Nihon Falcom has announced that action RPG Kyoto Xanadu will launch on July 16 for Nintendo Switch, Nintendo Switch 2, PlayStation 5, and PC via Steam in Japan and Asia. The Nintendo Switch, PlayStation 5, and PC versions will cost 7,920 yen, the Nintendo Switch 2 version costs 8,070 yen, and the Nintendo Switch 2 Upgrade Pack costs 150 yen for owners of the physical and digital Switch version.
A Kyoto Xanadu Limited Edition will be available featuring the following items:
Kyoto Xanadu Original Soundtrack mini
Selection of songs, including the theme song “Outer Sky” by in-game virtual singer LinoN.
Hirasaka Academy Action Card Complete Set
A replica set featuring all 15 Action Cards in the game
Rei and Fuka Costumes “Hirasaka Komachi (Blue)”
Hirasaka Academy Wooden Engraved Coaster
The pre-order/first-print bonus is the “Support Card LinoN” DLC, which increases the lesson’s effect to train characters more efficiently at Hirasaka Academy.
According to Gematsu, a North American and European release of Kyoto Xanadu is planned, and a release date is being coordinated with a partner. The partner will make an official announcement once the release date is set in stone.
Get the latest details on new characters below:
Ren Amano (voiced by Takeo Otsuka)
Age: 17
Soul Device: Kurikara sword types
A second-year student who serves as the vice president of the Hirasaka Academy student council, as well as the leader of the high-ranking team “Futen.”
As the heir to the Amano Group, one of Japan’s leading financial conglomerates, he carries himself with dignity. However, he is not arrogant, and treats commoners and lower-ranking students with equal friendliness.
He seems to have seen through Rei—who boldly declared he would “conquer the entirety of Hirasaka Xanadu” immediately after transferring to the academy—realizing that he is “not all talk.”
Zoya (voiced by Chiharu Hokaze)
Age: 17
Soul Device: Shashka types
A tall student with short hair, and a member of Asano’s team “Futen.”
She has an impulsive personality, and will sometimes pick fights with others while completely disregarding Chisa and Rachana, who are acting alongside her.
She seems unable to accept the fact that Amano has taken an interest in Rei, the new transfer student, and acts quite aggressively toward him.
Chisa (voiced by Mika Kohinata)
Age: 16
Soul Device: Kunai types
A petite girl with black hair whose bangs cover her eyes, and one of the members of Amano’s team “Futen.”
She can be somewhat shy, and is sometimes pressured by Zoya’s assertiveness, finding it difficult to express her own opinions.
However, rumor has it that she is skilled in assassination techniques using kunai-type Soul Devices, and that she may be the most dangerous of the group when she gets serious.
Rachana (voiced by Kazuki Asami)
Age: 17
Soul Device: Bow types
A girl with a calm and intellectual air about her, and a member of the team “Futen” alongside Zoya and Chisa.
With her sharp mind, she can assess situations from a distance, and often acts as an intermediary between Zoya and Chisa, maintaining the balance between the trio.
She is also incredibly loyal to Amano, the leader of “Futen,” and will do whatever reason dictates for his sake.
In the meantime, fans can catch up with the Nintendo Switch version of Tokyo Xanadu eX+, which includes 60 FPS support, a revamped localization, a high-speed Turbo mode, and all previously released DLC. Final Weapon’s review of Tokyo Xanadu eX+ notes that the Nintendo Switch version is the best version on consoles. With a 3.5 out of 5 score, Final Weapon’s review notes that “despite its story and combat-related flaws, Tokyo Xanadu eX+ still presents RPG fans with a great offering of content and features that will make them want to explore Tokyo and discover the secrets of the underworld.”
Everlasting Flowers and AOKANA: Four Rhythm Across the Blue visual novel developer sprite has announced Where the Golden Swallowtail Came to Rest, the new “filmic novel” game celebrating the developer’s 15th anniversary. Where the Golden Swallowtail Came to Rest will launch in fall 2026 for Nintendo Switch and PC, and an English release was not announced at the time of this writing.
As a filmic novel, Where the Golden Swallowtail Came to Rest is a type of visual novel inspired by unique elements from film, focusing on quality over length. sprite’s filmic novels contain condensed, unique stories with a higher-than-average amount of CGs, along with a cinematic style of storytelling.
Everlasting Flowers writer Yohira returns to write the story of the new visual novel. AOKANA character designer Suzumori is in charge of character designs once more, and Daisuke Kikuta and Elements Garden will compose the music. Azuna Riko performs the opening theme song “Summer Papilio,” and Ceui performs the ending theme song “Mabuta Tojireba (When You Close Your Eyes).”
Everlasting Flowers launched on August 28, 2024 for Nintendo Switch, PlayStation 4, and PC via Steam, and the game was sold physically and digitally in Japan. Outside Japan, the Steam version of Everlasting Flowers was released with English, Japanese, Simplified Chinese, and Traditional Chinese language options.
Slitterhead developer Bokeh Game Studio has announced that the company is now hiring staff for its next large-scale project. Specifically, Bokeh Game Studio is looking to hire artists, programmers, game designers, production staff, and marketing staff for the next project. The ability to communicate in Japanese is required for all positions.
A New Chapter Begins
Bokeh Game Studio is looking for core game creators to join our next large-scale project!
Artists / Programmers / Game Designers / Production / Marketing
Now hiring for multiple positions! *Ability to communicate in Japanese for daily work is required.… pic.twitter.com/BHPjJatra3
Slitterhead launched on November 8, 2024 for PlayStation 4, PlayStation 5, Xbox Series X|S, and PC via Steam and Epic Games Store. A Slitterhead demo is available now with support for save data transfers to the full game.
Lastly, here’s an overview of the game, via Steam:
Set in the densely cluttered streets of “Kowlong,” filled with obscurity and chaos, this battle action-adventure game casts players as the “Hyoki,” an entity devoid of memory and physical form. His only motive is to eradicate the monstrous beings known as “Slitterheads” crawling around the city, disguising themselves as humans.
Roaming the vibrant neon-lit cityscape, players must seek out allies among humans known as “Rarities,” infiltrate and track dangerous organizations, and engage in battles harnessing the power of blood. As the suspenseful drama unfolds, delve into the mystery behind Hyoki’s existence and the appearance of the Slitterheads.
Bodiless “Hyoki” Exposes the Demons Nesting in the Red Light District
The entity called “Hyoki” finds himself wandering amidst the chaos of Kowlong, plagued by the enigmatic monsters known as “Slitterheads” which mimic humans. Though bereft of all memories, he holds one resolute intention: to eradicate every last Slitterhead. Infiltrating the city, he sets out on a mission to hunt down the Slitterheads masquerading within human society.
Possession-based High Speed Action
Devoid of physical form, Hyoki’s ability allows him to possess and control human bodies at will, turning the people wandering the city into his pawns. With this power he can slip through barriers, assume the identity of specific individuals, and infiltrate dangerous areas and organizations. By rapidly switching hosts, he can also traverse the city at high speed.
Thrilling Combat Using the Power of Blood
While human bodies are fragile, Hyoki can burn their life force, turning blood into weapons to confront the ferocious Slitterheads. Even when critically wounded, he can continue fighting by switching hosts efficiently. By possessing “Rarities”, specific humans who share high sync with Hyoki, he is able to unleash even more powerful attacks and activate various abilities. The cooperative relationship with these “Rarities” holds the key to uncovering the deepening mysteries in the city of Kowlong.
The Pokémon Company has announced that the Pokémon Pokopia development team is working on fixes for progression-blocking bugs. These bugs are affecting progression of certain requests in the Withered Wasteland, Bleak Beach, and Rocky Ridges areas of Pokémon Pokopia, according to translations of the official Japanese news post by Final Weapon staff writer and lead translator Ryuji.
The Pokémon Company outlined the following confirmed issues and planned improvements:
Confirmed Issues
In the Withered Wasteland area’s request “Let’s Build a Home!”, the Pokémon Squirtle may sometimes move to the top of a tree and become unreachable, preventing the request from properly progressing.
In the Bleak Beach area’s request “Let’s Find the Pokémon Center!”, if the cracked blocks on the bridge are broken before the Pokémon Meganium crosses it, the request becomes difficult to progress. Additionally, performing certain actions prevents the event where Meganium repairs the bridge from occurring, causing the request to not properly progress.
In the Rocky Ridges area, performing certain actions prevents a certain encounter event from triggering. Additionally, under certain conditions, the “Let’s Clean Up the Path!” request becomes difficult to progress.
Spinarak’s Pokédex entry is incorrect. It says the Pokémon is only a Bug-type, when it should be a Bug and Poison type.
Planned Improvements
In the Withered Wasteland area’s request “Let’s Break Rocks with Rock Smash!”, placing another block at the position of the cracked blocks near the Pokémon Heracross makes the progression unclear.
In the Bleak Beach area’s request “Let’s Bring the Professor and Company Along!”, placing another block at the position of the cracked blocks near Snorlax makes the progression unclear.
Translator’s note: The names of the quests may not be the same in the English version. I tried my best to change the names wherever possible.
Pokémon Pokopia is available now on Nintendo Switch 2 for $69.99 digitally and physically as a Game-Key Card title. The Game Freak and Koei Tecmo-developed title reached reached 2.2 million copies sold in the first four days of release.
The interview between MARRIAGETOXIN manga creator Joumyaku and anime director Motonobu Hori from Weekly Shonen Jump has been published in English on the anime’s official website. The interview highlights Joumyaku and Hori’s excitement for the upcoming MARRIAGETOXIN anime, which premieres on April 7.
Get the full interview below:
A matchmaking battle action where a hitman partners with a marriage swindler to find the perfect marriage. How did this storyline come about?
Joumyaku: When my father passed away, I was told that I would take over the household as the eldest son. My father was a government employee so I never thought about “the household” in that way, so I remember it being a very impactful moment. The fact that my grandmother was a strong “boss-like” person in our family also contributed to the idea for the story. As for the characters, for example with Gero (Hikaru), I imagined different elements and combined them together, like “I can relate to him being uncomfortable around women”, and “what if he was a hitman?”
When Yoda (Mizuki)-Sensei, who handled the artwork, asked me about my image of Kinosaki (Mei), I remember mentioning my favorite idol at the time as an example. I often implement things that I’m into at that moment or things that catch my eye in real time. Like, if I see a pinwheel during a walk, I might think that it would be cute as a hair pin, or something like that. I am directly affected by things I see on TV and around town, and I ask Yoda-Sensei to incorporate it into the artwork, so she definitely helps me out a lot (lol).
What was your impression when you read the original work?
Hori: I thought it was very chaotic (lol). When we meet with the anime staff, we always say “the contents are pretty chaotic…” as the opening line of each meeting, so it’s like a catchphrase for this title. As we worked on the anime adaptation, I did my own analysis of what makes it so chaotic. What parts were written by Joumyaku-Sensei, and which parts were enhanced by Yoda-sensei’s visuals. I don’t know the correct answer, but it was fun to imagine, and as a result, I reached the conclusion that this work is fun because “nobody stepped on the brakes.” For example, there’s a scene where Naruko (Genya) sits in a massage chair in a tree, and it’s obviously impossible. But they don’t try to apply logic to it, they just illustrate something absurd as absurd. The momentum of the story just allows you to enjoy it as it is. As far as I can tell, nobody seems to have stepped on the brakes, but is that correct?
Joumyaku: I’ve never been asked “what do you mean by that?” from Yoda-Sensei (lol). Even when I write something that I think is completely unhinged, it comes back to me in an even more explosive way.
Hori: I would imagine she would have so many questions…, but that’s why you make such an amazing pair (lol). You step on the accelerator as you’re writing, and the artwork steps on the gas even more.
Joumyaku: That’s the result, yes (lol).
Is there a particularly memorable scene for you in the anime?
Joumyaku: The scene where the car gets cut in half, that’s also seen in the first PV. I was wondering how it would be depicted in the anime, so I was ecstatic that “it actually got cut in half!” when I first saw it (lol).
Hori: In the manga, if you describe it as “being cut by a chemical liquid,” the graphics make it understandable that “it’s being cut.” But in the anime, each movement needs to be drawn frame by frame, so we had to think about how the area being cut would melt. I explained that it’s “like a laser but it’s liquid” to the staff, and had them draw it in that way.
Joumyaku: A liquid laser. I see, that’s super intriguing (lol).
Hori: I hope people see the sense of reality we included into building out this world.
Are there situations where the anime inspires the original work and an idea expands from there?
Joumyaku: There are lots of situations where ideas expand, and I’ve also gained ideas as well. For example, in the flashback to Arashiyama (Kimie)’s past, Director Hori suggested that I write out the fake Ryoma Sakamoto’s name as “RYOMA” in alphabet letters. I won’t mention any specifics, but I’m sure there are many places that people will notice that the original was affected by the anime.
Hori: That makes me so happy! When we talked about the way certain characters speak, the voice actors made suggestions, like incorporating the specific word endings into the way they laugh for example, and they have been enthusiastically expanding their performances. Even when the scenarios seem crazy, it brought about something really fun at the studio.
Joumyaku: When I observed the recording, there was something that amazed me with the interaction between the director and voice actors. In the scene with the human chairs, one actor asked if the “…GH!” sound was out of pain or out of the weight of being sat on, and the director immediately answered “weight!” I was impressed by how fast he answered and how deeply everyone interpreted the materials, and seeing how everyone already understood the upcoming developments, it also made me feel relieved.
Hori: Adjusting the tone of voice is important because it affects the following scenes. In this title, even the characters who only appear for 1 or 2 frames are interesting, so I hope everyone pays attention to every corner of the anime.
Motonobu Hori is directing the MARRIAGETOXIN anime series. Kimiko Ueno is in charge of series composition and scripts, Kohei Tokuoka is the character designer and chief animation director, and Taisei Iwasaki and yuma yamaguchi are the music composers. BONES Animation is supervising the production by BONES Film and MARRIAGETOXIN Project.
Here’s an overview of the anime, courtesy of Shueisha:
For centuries, the deadly arts have been perfected by those known as the Masters. Among them, the Poison Masters of the Five Great Families hold the most fearsome power and influence. Hikaru Gero, heir to the Poison Masters’ Gero Family, has lived his entire life in the underworld, far removed from love or marriage.
But when the Gero Family head decrees that Hikaru’s sister must bear an heir to preserve the bloodline – by force if necessary – Hikaru resolves to protect her at all costs. It is then that Hikaru encounters Mei Kinosaki, a brilliant marriage swindler who becomes the target of his latest job. Realizing that the only way of solving the family succession problem and protecting his sister is through marriage, Hikaru impulsively asks Mei for help in finding a bride.
“That’s the first time anyone’s ever proposed like that.”
And so, with the cunning marriage swindler Mei as his advisor, elite assassin Hikaru embarks on the most challenging mission of his life: finding a wife!
Their goal: the ultimate marriage.
This is the world’s toughest mission for love, brought to you by the ultimate duo – an assassin and a marriage swindler!
New episodes of Hell Mode will release on Fridays at 8:35 a.m. PT / 11:35 a.m. ET on HIDIVE with English subtitles and an English dub.
Atarayo performs the opening theme song “Haku,” and singer Kaya performs the ending theme song “Sanctuary.”
The cast includes:
Mutsumi Tamura as Allen
Mayu Iizuka as Krena
Tasuku Hatanaka as Dogora
Sayaka Senbongi as Cecil
Hideo Ishikawa as Rodan
Sayaka Ōhara as Theresia
Makoto Koichi as Mash
Tomokazu Sugita as Butler Von Granvelle
Shōya Chiba as Mikhail Granvelle
Marie Miyake as Thomas Granvelle
Akio Ōtsuka as Zenoff
Takahiro Miyamoto as Carnell
Masato Tamagawa directs the anime at Yokohama Animation Lab. Daishiro Tanimura is in charge of the series scripts, and Kei Tsushima is the character designer. Misaki Tsuchida, Moyu Kanazaki, Junko Nakajima, Kanada Sakuma, Reiko Abe, Kaho Sawada, BeauDamian, and Tsugumi Tanaka are the music composers.
Hamuo released the novel on the Shōsetsuka ni Narō website in November 2019, and it’s still ongoing. Earth Star Entertainment began publishing the series in print in July 2020. In October 2020, Tetta launched the manga on Comic Earth Star.
J-Novel Club releases the novel and manga digitally in English, and Yen Press publishes the English print edition. J-Novel Club describes the story as follows:
“‘Level up even while offline’?! That’s not a game on ‘easy mode’—that’s just an AFK game!” The online game Yamada Kenichi had been playing religiously is shutting down its servers, leaving him with a void in his heart.
He looks for a new game to fill it, but everything he finds is way too easy. The kind of game he likes—the kind punishing enough to make players want to spend thousands of hours on it—just isn’t around anymore.
“What’s this? ‘You are invited to a game that will never end.’” Kenichi stumbles upon an untitled game, one promising incomparable challenge with unprecedented potential. Without hesitation, he selects the “Hell Mode” difficulty.
Lo and behold, he finds himself reincarnated in another world as a serf! Now called Allen, he sets out to unlock the secrets of his mystery-laden Summoner class; without the convenience of walkthroughs, game guides, or online forums, he must grope his way to the top of his new world!
GDC Festival of Gaming 2026 set the stage for LIGHTSPEED STUDIOS as it enters the next phase of its “Original IP Initiative.” With a new IP development framework in tow, LIGHTSPEED STUDIOS will build AAA titles at scale to reinforce its commitment on a promise of investing in high-end original game development. Currently, LIGHTSPEED STUDIOS is developing a “globally driven AAA title” that introduces new, cultural narratives to players around the world.
Since GDC 2025, LIGHTSPEED STUDIOS and its regional studios have created a unified, proprietary blueprint for the creation of bold and original AAA games. This blueprint has accelerated the development of new and existing AAA projects at LIGHTSPEED STUDIOS. At this year’s GDC, LIGHTSPEED STUDIOS has unpacked its proprietary AAA game development framework to share an inside look at the company’s approach to building original IP at scale. The new framework can be traced back to innovations and techniques discovered from the development process of Last Sentinel, an upcoming new game from the LightSpeed LA studio.
The framework uses a structured system that prioritizes strong visual identity and art direction over sheer graphical fidelity. What’s more, it’s designed to enable deliberate, repeatable, and scalable development of multiple original AAA games from the ground up while offering an aesthetic that resonates quickly with players. To realize this ambition, LIGHTSPEED STUDIOS approaches game development with “the scale and discipline of a blockbuster production.” This approach is spearheaded by newly appointed Creative Director Feng Zhu, who has decades of world-building and creative development experience on major Hollywood IPs. Zhu previews elements of LIGHTSPEED STUDIOS’ future slate during the “Creating IP Through Understanding” session, which reveals the studio’s “90:10 Balance” game design philosophy.
Within the framework, 90% of a game is built upon a foundation informed by real-world references, including authentic locations, historical context, and life-like proportions, to create a game development base rooted in reality. The remaining 10% is where the creative elements are concentrated, as designers reinterpret reality and craft the storytelling and hooks that will define the game’s identity and narrative.
“The core philosophy is to apply a systematic IP creation logic, enabling the team to build a complete and self-consistent IP framework from the ground up that helps teams across teams understand that creating IP isn’t only about art, but about a deeper understanding,” said Feng Zhu.
In addition to the framework, LIGHTSPEED STUDIOS revealed more details about its motion capture ambitions, putting a spotlight on LightSpeed Mocap LA, the state-of-the-art in-house motion capture studio built from the ground up for AAA game development. This studio is led by Motion Capture Studio Manager Kristin Gallagher, LightSpeed Mocap LA captures complex character performances with great efficiency and fewer personnel compared to traditional motion capture while still a high quality production. The MoCap studio is also working on Last Sentinel.
“At LightSpeed LA, we foster a culture of innovation, curiosity, and follow-through. We’ve taken on stunt sequences that rank among the most complex I’ve encountered in my 20 years working in motion capture, and each time we’ve engineered solutions that have come to life inside our MoCap studio. Our culture truly speaks for itself,” said Gallagher. “Our team thrives on solving intricate challenges and turning ambitious ideas into reality. That creative energy defines our space. It’s something you feel the moment you step onto the stage.”
The teams at LIGHTSPEED STUDIOS and LightSpeed LA have jointly developed a custom API to streamline file management between the two studios, significantly increasing efficiency and scalability for the motion capture process. Typically, this process would require much larger teams and would be technically prohibitive. However, under this system, LightSpeed MoCap LA’s team has coordinated sessions involving seven performance capture actors (five double-mic’d, two single-mic’d, alongside four additional performers without head-mounted cameras) in a unified and controlled pipeline.
Last Sentinel is currently in development, and more details will be revealed at a later date.
Limited Run Games has announced that MARVEL MaXimum Collection, the new collection of classic arcade, console, and handheld Marvel beat-em-ups, will launch on March 27 digitally for Nintendo Switch, PlayStation 5, Xbox Series X|S, and PC via Steam. Pre-orders for the MARVEL MaXimum Collection Standard Edition begin on March 27 and run through May 24 at LimitedRunGames.com. Physical copies include a foil cover sheet, manual, and sprites sticker sheet.
Here’s an overview of the game, via Steam:
MARVEL MaXimum Collection: The Definitive Retro Archive
Welcome to the Vault. Limited Run Games is proud to present one of the most comprehensive gatherings of Marvel’s early gaming legacy. Featuring every major iteration across Arcade, 8-bit, 16-bit, and portable consoles, this collection is a curated journey through the evolution of the 1990s Marvel Universe in pixels. It’s more than a game—it’s a piece of history, preserved with modern features and bonus content for the ultimate fan.
Experience every pixelated punch, web-swing, and optic blast across multiple platforms. We haven’t just picked a favorite version—every major console and arcade iteration is included. Whether you grew up with a controller in your hand or a roll of quarters in your pocket, the MARVEL MaXimum Collection is the ultimate tribute to the True Believers.
X-Men: The Arcade Game (Arcade): The definitive mutant beat-’em-up returns! Experience the legendary cabinet action with full online multiplayer support for up to 6 players, including Rollback Netcode. Choose your favorite X-Men and take on Magneto’s army with the ultimate team-up experience.
Captain America and The Avengers (Arcade, MEGA, 8-bit): “I can’t move!” Take control of Cap, Iron Man, Hawkeye, and Vision. Experience the cinematic arcade original or the unique platforming spin of the 8-bit version.
Spider-Man/Venom: Maximum Carnage (SUPER, MEGA): Based on the iconic comic crossover. Battle through the streets of NYC to the sound of a 16-bit rock soundtrack. Switch between the SUPER version’s rich colors and the MEGA version’s gritty vibe.
Venom/Spider-Man: Separation Anxiety (SUPER, MEGA): The symbiote sequel! Team up in 2-player co-op to take on the Life Foundation and Carnage’s offspring.
Spider-Man/X-Men: Arcade’s Revenge (SUPER, MEGA, PORTABLE, GEAR): Navigate Arcade’s deadly “Murderworld.” This collection includes the handheld versions, offering a fascinating look at Marvel history on the go.
Silver Surfer (8-Bit): Test your skills against one of the most infamously challenging shooters ever made. Features one of the greatest soundtracks in 8-bit history.
Features
We’ve added modern bells and whistles to ensure these classics are more playable than ever:
X-Men: The Arcade Game Online: Online multiplayer for up to 6 players with Rollback Netcode!
Archives: Dive into a digital archive featuring high-resolution scans of original box art, instruction manuals, and vintage advertisements.
MusicPlayer: Kick back and listen to the iconic chip-tune scores from every version of every game in the collection.
IntegratedCHEATSmenu: Enable Infinite Lives and more in selected games
Rewind & Save States: Finally conquer the “Deadly Walls” of Silver Surfer or the boss gauntlets of Arcade’s Revenge with the ability to rewind gameplay and save anywhere.
Display Options: Play with crisp, modern pixels or recreate the Saturday morning experience with CRT and scanline filters.
Liquid Swords has revealed a new gameplay trailer for its debut action adventure game, Samson: A Tyndalston Story. The new Samson: A Tyndalston Story gameplay trailer offers an inside look at Samson’s combat abilities and the setting of Tyndalston, a gritty 1990s city full of crime.
Samson: A Tyndalston Story launches on April 8 for $24.99 on PC via Steam and Epic Games Store, and the game can be wishlisted right now. The new title will feature full ray tracing and NVIDIA DLSS 4.5 Super Resolution support for supported graphics cards on PC.
The Steam page describes Samson: A Tyndalston Story:
Samson comes home to the worst streets of Tyndalston, a place that built him hard and never forgave him. Muscle, speed, and nerve decide who stays upright. Close-quarters fights, tight corners, and no room for hesitation. He learned violence before he learned mercy, and the city hasn’t forgotten. Every clash matters. Every hit is meant to break or be broken. You cut through alleys, rooftops, and backroom dens designed to keep you moving, not sightseeing. Tyndalston shapes how you fight, climb, corner, and vanish. It’s familiar ground, but never safe ground.
Cars are not set dressing. They’re blunt instruments. You rip through the outskirts and industrial wastelands in battered machines held together with scrap and stubbornness. Ram, drift, smash, or outthink whoever chases you. Nothing here is clean. Samson’s debt hangs over everything, and his sister is the pressure point his enemies squeeze. Time is short, and the bill keeps growing. This is a focused, brutal chapter in his story, built with intent, no excess, no padding. He didn’t return to entertain. He returned because this is the only place where he can fight his way out.
Dying to be Free
Your debt grows by the hour, and the people holding it squeeze harder every day. Every job, every dollar, every choice cuts a path forward or shuts it down. No do-overs. No safety net.
Action Point System: Spend your limited points on missions that matter. Once you commit, you live with the outcome.
Law Response: Your chaos dictates their pressure. Push too far and the city pushes back harder.
Daily Quota: Each morning hits you with a new number. Miss it and the interest spikes, making tomorrow worse.
Fists and Metal
You built this mess. You’re the only one who can carve through it. Up close or behind the wheel, you fight with whatever the city gives you.
Unlock Samson’s Potential: Build his strength in both brawling and weaponized driving.
Brawler Combat: Use momentum, terrain, and improvised tools to break your enemies fast.
Cars as Weapons: Chases turn into collisions, traps, and close-quarters destruction.
Skill Tree: 25+ upgrades to shape Samson into the fighter this place demands.
The City That Never Forgives
Tyndalston made you tough. It’s familiar, never forgiving, and always shifting with your actions.
Open World Districts: Move through hostile blocks, hidden corners, and the history that built Samson’s past.
City With a Pulse: Faces, factions, and streets change as you rise or fall.
Story That Hits Back: Uncover what broke Samson’s family and what it takes to fix it before time runs out.
Soft Source Publishing and Stormind Games have announced horror game sequel Remothered: Red Nun’s Legacy is coming to Nintendo Switch 2, PlayStation 5, Xbox Series X|S, and PC via Steam, Epic Games Store, and GOG later this year.
Here’s an overview of the game, via the official Steam page:
Sometimes, seeking the truth means losing yourself.
Thirteen months after six young girls vanished in Sicily, a new clue reopens the nightmare.
When a mysterious recording rekindles the hope that her daughter might still be alive, Susan, against all reason, decides to go to the place where everything seems to have begun: a decaying noble residence isolated on the slopes of Mount Etna and once owned by the Ashmann family.
What starts as a desperate search soon becomes a journey into terror, where family secrets, memory, and obsession intertwine. Susan finds herself drawn into a labyrinth of relentless stalkers, hidden symbols, and supernatural phenomena. As reality fractures and dark powers rise, every step brings her closer to the truth… and to a terror older than herself.
Created to captivate both newcomers and longtime fans of the Remothered saga, Red Nun’s Legacy blends classic survival horror, stealth, and psychological horror, introducing new mechanics centered on perception, hypnosis, and environmental manipulation.
Key Features:
Survive horrific Stalkers – Challenge your survival instinct to get away from murderous enemies, hide and evade the deadly stalkers hunting you down, and fight back in critical moments.
A homage to old-school horror – Feel the atmosphere of this heartfelt love letter to 3rd person survival horrors of the past.
Hypnosis Powers – Read objects to reveal forgotten memories, expose concealed passages, and reshape your understanding of the environment.
Explore a richly detailed environment – Find clues and key items, and solve puzzles to access new areas and progress to the final revelation.
Uncover the secrets of the Cristo Morente – Learn the forgotten story of the convent, the cradle where the myth of the Red Nun began.