Jack-of-All-Trades, Party of None Anime Begins Streaming on January 1

Jack-of-All-Trades, Party of None

The staff for the upcoming anime adaptation of the Jack-of-All-Trades, Party of None light novel series by Itsuki Togami and illustrator Yuri Kisaragi revealed that the anime will have its streaming debut on January 1. Crunchyroll will stream the anime, and more cast members were revealed.

The newly announced cast members include:

  • Seria Fukagawa as Rain Hagwell
  • Tsumugi Okura as Lucrecia Otis
  • Kento Hama as Wilkes Severley
  • Akane Fujita as Shion Nasturtium

Previously announced cast members include:

  • Takeo Ōtsuka as Orn Dura
  • Hina Tachibana as Sophia Claude
  • Saori Ōnishi as Selma Claude
  • Yō Taichi as Logan Hayward
  • Manaka Iwami as Caroline Inglaud
  • Yoshiki Nakajima as Oliver Kadiff
  • Masumi Tazawa as Luna Flockheart
  • Sayumi Watabe as Annery Wiles
  • Kō Bonkobara as Derrick Mosely
  • Rumi Ōkubo as Filly Carpenter

Hiroyuki Kanbe is directing the anime at Studio42. Masashi Suzuki is overseeing the series scripts, and Naoto Nakamura is designing the characters. Tsubasa Handa is composing the music. hololive VTuber Tokoyami Towa performs the opening theme song “Sylve.”

Togami launched Jack-of-All-Trades Party of None on the Shōsetsuka ni Narō website in February 2021, and the series received illustrations by Kisaragi that same year. The series is still ongoing, and Kodansha will release the eighth volume in print on December 2. A manga adaptation by Yonezou released in October 2021, and Kodansha has published 16 volumes of the manga thus far.

The story follows adventurer Orun Dura, who was expelled from the Hero’s adventuring party by childhood friend and leader Oliver. Oliver mocks Orun for lacking skill and being a “jack-of-all-trades, master of none,” despite Orun switching from a Swordsman to an Enchanter to help the party. As a result, Orun leaves to prove himself as a solo adventurer and the strongest “jack-of-all-trades.”

Blue Orchestra Season 2 Reveals New Cast Members and Visual for ‘World Junior Orchestra Competition’ Arc

Blue Orchestra Season 2

The official website for the Blue Orchestra Season 2 anime announced new cast members and revealed a new key visual for the “World Junior Orchestra Competition” arc. The new arc will begin this coming January.

The new cast members for Blue Orchestra Season 2 – World Junior Orchestra Competition include:

  • Sōma Saitō as Yukito Subaru
  • Kengo Kawanishi as Kōhei Atsumi
  • Nonoka Ōbuchi as Kaede Doi
  • Takashi Matsuyama as Genraku Iwatora
  • Atsushi Tamaru as Tadashi Suma
  • Risa Shimizu as Kyōko Tokiwa (with Kanon Matsuda as her piano player)

World Junior Orchestra Competition Key Visual

Blue Orchestra Season 2 World Junior Orchestra Competition key visual
© 阿久井真/小学館/NHK・NEP・日本アニメーション

Blue Orchestra Season 2 premiered on October 5, and the anime will air for 21 episodes on the NHK Educational channel. Seiji Kishi directs the anime at Nippon Animation. Additionally, Yuuko Kakihara writes the series scripts, and Kazuaki Morita is the character designer.

Previously announced cast members include:

  • Hiroshi Kamiya as Yūsuke Sakuma
  • Makoto Kaneko as Toshiki Tsutsui
  • Iori Saeki as Rika Tōgane

Galileo Galilei performs the opening theme song “Amadeus,” and ChoQMay performs the ending theme song “Ao no Mahō (Blue Magic).”

Makoto Akui launched the Blue Orchestra manga series in the MANGA One app by Shogakukan in 2017. The first season of the anime series premiered on April 9, 2023 and aired for 24 episodes.

Here’s an overview of the series from publisher Elex Media, via Anime News Network:

In the fall of his third and final year of middle school, Hajime Aono, a violin prodigy, stopped playing violin for his own personal reasons. But it was also that year when he got to know a girl who told him about a high school with a prestigious school orchestra. Suddenly, the gears in the clock of Aono’s life began to turn again. This is the story of a youth drama that brings forth the harmony between music and the heart!

Crunchyroll Manga Adds Series from J-Novel Club, AlphaPolis and COMPASS

Crunchyroll Manga December 2025 additions

Crunchyroll has added several manga series from J-Novel Club, AlphaPolis and COMPASS to the Crunchyroll Manga app and add-on for subscribers. The new manga series added to Crunchyroll Manga include A Journey Through Another World, Campfire Cooking in Another World with My Absurd Skill, and Tearmoon Empire, in addition to existing offerings from AlphaPolis, COMPASS, Square Enix, VIZ Media, and Yen Press.

Here’s the full list of newly added titles:

New Series Additions to Crunchyroll Manga for December 2025

  • A Very Fairy Apartment
  • Black Summoner
  • Blade Skill Online
  • Campfire Cooking in Another World with My Absurd Skill
  • Campfire Cooking in Another World with My Absurd Skill: Sui’s Great Adventure
  • Cinderella Got Married, So the Evil Stepsister Can Chill Out…Right?
  • Flung into a New World? Time to Lift the 200-Year Curse!
  • Fushi no Kami: Rebuilding Civilization Starts With a Village
  • How a Realist Hero Rebuilt the Kingdom
  • I’ll Never Set Foot in That House Again!
  • I’m a Noble on the Brink of Ruin, So I Might as Well Try Mastering Magic
  • Imperial Reincarnation: I Came, I Saw, I Survived
  • Mapping: The Trash-Tier Skill That Got Me Into a Top-Tier Party
  • May I Ask For One Final Thing
  • Mercedes and the Waning Moon: The Dungeoneering Feats of a Discarded Vampire Aristocrat
  • My Clueless First Friend
  • Sorcerous Stabber Orphen: The Reckless Journey
  • Sorcerous Stabber Orphen: The Youthful Journey
  • Sweet Reincarnation
  • Tearmoon Empire
  • The Banished Former Hero Lives as He Pleases
  • The Conqueror from a Dying Kingdom
  • The Faraway Paladin
  • The Magic in this Other World is Too Far Behind!
  • The Otome Heroine’s Fight for Survival
  • The Unwanted Undead Adventurer
  • The Water Magician
  • Zero Damage Sword Saint

Crunchyroll Manga is available now for iOS, Android, and web browsers in the U.S. and Canada. Crunchyroll Ultimate Fan subscribers ($15.99/month) can enjoy Crunchyroll Manga at no extra cost, along with additional benefits like 15% off select products, Crunchyroll Game Vault, and more. All tiers include unlimited ad-free reading across mobile, tablet, and web, along with the ability to download chapters for offline reading, toggle light or dark mode, view full 2-page spreads, and build a personalized reading list with curated recommendations.

Lastly, existing Crunchyroll subscribers can add Crunchyroll Manga starting at:

  • Crunchyroll Fan subscription + Manga – $11.99 USD / $15.49 CAD per month (includes Manga add-on at $4.00 USD / $5.50 CAD)
  • Crunchyroll Mega Fan subscription + Manga – $15.49 USD / $17.49 CAD per month (includes Manga add-on at $3.50 USD / $5.00 CAD)

ROUTINE Review – A Retro-Futurist Nightmare

ROUTINE Review - A Retro-Futurist Nightmare

Horror continues to be one of the most malleable genres ever, regardless of the medium. The last few years have cemented that, with games like Alan Wake 2, Silent Hill f, Mouthwashing, and Resident Evil 4 Remake pushing the genre forward in new and exciting directions. Some of my favorite titles of the 2020s have been horror games released by indie and AAA studios alike, so when I first discovered ROUTINE, I couldn’t have been more excited. 

I first found out about ROUTINE when it was re-announced at the 2022 Game Awards. The game has been in development since 2012, and features a retro-futurist aesthetic inspired by the likes of Blade Runner and Alien. After thirteen years, ROUTINE is finally here, and aside from some exploration issues, I loved the game and how it pays tribute to some of the best entries in the genre, all while doing something new. 

Routine Story

ROUTINE begins and takes place entirely on a space station on the Moon. The game is set in 1978, with technology far more advanced than you’d expect from the era. There is no actual statement on the realities of this world, but it’s implied that it’s a universe where the USSR won the space war before the United States. In fiction, the phenomenon of highlighting technology built on analog devices instead of the more futuristic Star Trek-esque holograms is called retro-futurism. 

You awake upon the station with no clear purpose at first. After leaving your room, retrieving the Cosmonaut Assistant Tool (or C.A.T.), you are tasked with shutting down the station’s security system. The reason for this mission is that the station’s machines have been killing its inhabitants indiscriminately, with seemingly no rhyme or reason. As you continue on your journey, you learn more about what happened to the station’s denizens and realize that there are greater threats than killer machines aboard the Moon. 

Routine Aesthetic

On the surface, the story may seem a bit too simplistic for its own good. There aren’t any notable characters, the worldbuilding is hidden and completely missable, and the premise of a space station overrun by machines and other monsters may seem a bit too similar to a game like Alien: Isolation. In fact, the identity of the character you’re playing is extremely vague. Even towards the end, while there were a few mentions of certain characters that could’ve been the protagonist, it’s hard to put together the pieces of who you have been controlling the whole time. 

Personally, though, I liked the subtle nature of ROUTINE‘s storytelling. It incentivizes you to explore every nook and cranny of the environment, and to piece together what’s truly happening behind the scenes with your own intuition, rather than cutscenes. There are six chapters, and while there are a few cutscenes here and there, the game doesn’t directly reveal to players what’s truly happening aboard the space station. 

Routine Aesthetic

The lack of emphasis on a clear-cut narrative allows ROUTINE to focus on its greatest strengths, namely its aesthetic and tension. I’ve always loved the concept of retro-futurism, and the game truly takes that idea to its limits. There’s a grainy look to the visuals; each piece of technology aboard the station looks analog and strewn together by loose wires and metal slabs. Even the station itself feels claustrophobic, thanks to just how dirty the environment is and the use of brutalist architecture. 

It walks the line between being both unnerving and slightly charming. In the early stages of the game, you can see a mall sector that has an arcade and video store, constant advertisements, and a line of small robots meant to serve as helpers to the station’s citizens. At first, these instances disarm you into a false feeling of security, before ROUTINE starts hitting you with its greatest threats. 

Routine Aesthetic

The many terrors aboard the station are absolutely terrifying. The robots in particular have a deeply unsettling design, with their angular head and rows of realistic teeth across their mouths. The sight of these security machines is sure to unnerve you and amaze you in equal measure, as I personally had to fight not to stare too hard at the little details in their designs while they chased me with malicious intent. 

I say “many terrors” because, despite what the trailers would have you believe, there are worse things out there than the machines. After disarming the security, you find bodies of people overcome with vegetation, and journal entries detailing cosmonauts bringing “something” back with them from a mysterious area on the Moon known as “The Canal.” Soon enough, you come to a truly horrific realization: that the security system wasn’t killing people indiscriminately, and that it was instead trying to contain the infection. 

Routine Story

ROUTINE‘s story is subtle in all the right ways. There were multiple moments where I couldn’t help but feel intense dread at the instances of destroyed technology, a visible infection, and monsters that are completely invisible to the naked eye. If you’re a fan of cosmic horror and stories like Alien and Annihilation, then you’ll love the game’s narrative and worldbuilding.

However, a horror video game can’t rely on aesthetics and worldbuilding forever. If the game isn’t fun, then it isn’t taking advantage of the medium’s strengths. Thankfully, I really enjoyed the gameplay of ROUTINE, save for some problems with how the game handles traversing the space station. 

An Ongoing Cycle

Routine Tension

The way ROUTINE handles its gameplay is both similar and yet different from what you’d expect from the genre. It’s not quite a survival horror, as there’s no way to permanently defeat the enemies in your path. It’s more akin to Outlast and Amnesia, which ask you to run at the first sight of danger, rather than trying to manage your ammo and weapons like with Resident Evil and Silent Hill. 

That’s not to say that you don’t have any ways to defend yourself. The C.A.T. is a multi-use tool that is vital to survival and puzzle-solving. You can use it as an electroshock to temporarily stop the security bots, or as a way to blind some of the later monsters in the game. As you progress, you’ll unlock more modules for the tool, each serving a very specific purpose. 

Routine Puzzles

For example, one of the modules you get is the Ultraview, which turns the C.A.T. into a makeshift flashlight. Furthermore, you can also use it to shine ultraviolet light on surfaces. This is key to solving puzzles that require finding specific symbols, or for keypads that you can illuminate to find the password. I really enjoyed how versatile the C.A.T. was. In fact, I would spend minutes at a time just staring at the tool, fiddling with the different knobs and buttons that allow you to link up with displays or remove any grain on the device’s screen. 

The coolest thing about the C.A.T. is that screen, in fact. It functions like a camera, showing what’s in front of you in a slightly lower framerate. At first, I thought the change in quality was a bit jarring, until I realized that the game literally comments on the lower refresh rate and uses it as a way to show the retro feeling of the devices. The fallibility of the technology also helps to further add to the tension. 

Routine Puzzles

When it comes to the puzzles, a lot of them really require you to observe your surroundings in ways that I haven’t usually seen in a horror game. In one instance, you’re asked to type in your ID number into a terminal, so you can progress to the next area. In any other game, you’d have to find a note that outright states the code. Instead, you actually have to look down at your own body to see the ID written out across your chest. 

This idea took a while to get used to. I frequently found myself lost and unsure of where to go, until I realized that there was a switch hidden under a table at the other end of the area. I did end up adapting to the difficult puzzles with time, but the lack of a map is a huge detriment when it comes to exploration. Most horror games have a map so you can know where you’ve gone, if not where you’re going. Here, there’s no map whatsoever, so it can be really hard to figure out where you just came from and to retrace your steps, especially since some sections are structured like mazes. 

Routine Tension

That said, with how much time I spent running from enemies, I didn’t really have time to think about being lost. Sometimes I just got lucky and ended up realizing where I needed to go at the right time. The adrenaline of hiding from the robots and other threats helped to solidify the horror. There were several moments where I could feel my heart pounding as a machine walked right past me, and I had to really hope it didn’t spot me as I continued working out where to go. 

ROUTINE doesn’t go easy on players at all. Not just with the lack of a map, but with how some enemies can kill you after catching you twice, or in some cases, even just once. Additionally, there’s no way to pause the game at all, as you can still get caught by an enemy even while in the pause screen or while next to a save station. While the fact that there’s no pause button or map was extremely frustrating, I can appreciate how ROUTINE constantly forces you to adapt to its mechanics. 

Routine Horror

A lot of the tension comes from just how unfair certain sections can be, and the relief that you feel at overcoming those immense challenges is deeply satisfying. It hearkens back to an era before action-focused horror games, where you are an ordinary person against insurmountable odds. Due to this, I was constantly afraid and on the edge of my seat, which is all I can truly hope for from a horror game like this. 

As a whole, ROUTINE is ambitious in how it constantly challenges the player with challenging mechanics and a narrative focused more on subtle storytelling rather than overt cutscenes and dialogue. This combination shouldn’t work, yet somehow, against all odds, the finished product is one of the most interesting horror games released this year. 

An Ambitious Nightmare

Routine Aesthetic

These last few years, the horror genre in video games has gone from one I was too scared to ever interact with to one that I am constantly impressed by. The main reason for that is due to just how willing developers have been to experiment with new concepts, mechanics, and storytelling techniques. Regardless of whether you prefer titles inspired by the PlayStation 1 or those that are exceedingly modern, there is a horror game out there for you. ROUTINE is a fantastic example of how experimenting with the genre’s form can create a great and horrifying experience. 

This isn’t a game for everyone. Certainly, the lack of a map and a proper pause screen, plus the immense difficulty found with puzzle-solving and evading enemies, may alienate players looking for something more similar to Silent Hill or Resident Evil. Personally, however, I think that’s one of the game’s greatest strengths. It’s ambitious in its approach to both gameplay and story, and it pays off beautifully. 

Routine Conclusion

The thrill of outrunning enemies, finding the best use of the C.A.T., and solving challenging puzzles by exploring every nook and cranny of the space station far outweighs any frustration. Plus, the subtle storytelling that favors hidden diaries and completely missable details adds to the tension, and makes it feel like you’re uncovering a truly terrifying secret. The last few moments in particular had me genuinely terrified as I realized what truly happened aboard the space station. 

Considering how long ROUTINE took to make and how this is Lunar Software’s first game, the overall game is an absolute marvel. It isn’t perfect, but I was enamored from beginning to end with its beautiful aesthetic, terrifying setpieces, and unnerving narrative. I can’t wait to see how Lunar Software progresses its craft with its next game. 

Disclaimer: ROUTINE was reviewed on a PC via the Steam Deck. 

The Daily Life of a Single 29-Year-Old Adventurer Anime Premieres January 7

Kadokawa has announced the TV anime adaptation of Ippei Nara’s The Daily Life of a Single 29-Year-Old Adventurer manga will premiere on January 7, 2026 at 9:30 p.m. JST in Japan. d Anime Store and ABEMA will also stream The Daily Life of a Single 29-Year-Old Adventurer in Japan, and Crunchyroll will stream the anime worldwide with some exclusions.

What’s more, the latest promotional video for The Daily Life of a Single 29-Year-Old Adventurer reveals the ending theme song “Kimi no Tonari Kūki ga Oishii” by HoneyWorks feat. Kotoha. A new main key visual was also released.

The Daily Life of a Single 29-Year-Old Adventurer Anime Promotional Video 2 

The Daily Life of a Single 29-Year-Old Adventurer main visual
©奈良一平・講談社/コマイ村自治会

HoneyWorks feat. Hanon performs the opening theme song “Kimi ga Tomoshite Kureta Hikari o Ima.”

The cast includes:

  • Makoto Furukawa as Shinonome Hajime
  • Sayumi Suzushiro as Rirui
  • Shizuka Itō as Veronica
  • Yūki Kuwahara as Anyango
  • Tomohiro Ōno as Rishat
  • Yuna Ogata as Olive Carmen
  • Kaori Maeda as Natalie
  • Haruka Shiraishi as Cocko
  • Yasunori Matsumoto as Cockdole

Riki Fukushima directs The Daily Life of a Single 29-Year-Old Adventurer and oversees the series scripts at animation studio HORNETS. Yoshihiro Nagamori is the main character designer.

Additional staff members include:

  • Sub-Character Designer: Minoru Tanaka
  • Prop Design: Chiharu Nishimura
  • Art Director: Takumi Onitani
  • Art: Jack
  • Color Key Artist: Masao Ōba
  • Director of Photography: Ayumu Kaikiri
  • Cinematography: Studio Twinkle
  • Editing: Yoshiaki Kimura (IMAGICA)
  • Sound Director: Hiroto Morishita
  • Sound Effects: Yuji Furuya (Swara Pro)
  • Sound Production: Bit Grooove Promotion
  • Music Production: Pony Canyon

Lastly, here’s an overview of the anime, courtesy of Crunchyroll:

Having spent his childhood in the slums, Hajime Shinonome desperately sought strength to survive.

Now, he enjoys a peaceful and carefree life as a resident adventurer of the Komai Village.

One day, during a quest, he ventured into a dungeon and finds a young girl being partially eaten by a weakest kind of monster, a slime!

The girl’s name was Lirui. Having been abandoned by her parents, she had no place to go and entered the dungeon alone in order to stay alive. Hajime couldn’t just leave her there, so he took her back to the village to live with him!

Fatal Fury: City of the Wolves Reveals Patch Notes for Update 1.6.0

Fatal Fury City of the Wolves update 1.6.0

SNK has revealed patch notes for Fatal Fury: City of the Wolves update 1.6.0, which is available now ahead of the release of Season Pass 1 DLC character Mr. Big on December 9. Fatal Fury: City of the Wolves update 1.6.0 improves Ranked and Casual Match responses in the event of a disconnection or error, and several bug fixes and adjustments were made.

Patch notes for Fatal Fury: City of the Wolves update 1.6.0 can be read below, via the game’s official website:

Fatal Fury: City of the Wolves Update 1.6.0 Patch Notes

New Playable Character: MR. BIG

The notorious Mr. Big blasts into City of the Wolves!

Play through his Arcade and EOST Mode adventures to learn why he’s back in the South Town spotlight, and happy to hound anyone who gets in his way.
From savage stick beatdowns up close to projectiles and rapid approaches at midrange and beyond, see why Big backs down for no man, tiger, or dragon. Not without a hell of a fight!

Training Intensifies!

Get set for more convenient and comprehensive training!
A helpful new frame meter lets you see more technical data (startup, recovery, and more) for your character’s moves. Head to the Display section in the pause menu to get started. While you’re at it, flip over to Reversals and check out the new guard cancel option as well!

New Updates

  • RANKED MATCH / CASUAL MATCH
    • We’ve improved the game’s response to a Ranked or Casual Match interruption
      in the event of an error. Matchmaking will remain on if recovery is at all possible.
      (Previously it would be disabled).
  • RANKED MATCH
    • You’ll now receive points in the event of a disconnection. (Only if it’s found that the opponent clearly disconnected.)
  • CLONE
    • Adjusted server communications to reduce the time needed for learning.
      (Effects may vary by hardware.)

Resolved Issues (Non-Battle)

  • Button Config
    • [ Button Mappings ]
      • Resolved: Some users couldn’t assign certain buttons.
  • Settings
    • [ Resolution ]
      • Resolved: Couldn’t select an appropriate resolution on Steam Deck.

Battle Adjustments

  • Resolved Issues
    • Other
      • Resolved: Several minor issues.
    • Adjustments
      • REV Blow
        • When countering a REV Blow with one of your own triggers a camera effect, the opponent’s Guard Point will now disappear.
  • B. Jenet
    • Resolved Issues
      • REV Blow
        • Resolved: REV Blows performed in reaction to Jenet’s own wouldn’t hit under certain circumstances.
  • Kevin Rian
    • Resolved Issues
      • REV Blow
        • Resolved: REV Blows performed in reaction to the opponent’s own weren’t guaranteed under certain circumstances. Increased recovery frames as a result.
  • Joe Higashi
    • Resolved Issues
      • Backstep
        • Resolved: Wasn’t invulnerable to low attacks.
  • Chun-Li
    • Resolved Issues
      • Hoyoku-sen
        • Resolved: You and your opponent would slip through each other when performing this move at the same time.

Lastly, Fatal Fury: City of the Wolves is available now for PlayStation 4, PlayStation 5, Xbox Series X|S, and PC via Steam and Epic Games Store. DLC characters Ken Masters, Andy Bogard, Joe Higashi, and Chun-Li are available now with the Season Pass.

The Demon King’s Daughter is Too Kind!! Anime Premieres January 6

The Demon Lord's Daughter is Too Kind anime

The official website for the upcoming anime adaptation of Yūya Sakamoto’s The Demon King’s Daughter Is Too Kind!! manga revealed that the anime will be streamed on January 6, a day before its January 7 release date. The website also revealed the main visual and promotional video, along with additional staff and cast members.

Check out the promotional video below:

The video previews the opening theme song “We Can Do!!” by Kaori Ishihara and ending theme song “Ikko Nikoniko” by Jahy, Dou, and Ahriman.

The cast and staff for the anime include:

Cast

  • Misaki Kuno as Dou
  • Ayaka Ohashi as Jahy
  • Akio Otsuka as Ahriman
  • Shigeru Chiba as Narrator
  • Ayasa Itō as Sati(new)
  • Kaori Ishihara as Melina(new)
  • Yūko Sanpei as Mayu(new)

Staff

  • Director: Masahiko Ōta
  • Studio: EMT Squared
  • Series’ Scripts: Takashi Aoshima
  • Character Designer: Yuki Nakano
  • Music: Yasuhiro Misawa
  • Sub-Character Design: Eri Ueda
  • Art Director: Shunsuke Suzuki
  • Color Design: Yuki Hayashi
  • Prop Design: Yuri Nakajima
  • Director of Photography: Taiki Okutani
  • Editing: Emi Onodera
  • Sound Director: Yasunori Ebina
  • Sound Effects: Naoto Yamatani

Yūya Sakamoto first released the manga on Hakusensha’s Manga Park app in May 2019, and it is now available on Hakusensha’s Young Animal website. Lastly, here is an overview of the anime via the official website:

Although she was born a demon, Dou’s kindness knows no bounds. Her kindness is so great that it can gently heal even the most evil demons, violent monsters, human slaves, and their sworn enemies, the angels.

With his daughter in this state, the Demon King was worried and no longer had time to invade.

Seeing the Demon King’s suffering, Jahi, his aide, decides to make Dou into a fine demon and gives various trials. However, Jahi does not yet know that these trials will only increase Dou’s kindness..

Calamity Angels: Special Delivery is Coming to Steam in 2026

Calamity Angels Special Delivery Steam closed beta

Idea Factory International has announced Calamity Angels: Special Delivery is coming to PC via Steam in 2026. Ahead of the game’s launch on Steam, Idea Factory International will be hosting a beta test for Calamity Angels: Special Delivery from December 22 to January 16, and fans can learn more at the publisher’s official blog post.

Calamity Angels: Special Delivery is coming to Nintendo Switch, PlayStation 4, and PlayStation 5 on February 17, 2026 in the west. Physical pre-orders are available in the Idea Factory International Online Store, starting at $39.99/€44.99/£39.99 for the Standard Edition. The Plus Edition costs $54.99/£49.99/€54.99 and includes:

Calamity Angels Special Delivery Plus Edition physical

  • Physical Game
  • Hardcover Art Book (52 pages)
  • Postcard Set
  • Slipcase (holds Hardcover Art Book and Postcard Set)
  • Reversible Cover Sleeve
  • Exclusive Trading Card

Calamity Angels: Special Delivery launched on June 26 in Japan with English and Japanese voice-overs. Lastly, here’s an overview of the game, via Idea Factory International:

About Calamity Angels: Special Delivery

Lead a rag-tag group of kooky carriers in this delivery service RPG as they protect and trek packages through treacherous terrains, unruly monsters, and meet other sneaky delivery service teams ready to stake their claim as the best delivery service in the Orkotris Region!

A new adventure awaits with every package!

      • In the Mood for Battle? – Running a tip-top delivery service means mailing out orders AND keeping your crew in check. Watch their moods—if they’re unhappy, they might ignore your commands, but their negligence could deliver positive surprises and even victories in battle!
      • Out for Delivery! – Head to the Bulletin Board and see what deliveries await! Inspect the parcel, pack it tightly (no gaps allowed!), and assemble your crew with the right gear (to bonk any pesky foes) and tools for a smooth drop-off. Each successful drop-off delivers sweet rewards your way, so handle with care!
      • Delivery in 3-5 Business Days (Unless you Run into a Boss) – Start your adventure with a roulette spin to determine your next move. Land on shop spaces for goodies, collect special packages for rewards, and maybe tackle some sneaky bosses along the way!
      • Kei Nanameda… Delivers! – From the character designer of Mary Skelter and Death end re;Quest, Kei Nanameda presents a fresh delivery service world with lively dialogue, intense battles, and a quirky cast full of energy!

Microids Reveals King of Tokyo Kaiju Game

King of Tokyo game

Microids and Breakfirst Games have revealed King of Tokyo, a new video game based on the kaiju board game by Richard Garfield. King of Tokyo launches in spring 2026 for Nintendo Switch, PlayStation 5, Xbox Series X|S, and PC via Steam. 

Lastly, here’s an overview of the game, via Steam:

About King of Tokyo

Turn into a kaiju as you destroy everything in your path in this fast-paced dice game! Roll the dice and find the best possible combinations to rule over Tokyo, whether you choose to heal yourself, attack, buy cards or win Victory Points.

Adapt your strategy to become the King of Tokyo at the right moment and attack all your opponents at the same time.

The first player to reach 20 Victory Points wins the game… and so does the last player to stay alive!

Build your strategy

Roll the dice and choose wisely which ones to keep. Whether you decide to keep your dice or reroll, each decision is crucial to your winning strategy. Turn into a glass canon with powerful cards to reduce your opponents’ hit points to 0, play it safe and quickly collect Victory Points, or build up health to become a tank: the choice is yours.

Choose your kaiju

Unleash the kaiju within you and rule over Tokyo! The mighty Gigazaur, the cute Cyber Kitty or maybe the otherworldly Alienoid, choose the invader that suits you best.

Battle over Tokyo against AI or against your friends

Test your strategies by competing against the AI in the solo mode, and find the strategy that matches you.
Challenge up to 5 of your friends in the couch multiplayer mode to prove who the mightiest kaiju is!

A unique recreation

(Re)discover King of Tokyo in a dynamic recreation of the critically acclaimed board game. Immerse yourself in the ukiyo-e inspired art style (Japanese woodblock prints and painting style).

Metroid Prime 4: Beyond Review – A Brilliant Beginning to a New Era

Metroid Prime 4: Beyond Review - Final Weapon

Over eight years ago, back when the first Nintendo Switch was only three months old, Nintendo shocked the world with the announcement of Metroid Prime 4. At that point, the Metroid franchise was in a state of purgatory, with the last major entry in the series being the infamous Metroid: Other M in 2010. Sure, there were spin-offs like Metroid Prime: Federation Force, but fans were excited to finally get a new major Metroid game after years of waiting.

However, fans would have to keep waiting, because the game restarted development in 2020. In the meantime, the series stayed active with Metroid: Samus Returns and Metroid Dread, which kept fans of the 2D side of the series occupied. Yet even still, it was hard not to lose confidence and wonder if the game would even release at all. Thankfully, as of December 4, Metroid Prime 4: Beyond is finally in the hands of fans. 

Since its launch, though, there has already been quite a lot of controversy surrounding the release. Many have questioned the game’s emphasis on NPCs, a pseudo-open world, and whether or not it maintains the atmosphere of previous entries in the series. As someone who has appreciated the series from afar and who finally got a chance to play titles like Dread, Prime Remastered, and Fusion, I adored Metroid Prime 4: Beyond from beginning to end. 

Samus Returns, And She’s Not Alone

Prime 4 Story

Metroid Prime 4: Beyond, as the name implies, takes place a few years after Prime 3: Corruption. Samus is sent on a mission to a Galactic Federation Research Station, which is under attack by Sylux, the new leader of the Space Pirates. What starts as a seemingly routine mission ends with several Galactic Federation soldiers, plus Sylux himself, all being transported across universes to another world: Viewros. 

Viewros is a rich world, teeming with a vast array of unique ecosystems. It was once inhabited by the Lamorn, a now-extinct species that tasks Samus with carrying their legacy to a new world. To help her with her task, they award her with psychic abilities, which will allow her to navigate Viewros with ease. Along the way, she must find the surviving Galactic Federation soldiers, defeat Sylux, and find a way back home. 

Prime 4 Sylux

The premise of Metroid Prime 4 is absolutely fantastic. It immediately draws you in, regardless of your interest in the series. If Prime 4 is your first entry in the franchise, you’ll be hooked by the rich worldbuilding of Viewros and the compelling nature of Samus’ character. If you’re a well-seasoned vet when it comes to Metroid, though, you’ll be just as enthralled, if not more so, in how the game continues to build upon the franchise’s story. 

Speaking of Samus, Prime 4 cements her as one of the coolest characters in gaming history. In every cutscene, she manages to convey such an intimidating presence, all without saying a single word. A lot of that comes from just how good the visuals are. Prime 4 is genuinely one of the prettiest games I’ve ever played, let alone the best-looking game from Nintendo. Each area of Viewros is beautifully realized, and Samus in general has gotten a great makeover with an absolutely stunning new suit. 

Prime 4 Visuals

Then, of course, there’s Sylux. Sylux has been built up ever since the release of Metroid Prime Hunters in 2006, and has since made appearances in Prime 3 and Federation Force. Here, he finally makes his proper debut, and at first, I was actually worried that he wouldn’t be as well-realized as other villains in the series, especially after Raven Beak in Dread. Thankfully, the developers went out of their way to make him a memorable antagonist to great success. 

Unlike Raven Beak, Sylux will constantly show up to challenge Samus, whether it’s through mini-bosses in the many zones of Viewros or through small appearances where he hinders her progress. As the game continues, you learn more about why he despises both her and the Galactic Federation. Plus, especially in the final act, his personality comes across very well as a truly prideful foe with genuine rage towards Samus. 

Prime 4 Sylux

In general, Metroid Prime 4: Beyond has a greater emphasis on cutscenes. I was personally reminded a lot of Doom: The Dark Ages with how the cutscenes go for a smaller aspect ratio, as if you’re watching an actual film. I really liked this choice, as it allowed the gravitas of the overall to come across more. Metroid has always done a great job with storytelling, whether it’s through more subtle worldbuilding, like with Super Metroid, or with more overt dialogue, like with Dread. This brings me to the most controversial aspect of Prime 4: the NPCs. 

In the lead-up to the game’s launch, many were criticizing the Galactic Federation soldiers you encounter throughout the story, namely because of the perception that their dialogue felt more like a Marvel movie with very predictable and cliched dialogue. As someone who has watched a lot of those movies and played games with truly awful dialogue, Prime 4: Beyond isn’t even close to the worst example I’ve seen of this archetype. 

Metroid Prime 4 NPCs

I really liked all of the NPCs you encounter throughout the game. None of them outstay their welcome, with each zone featuring one or more of the characters prominently, before giving Samus time to explore by herself. Each character is extremely charming, with Private Armstrong in particular being a favorite of mine. Her obsession and adoration of Samus is cute, but there are just as many moments where she is forced to be serious in order to save the day. 

I won’t lie and say there aren’t a few moments where the dialogue is a bit heavy-handed. There’s one moment where a character says that beating enemies was a “piece of cake. Red velvet cake!” which slightly took me out of the experience. Further, there are a few moments where characters will repeat dialogue if the game notices you’re spending too much time exploring, because it thinks you’re lost. However, once you realize the purpose that the NPCs are meant to serve in the story, it’s hard not to become attached. 

Prime 4 NPCs

As Metroid has evolved over the last few decades, so has its method for telling stories. We haven’t had an entry in the franchise with subtle storytelling in quite a while, and as someone who loved Dread‘s approach to the narrative, I can’t say I was disappointed with Prime 4‘s approach. The new characters, the visuals, the antagonist, cutscene style, worldbuilding, and dialogue all enhance the atmosphere rather than detracting from it. 

That raises the question, then: if the narrative for Prime 4 is handled so well, then how does it handle the gameplay? The exploration, combat, and puzzles of the Prime series are the most instrumental part of its iconography, so how does Prime 4 maintain that? Personally, I think it handles it quite well, despite a few small issues here and there. 

The New With The Old

Metroid Prime 4 Exploration

Metroid Prime 4: Beyond follows the age-old adage of “if it ain’t broke, don’t fix it.” A lot of the power-ups you will find along your journey are the same as what you’d expect from previous games. After losing all your abilities at the beginning in traditional Metroid fashion, you will soon regain super missiles, bombs, and various elemental projectiles. From a distance, it may not seem like Prime 4 doesn’t do enough new to justify the long development time. That notion will quickly disappear as you play more, however. 

For starters, there’s the inclusion of psychic abilities. Throughout the game, you’ll get various abilities with added utility from the Lamorn people. Some of these you’d expect, like the spider ball ability, which, save for some new types of rails, functions the same as previous games. There are just as many new things that Samus can do, such as being able to guide projectiles with the Control Beam or manipulate energy with the Psychic Glove. 

Metroid Prime 4 Psychic Abilities

Then, there’s the biggest new addition: the Vi-O-La, a bike created by the Lamorn that Samus can use to traverse Viewros. You’ll primarily use this to explore the central area of the planet, titled Sol Valley. Sol Valley is a massive desert that serves as a way to get you to the next zone and retrieve items that are either necessary for completion or those that will enhance your statistics, such as missile expansions and energy tanks. 

At first, Sol Valley can feel a bit barren. You aren’t really going to encounter extra characters exclusive to the area, and calling it an open world is a bit disingenuous. In reality, it functions similarly to Hyrule Field in The Legend of Zelda: Ocarina of Time, as it connects the game’s many locations via one central hub. While the lack of any music in the background of Sol Valley exploration is a bit of a bummer, I personally had a great time exploring the area. 

The Vi-O-La feels great to control, and being able to use it in combat against airborne enemies and even entire boss fights is a huge treat. Plus, I really liked getting to explore the smaller areas you can find on the map. If anything, the lack of music only added to the atmosphere and made the sensation of traversing the area feel remarkably relaxing. If you’re so inclined, you can always play some music in the background while exploring (or you could buy the Samus amiibo or 100% the files, which adds a soundtrack to the area). 

Metroid Prime 4 Exploration

In general, I think the exploration elements of Metroid Prime 4 haven’t missed a beat. The emphasis on scanning still stands, and a lot of the lore is told via descriptions and journals of the Lamorn you can find throughout your journey. There are a lot of secrets that you will only find out if you choose to engage with the scanning mechanic, and getting 100% of all the scans and items is mandatory to get a secret ending. 

Then there’s the game’s puzzles, which also feel very well realized. Most require you to observe your surroundings and use your many abilities. The new abilities as a whole make puzzle-solving in particular feel a lot more satisfying, and I especially liked working out how best to use the Psychic Glove and Control Beam abilities. There weren’t many moments where I felt lost or confused, whether it was with exploration or puzzle-solving. As someone whose struggled with other Metroid games in the past, I feel like Prime 4 struck the right amount of balance, and even the moments where I did struggle never felt unfair. 

Prime 4 Puzzles

That just leaves the final piece of the puzzle that is Metroid Prime 4‘s gameplay: combat. Compared to how many new elements the developers introduced with the exploration and puzzle-solving, combat hasn’t really gotten the same level of attention. Unlike Dread, which featured a greater emphasis on parrying, a lot of Beyond focuses on dodging projectiles and firing back in equal measure, which is par for the course when you think about other entries in the Prime series. 

This isn’t to say that combat is bad. A lot of the bosses are really fun and, like the puzzles, frequently ask you to take advantage of the abilities in your repertoire. For instance, certain battles will ask you to control your projectile to hit an enemy’s multiple weaknesses in quick succession. In particular, I really enjoyed the many boss fights that have Samus going toe-to-toe against Sylux himself. 

Prime 4 Sylux Battle

While perhaps Metroid Prime 4 didn’t innovate as much as people wanted, I don’t think it ever needed a substantial reinvention. The new additions are a great way to hook both new and returning players, while not deviating from what made the original games so special in the first place. That approach of tasteful changes that evolve the series purveys the entirety of Prime 4 and signals the beginning of a new era for the franchise.

The Start of a New Era

Metroid Prime 4 Samus

I’ve been fascinated by the Metroid franchise ever since I was a kid. I thought Samus, the overall aesthetic, and some of the many villains were so cool, and I always wanted to play through the entire series and understand what makes it so special. However, every time I’ve tried, I’ve found myself struggling to get used to the mechanics, exploration, and puzzles. It’s only recently that I’ve finally been able to enjoy the series as it was intended. Yet, despite all that, it was Metroid Prime 4: Beyond that finally tipped the scales and finally made me a true fan of the series. 

After all these years of waiting, Prime 4 was never going to fulfill everyone’s expectations. Disappointment was always going to be inevitable, and there are certainly some key issues worth noting. Sol Valley isn’t always that fun to explore, especially with the lack of music, and the emphasis on cutscenes and NPCs may detract from the atmosphere that the franchise has done so well at maintaining. Personally, though, I believe that the game still manages to stay true to what made Metroid so special in the first place. 

Prime 4 Conclusion

The game often strikes a balance between innovating with new concepts while continuing the series’ legacy. The introduction of new psychic abilities and a vehicle to use for traversal is so much fun to experiment with in traversal, combat, and exploration. Additionally, I loved the story and its characters, and I found myself deeply enamored by Samus, the Galactic Federation soldiers, and Sylux. 

When the credits finally rolled, I found myself wanting not just to play the game again, but with the desire to play through more entries in the franchise. I’ve officially fallen in love with the Metroid franchise, and regardless of what the future brings, whether it’s a new 2D game or a new entry in the Prime series, I will be there no matter what. Regardless of whether you’re a fan or on the fence about the new additions to the Prime formula, or if you’ve never played a Metroid game before, Metroid Prime 4: Beyond is an absolute must-play.  

Disclaimer: Metroid Prime 4: Beyond was reviewed on the Nintendo Switch 2.