rosfield will be added to the game at a later date, and a PC version of Dissidia Duellum Final Fantasy is being considered by the development team.
Square Enix has released the Dissidia Duellum Final Fantasy original soundtrack on Amazon Music, Apple Music, and other music distribution services. Featuring original tracks and arranged fan-favorites, the original soundtrack of Dissidia Duellum Final Fantasy was composed by Final Fantasy XIV and Final Fantasy XIV sound team member Takafumi Imamura.
Nicalis has released a new major update for Cave Story + on PC via Steam, which implements the various additions included in its console versions. These include features such as two-player co-op, plus enhanced visuals and built-in mod support, among other inclusions.
According to the Steam page, the patch notes are as follows:
CS+ Switch on PC
2-player mode
Famitracks soundtrack
Ridiculon soundtrack
Sand Pit Challenge
Jukebox
Widescreen
Animated and flipped dialogue portraits
Lighting system
Physical water
Water backgrounds
Map shading
Strafing
Skipping dialogue
Difficulty tweaks
Jelly stacking
Escape Booster’s pit
Easier Waterway cabin jump
Iron Bond acquirement tweak
Altered warehouse scene
Modding support
Stackable mods
Lua API
Converted code
Arms
Bosses
Bullets
Carets
NPCs
Player
Unused code
NPCs 58 and 79
Various commented-out lines of code
Mods can add custom…
Graphics packs
Seasonal themes
Soundtracks
Sounds
Challenges
Fonts
Screen filters
Settings
Allow dialogue portrait flipping
Enable lighting system
Enable physical water
Adjust internal resolution
Change default player costume
Conversion of data blobs to JSON
Starting stage and event
Tables
Arms
Bullet
Caret
Music
NPC
Stage
Dialogue portrait animations
Custom bitmaps can now overlay (instead of replace) vanilla bitmaps
Per-room custom water backgrounds
4x resolution textures
WAV sounds (instead of PixTone)
Unified shaded and unshaded map data
Merged challenge map tiles into main map tiles
Booster’s Lab fork
CS+ TSC commands
2x sprite resolution
New PXM file format
Reads and writes JSON map metadata files
Debug mode
FPS counter (default)
NPC list (default)
Unlocked challenges (default)
Unlocked jukebox (default)
Holiday selection (options)
NPC hitbox viewer (swap-left and pause)
NPC code viewer (F8)
Invincibility & infinite booster code (swap-right and pause)