To celebrate the 13th anniversary of the Bravely Default series, Square Enix released a new illustration by character designer Rika Okazaki. Producer Tomoya Asano also commented on the 13th anniversary of Bravely Default, noting that the 10th anniversary broadcast prompted the development of Bravely Default Flying Fairy HD Remaster for Nintendo Switch 2. Asano hopes the team can host another broadcast at a later date.
Bravely Default Flying Fairy HD Remaster features HD character model textures and environments. The graphics that defined the original Nintendo 3DS title are now much more clear. The two-screen user interface that was designed for the original game has been rebuilt for Nintendo Switch 2. It’s now a convenient single screen user interface with features like recommended character levels for dungeons and a “Heal All” button.
A fast forward feature allows players to increase the speed of battle by a maximum of four times. Event scenes can also be fast-forwarded at double time while autoplay is enabled. The encounter rate can be set at 50% intervals from 50% to 200%. The rate can be adjusted at any time on the field map to suit the player’s needs. The network features of the original game on Nintendo 3DS have been retooled, allowing players to work together with allies from their friend list or proceed on their own.
What’s more, there are two brand-new minigames in the remaster, as shown at the official website. Players can test their rhythm with Luxencheer Rhythm Catch or pilot their own airships in Ringabel’s Panic Cruise. Playing the minigames awards various bonuses, including newly added notes in D’s Journal that reveal previously untold facets of the story.
Why So Serious (WSS), Alliance Arts and WHO YOU announced a demo of rhythm adventure game Yunyun Syndrome!? Rhythm Psychosisis now available on PC (Steam) during Steam Next Fest until October 31. The Yunyun Syndrome!? Rhythm Psychosis includes 30 minutes of gameplay, including 10 denpa songs and hidden tracks.
Yunyun Syndrome was delayed to winter to make room for major improvements, including full voice overs. Qtie will be voiced by Nanahira, and Yunyun will be voiced by Haruko Momoi. HARDCORE TANO*C will be charting all the in-game music, and KOTOKO will perform the opening theme song “Denpa-tic Imaginary Girl ‘Q’.” In addition, the game’s official Discord server is live.
Lastly, here’s an overview of the game, via Steam:
High and vibin’ with denpa songs, we’ll corrupt the entire Internet! Hehe. all we need is a bit of otaku love, that’s all.
This is a rhythm-adventure game where you play as a hikikomori (shut-in) girl who’s high on denpa songs. Become Yunyun-brained and lose all self-control to anonymously post on social media and destroy the world with your Yunyun brain rot.
Have a Doki-Doki experience with over 30 denpa songs and multiple endings.
Q. Why did she become a hikikomori?
Q. How does anonymous online posting lead to world destruction?
Q. Does a happy ending exist for a degenerate otaku?
The answers to those “Q” s lie at the convergence of insanity and denpa psychosis.
Now, put those headphones on and become ill with Yunyun Syndrome!? Rhythm Psychosis.
Groove to the DENPA!
Anonymously post online and infect the whole world with Yunyun-brain!
Get high on denpa songs and sink in the depths of social media!! Browse social media at the start of the song to check up on your Yunyun cult and haters. And then prepare for the climax where you can start dropping posts left and right. Successfully posting will cause other social media users to become psychotically Yunyun-ified. Social media is all about sharing – spread your heartful psychosis to everyone else!
Characters!
Qtie – The main character. A hikikomori. She suffered too much irl that she’s become a little (very) fuzzy in the head. Her obsessive love for the fictional character “Yunyun” is for sure an illness. Her overly “high” state from overdosing denpa songs causes her to propagate Yunyun love. Will there really be a happy end for such a degenerate otaku?
Yunyun – A fictional character that loves Qtie. A very much angelic devil. She will speak to Qtie through the monitor screen. Whilst the truth is unknown, most likely, she is just a figment of Qtie’s imagination. It’s joever for her.
About Denpa Songs!
Q. What is a “denpa” song?
It is a genre of music that is intentionally strange and catchy. All playable songs in this game are denpa songs.
Many popular denpa songs such as “it’s a cherry kissing explosion” (Sakuranbo Kiss) and many more are featured!
Listen up!
Do you like cute anime girls? Do you like strange and catchy denpa songs? Do you wish for the death of this ♡♡♡♡ed up world? Great! Add “Yunyun Syndrome!? Rhythm Psychosis” to your WishList and stay updated for release information and updates!
Koei Tecmo and Kou Shibusawa announced Romance of the Three Kingdoms 8 Remake with Power-Up Kitis coming to the west as Romance of the Three Kingdoms 8 Remake: Destiny and Strategy Expansion Pack Bundle. Romance of the Three Kingdoms 8 Remake: Destiny and Strategy Expansion Pack Bundle will be available day-and-date with the Japanese release on January 29, 2026 for PC via Steam. Koei Tecmo did not comment on the Nintendo Switch, PlayStation 4 and PlayStation 5 versions, however.
Romance of the Three Kingdoms 8 Remake with Power-Up Kit launches on January 29, 2026 for Nintendo Switch, PlayStation 4, PlayStation 5, and PC in Japan. The “Power-Up Kit” can be purchased as a standalone upgrade for 4,730 yen for the original Romance of the Three Kingdoms 8 Remake. The “Loyal Han Retainer Ma Teng” scenario will be included as an early purchase bonus, and pre-orders include the “Guan Yu Advances” bonus scenario.
Romance of the Three Kingdoms 8 Remake with Power-Up Kit includes several new content additions and features. These features include Gems to further enhance abilities, the dramatic Turning Points system in combat, five additional fictional scenarios, and additional traits. What’s more, there were various improvements, including significantly improved combat and tempo, algorithm revisions, UI enhancements, and more.
Romance of the Three Kingdoms 8 Remake launched on October 24, 2024 for Nintendo Switch, PlayStation 4, PlayStation 5, and PC via Steam. Final Weapon reviewed Romance of the Three Kingdoms 8 Remake and gave it a 4 out of 5 score, noting that the game is “a great modernization of the classic title, with a solid platformer for both new and returning players. History fans are in for a treat with rich historical lore to discover. Additionally, the soundtrack was a real highlight.”
Final Weapon had the opportunity to interview TOUGEN ANKI Crimson Infernoproject director Dong-won Lee and art director Pil-jong Kim to learn more about the upcoming RPG adaptation of Yura Urushibara’s TOUGEN ANKI anime and manga series.
In our interview, Dong-won Lee and Pil-jong Kim discuss the main story of TOUGEN ANKI Crimson Inferno, the creative process during the game’s development, consultation with the anime’s staff and Urushibara, and much more.
Get the full interview on TOUGEN ANKI Crimson Inferno below:
Can you introduce yourself and your roles in the development of TOUGEN ANKI Crimson Inferno?
Dong-won Lee: Hello, I’m Dong-won Lee, the PD leading development on TOUGEN ANKI Crimson Inferno at Com2uS. We’re working hard to create a game that both anime fans and gamers can enjoy.
Pil-jong Kim: Hi, I’m Pil-jong Kim, the art director in charge of the overall visuals for the game.
TOUGEN ANKI Crimson Inferno is the first-ever game adaptation for the TOUGEN ANKI series. Were you familiar with TOUGEN ANKI before development started? What were some goals and ideas that you first thought of when development started?
Dong-won Lee: Many members of our team were already fans of Tougen Anki. Our goal was to make the game enjoyable not only for existing fans, but also for those who are encountering Tougen Anki for the first time —providing a fun story experience that’s easy and accessible for everyone.
Players can expect a story mode that explores relationships and conflicts between characters from TOUGEN ANKI. Does the story mode follow the same story of the TOUGEN ANKI series? Are there any all-new original story elements?
Dong-won Lee: The main storyline of the game closely follows the core plot of the TV anime. Fans of the original IP will be able to experience the same story they saw in the anime, but in a more interactive and immersive way through gameplay.
However, while faithfully recreating the original story, we also wanted to deliver new forms of enjoyment that can only be experienced in the game. To achieve this, we plan to introduce original characters and stories exclusive to the game. These original elements are designed to provide a fresh perspective and new narratives without disrupting the flow of the original work.
The original characters will blend naturally with the existing cast, offering fans a “new but familiar” experience and adding a unique charm that defines the game’s own identity. The original storylines will give long-time fans a fresh take on the familiar world, while also helping new players engage with the universe through accessible and captivating new stories.”
Did the team at Com2uS consult author Yura Urushibara or any of the anime staff when developing TOUGEN ANKI Crimson Inferno?
Pil-jong Kim: Since the game is based on an existing IP, receiving supervision and approval from the TV anime production team was an essential part of the process. One of the challenges we faced was coordinating details with both the rights holder and the original author. However, when the original creator reviewed the completed character designs, skill animations, and cutscenes, they gave very positive feedback —which made us feel truly proud and rewarded for our efforts.
TOUGEN ANKI Crimson Inferno features turn-based RPG combat with a party system that lets players strategy and form powerful teams with their favorite characters. Can you reveal more details about the progression systems of TOUGEN ANKI Crimson Inferno and how players will be able to form strong teams?
Dong-won Lee: Each character in TOUGEN ANKI: Crimson Inferno has a unique type, and players can build stronger teams by selecting characters whose types align with the enemy’s specific weaknesses.
Characters are broadly divided into two categories: battle characters who directly engage in combat, and support characters who provide various buffs and assist during battles. By analyzing the enemy’s attack patterns and strategically positioning the right support characters, players can form even more powerful and effective teams.
In addition, each character possesses a special ultimate ability called an Inferno Skill. Players can build up the gauge through normal skills and then unleash their Inferno Skill at the right moment to maximize their team’s offensive potential. Timing and strategy in using these skills will be key to achieving victory.
What are the online features of TOUGEN ANKI Crimson Inferno like?
Dong-won Lee: While the game includes basic online features and a real-time co-op dungeon is in the works, it’s designed to be enjoyable and rewarding even for those who prefer to play solo at their own pace.
During Tokyo Game Show 2025, TOUGEN ANKI Crimson Inferno was playable on various demo stations, giving attendees their first hands-on experiences with the new RPG. Are there any plans to host a beta test to give fans around the world a chance to play the game before launch?
Dong-won Lee: Tougen Anki: Crimson Inferno is actively preparing different ways to engage with players before its official launch. While a beta test is being considered as one of the options, the detailed plans and structure are still under discussion.
TOUGEN ANKI Crimson Inferno is planned to release on PC and mobile. Has Com2uS considered releasing console versions of the game in the future?
Dong-won Lee: Our current focus is on launching the game for PC and mobile platforms first. At the same time, we are considering further platform expansion to ensure that more players can enjoy the game on a wide range of devices.
What can players expect after the launch of TOUGEN ANKI Crimson Inferno?
Dong-won Lee: Although we can’t share any concrete details at this stage, we’re planning post-launch content that may include original storylines, original characters, and exciting collaboration characters.
Is there anything else you would like to share?
Dong-won Lee: Including the Tokyo Game Show, we are doing our best to connect with players through as many opportunities as possible and prepare thoroughly for the launch. We truly appreciate your support and hope you’ll look forward to what’s coming.
Pil-jong Kim: We’ve made sure that both anime fans and newcomers can enjoy the game and fully immerse themselves in the TOUGEN ANKI universe.
Nihon Falcom announced Trails in the Sky 1st Chapter update 1.05 is now available with a new first-person mode, a hide in-game user interface feature, “Image Quality / Performance Settings” in the Nintendo Switch 2 version, and other quality of life changes.
Trails in the Sky 1st Chapter update 1.05 is available in the PC and PlayStation 5 versions, with the Nintendo Switch and Nintendo Switch 2 versions to receive the update at a later date.
Read up on the patch notes for the new update below:
Trails in the Sky 1st Chapter Update 1.05 Patch Notes
Added “Image Quality / Performance Settings” to the Nintendo Switch 2 Edition.
Added options to adjust text speed and text auto-advance speed.
Added one-key shortcuts for actions that normally require two key presses on keyboard.
Fans who purchase Trails in the Sky 1st Chapter on Nintendo Switch can upgrade to the Nintendo Switch 2 Edition for $1. The Switch 2 version supports up to 4K 30 FPS and 1080p 60 FPS with sharper visuals and performance. What’s more, players can try the free Trails in the Sky 1st Chapter Prologue demo, which supports save data transfers over to the full game.
Final Weapon reviewed Trails in the Sky 1st Chapter and gave it a 4.5 out of 5, noting that the game is “the perfect introduction to Trails, with an outstanding cast, engaging gameplay, and a world impossible not to get invested in. The slow-burning narrative, while very enjoyable, can lead to monotonous sections of the game, but this is just a minor gripe considering the massive adventure at hand. New and old fans alike will fall in love with what is assuredly one of the best RPGs of the year.”
Inti Creates announced action “paper craft” platformer Majogami is coming to PC via Steam on October 30 alongside Nintendo Switch and Nintendo Switch 2. The PC version of Majogami costs $24.99, and those who pre-order before October 29 will get a “Majogami – Director’s Selection Album” bonus featuring the full background music in .mp3 (256kbps) format.
Majogami costs $34.99 for Nintendo Switch and $39.99 for Nintendo Switch 2, which are notable mark-ups from the PC version. Digital pre-orders for Majogami are now live in the Nintendo eShop with a limited-time 10% discount. A Majogami demo is also available now in the Nintendo eShop
Paper craft character action! Majogami – the story of one girl who cuts gods like paper.
Majogami stars Shiroha, a young woman who has lost her memory, who travels alongside Shiori, her father who has been turned to paper. With her katana, “Kamikiri”, in hand, she travels through a bizarre world and cuts through the horrors she finds there in this 2D character action platformer.
Players take control of Shiroha who can move and attack instantly with her “Setsuna” ability, taking out enemies without missing a beat.
Along her journey, Shiroha will collect cards imbued with her memories called Recarte, and face off against the diverse Majogami, divine “Craft Witches” who control the world.
These Majogami, with twisted hearts and powerful magic, stand in Shiroha’s way as she tries to escape their domain. In addition to her Setsuna attack, she can rely on Shiori’s defense sigils and the power of the guardians she meets, the Astrals, to transform herself into new fighting forms.
By defeating these Majogami, Shiroha can slowly regain her memories of both her and Shiori’s life, deepening their bonds and revealing her story.
Experience the touching family story and see Shiroha’s determination to make it through this twisted world to the end.
Experience a strange and unique world!
In a brand new setting created by INTI CREATES art director Yuji Natsume*, Majogami combines paper craft and dark visuals in the world, characters, and game design.
Be immersed in the lush setting and artwork as you delve into the action gameplay.
※Main character and art designer for “Bloodstained: Curse of the Moon” and the “Blaster Master Zero” series. Main heroine designer for “Mighty No. 9“.
“Setsuna” brings unprecedented speed and freedom to combat!
Use Setsuna to dive fearlessly at powerful enemies to slice them up quickly!
With a single button press, summon a unique Japanese-inspired effect as you slice your foe in two.
Not only a mere attack, Setsuna will allow you move to areas you wouldn’t otherwise, as well as allow you to dodge attacks when timed correctly.
Master Setsuna, and you’ll experience satisfying combat like no other.
“Astralize” with the power of song!
With the energy you charge using Setsuna, you’ll be able to transform Shiroha by borrowing the power of the gods known as Astrals.
A lush animation accompanies these powerful transformations as Shiroha powers up.
When she “Astralizes”, Shiroha can weave a song together with the Astral to summon her ultimate ability, the Celestial Serenade.
Its overwhelming power can send her cleaving through even the world itself, becoming a crucial tool in your arsenal.
A rich story with a colorful cast
The Majogami standing in your way each have a unique and charming design.
Each sporting their own “obsession”, these witches will make the fight a tough one for Shiroha, showing off their prowess with a full-screen animation.
You’ll also unlock new sub-stories that reveal more about the lives of Shiori and other characters’ pasts beyond the main story.
Please enjoy the world and its story, all presented with full Japanese voice acting.
Cast:
Shiroha – Miyu Tomita; Shiori – Kenji Hamada
Storyteller – Masako Nozawa
Also starring Fairouz Ai, Riho Sugiyama, Saki Miyashita, Arisa Aihara, Sayaka Kaminaga, Emiri Suyama, Sarah Emi Bridcutt, Nozomi Furuki, Mai Nishikawa, Hiroto Akiya, Sho Karino, Ayaka Ohnishi, and Shiori Izawa.
If there is one series that has never failed to innovate within the games industry and produce masterpieces, it is the 3D Mario series. There is nothing like a 3D Mario game. Each experience continues to redefine the genre, offering a fresh new take that is polished to perfection. With a series as iconic as Super Mario, it should come as no surprise that Nintendo celebrates its legacy of greatness each landmark year.
We saw the limited Super Mario 3D All-Stars collection release for the plumber’s 35th, packaging together Super Mario 64, Super Mario Sunshine, and Super Mario Galaxy together in one bundle. This release was particularly memorable for its limited availability, as Nintendo discontinued the release after just six months. While 64 eventually returned to Switch and a pathway was made for Sunshine with GameCube’s inclusion in Nintendo Switch Online, Super Mario Galaxy was left forever on 3D All-Stars—or so we thought.
To celebrate the 40th anniversary of Super Mario Bros., Nintendo has released Super Mario Galaxy + Super Mario Galaxy 2 on Nintendo Switch, finally bringing both games for good to the system. While Galaxy makes a welcome return, this is the first rerelease of Super Mario Galaxy 2 besides Virtual Console on Wii U. 2007’s Super Mario Galaxy and 2010’s Super Mario Galaxy 2 are widely considered to be two of the finest 3D platformers ever made. These editions offer careful preservation and support for 4K, ensuring that these masterpieces are better than ever on the Switch.
A Galaxy Far, Far Away
Super Mario Galaxy is a magical game. Even after all these years, there really is nothing like it. Nintendo took inspiration from the Super Mario 128 tech demo that utilized a spherical platform to build Galaxy, where Mario is constantly fighting gravity. It boldly differentiated itself from its predecessors by moving away from the major open world and turning to bite-sized worlds, each with a different theme and gimmick. Nintendo took special care in creating the almost cinematic aesthetic and visual presentation found in Galaxy—something that has yet to be replicated today.
This is driven by both the thematic storytelling and soundtrack, especially. Mario is stranded in space, a place with infinite possibilities, in the center of the universe, looking for Princess Peach. Rosalina’s Storybook opens the pages on the backstory of the mysterious character, allowing you to learn more about her across your journey. As for the soundtrack, the use of live, orchestrated instruments and unique melodies makes for an immaculate soundtrack that still sits as one of the best today. It’s the cherry on top of an unforgettable adventure.
Super Mario Galaxy 2 continued the iconic mascot’s journey in space, building upon the bones of its predecessor. While it does away with the narrative focus (and really, the entire plot of the first game), Galaxy 2 makes up for it and then some with its gameplay and creativity. The addition of Yoshi requires you to think about puzzles differently, presenting a mechanic that expands the moveset you likely became very familiar with in the first game.
Galaxies themselves are bursting with new ideas, offering mechanic after mechanic to discover and master. No two levels are the same, which keeps you thinking for the entire runtime. As a result of these ideas, Super Mario Galaxy 2 is also arguably much more challenging than the first game—a welcome difficulty that never feels unfair. Considering that this marks the first-ever re-release of Galaxy 2, it’s likely most players will be spending their time here. Whether newcomer or returning player, you will not be disappointed.
Something I have always loved about the Super Mario Galaxy games is the aspect of discovery they bring. Often, we see new games release with sprawling open worlds that can be daunting to fully take in and explore from top to bottom. Despite having small planets and galaxies, Nintendo uses this to incentivize exploration. You are always finding new things each time you jump into a Launch Star, and there’s no telling where you might fly off to.
For over 15 years, fans have debated whether Galaxy or Galaxy 2 is the better game. Both are tremendous experiences, yet each has aspects that prevail over the other. Super Mario Galaxy has a stronger narrative, atmosphere, and an incredible hub, while its sequel is more ambitious with its level design and gameplay offerings. It’s challenging to pick a favorite, but the atmosphere of Galaxy does just enough to give it the edge for me out of the two. I adore both games in their own right, and even now, I still respect Nintendo’s approach to Super Mario Galaxy 2, as it looked beyond simply recreating Galaxy and what that game was able to accomplish.
Needless to say, newcomers jumping in for the very first time are in for two of Nintendo’s best releases ever. The company has released games as good as these since, although that list is quite short. You can easily spend over 70 hours completing each of the challenges between the two Galaxy games, which I’m sure players will appreciate following 64 and Sunshine. The ability to finally complete the 3D Mario collection on Nintendo Switch (with the exception of Super Mario 3D Land) is something I’ve been waiting on for a long time, and it makes the Switch the ultimate place to play 3D Mario.
Looking Better Than Ever
I could write thousands of words about each of these games and what makes them so great, but the focus today is on the quality of the releases on Nintendo Switch. The terms remake and remaster are thrown around daily in the games industry, and while these two new versions do have a few significant enhancements, it’s best to think about them as light remasters.
Out of the box, you’ll likely notice the vastly improved textures all across the board. These were not present in the Super Mario 3D All-Stars release, so I was pleased to see Nintendo go back and put effort into touching up textures across each of the galaxies. The difference between the two is significant, even if you do not notice it right away. Players on Nintendo Switch will get a dynamic 1080p resolution docked, while Nintendo Switch 2 players can play through both games at a native 4K. It is incredible to see these two games brought up to modern resolutions. I greatly appreciated the stunning art direction back in the day, but I feel it is even more impressive now, considering how well it translates here on Switch. Of course, both games run at a smooth, locked 60 frames per second, something that was also available in the original releases.
Beyond visual updates, Nintendo has added a selection of welcome improvements that smooth out any rough edges of the experience. For starters, updates have been made to the control schemes. You can collect Star Bits by using the touchscreen or elect to use the Star Pointer with gyro controls. This is an area of contention for some, and I can understand why. No matter what Nintendo does, recreating the precision that came with the Wii remotes is extremely challenging.
I had no issues with the Star Pointer, considering that it is just how these games are controlled, but I did find that it would quite often get off-screen or unbalanced. This is especially true with a Pro Controller, as I would frequently need to reset it to the middle of the screen if I happened to move or hold the controller weirdly. Although this can get tedious rather quickly, the process to reset the Star Pointer is as easy as hitting the right bumper, so it’s not a hassle to fix.
One great new addition relating to gameplay is the Assist Mode, which gives Mario six life bars and automatically brings you back to the surface if you happen to fall off a planet. I found this to be a welcome addition that will serve newcomers especially well in Super Mario Galaxy 2 and its trickier platforming.
Beyond these, Nintendo implemented a few UI tweaks to make text easier to read, extra storybook content for Rosalina, amiibo support, the full soundtracks listenable on the main menu, and even a couple of new songs. This is the ultimate version of both Super Mario Galaxy and Super Mario Galaxy 2, without a doubt.
Neither game features any significant new or bonus content, but that is completely acceptable in my mind. Nintendo did not need to add anything to either game, as both are already exceptional. The polished, modernized versions we received are more than enough, especially considering the support for 4K and preservation aspects.
It’s Super Mario Galaxy.
At the end of the day, Super Mario Galaxy and Super Mario Galaxy 2 are two of the greatest games Nintendo has ever released. You owe it to yourself as a Nintendo fan or even a fan of 3D platformers to experience both of these games at least once. Almost two decades later, Mario’s duo of adventures across the cosmos is just as inventive and blissful as I remember. It’s been over eight years since we last got a new 3D Mario adventure, and while I’m hoping that wait will be coming to a close soon, this is the next best thing right now.
Every generation of Nintendo hardware brings in new players of all ages who have never experienced some of the company’s best games. Nintendo Switch Online and Nintendo’s remaster & remakes have brought many of these experiences forward, and this release adds two more incredible games to the mix for newcomers. The thought of new players experiencing the magic of Mario’s adventures in space has me thrilled. In time, I’m sure newcomers will have the same dazzling memories I have from my first playthroughs.
The $70 price tag (or $39.99 price individually) may be a deterrent to some, but it’s hard to argue the sheer brilliance this platformer duology still provides today. Adding this package to my collection was an unequivocal decision. Regardless of whether you’re a newcomer hoping to dive in for the first time or a veteran coming back for a playthrough before The Super Mario Galaxy Movie, I cannot recommend these two games enough. Even in 2025, these almost two-decade-old classics remain every bit as captivating as they were in 2007 and 2010.
Disclaimer: Nintendo provided a Nintendo Switch copy of Super Mario Galaxy + Super Mario Galaxy 2 for review purposes.
A new trailer for the TV anime adaptation of Hamuo and Mo’s Hell Mode – The Hardcore Gamer Dominates in Another World with Garbage Balancing (Hell Mode – Yarikomi Suki no Gamer wa Hai Settei no Isekai de Musō Suru) light novel series revealed more cast members, main staff members, and opening and ending theme songs. The anime premieres in January 2026.
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.
Atarayo performs the opening theme song “Haku,” and singer Kaya performs the ending theme song “Sanctuary.”
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 in English and 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!
Good Smile Company and IzanagiGames announced a free demo for mystery adventure game Dark Auction is now available on PC via Steam. The Dark Auction demo provides a preview of the story before the game launches on January 29, 2026 for Nintendo Switch, PlayStation 5, and PC via Steam worldwide.
Lastly, here’s an overview of Dark Auction, via the official Steam page:
A deep, compelling mystery adventure with a script and scenario written by Rika Suzuki, known for her brilliant work on Another Code and Hotel Dusk: Room 215. Also featuring character design by Kohske, the author/illustrator of GANGSTA., and music by Monster Hunter composer, Yuko Komiyama.
Search freely within an ancient castle across a 3D map
Apply reason and analyze the possibilities using keywords found in word clouds
Join an auction where the truth is revealed about the past
Story
West Germany, 1981.
Eighteen-year-old Noah is haunted by the memory of his mother abandoning him at a very young age.
He lives with his father Leonardo, a failed writer and eccentric obsessed with researching “Dictator X.”
Though Noah wishes he would stop, Leonardo refuses to give up this strange pursuit, even as they struggle financially.
One day, an invitation arrives for an auction selling items connected to “Dictator X.”
Ignoring Noah’s protests, Leonardo sets off for the ancient castle where the auction is to be held, promising to tell Noah everything once he returns.
But Leonardo never comes home. With no way to contact him, Noah heads to the castle himself—only to witness something shocking.
Now trapped inside with the other guests, Noah is invited by the mysterious auctioneer to take part in the event himself.
Characters
Noah Crawford (VA. Kengo Kawanishi)
Leonard Crawford (VA. Rikiya Koyama)
Edgar Schulz (VA. Daisuke Namikawa)
Christoph Treheim von Berg (VA. Nobunaga Shimazaki)
Otto Klein (VA. Shunsuke Takeuchi)
Karla Becker (VA. Maaya Uchida)
Lorraine Klopp (VA. Yui Ishikawa)
Hell (VA. Akira Ishida)
Auctioneer (VA. Show Hayami)
Game Details
Title: Dark Auction
Genre: Mystery adventure
Development / marketing: IzanagiGames
Original story / scenario: Rika Suzuki (Another Code and Hotel Dusk: Room 215)
*This game tells the tale of a group of young people who resolve to strive for a peaceful future after learning of the past. While historical war-related recollections appear as motifs at times during the story, this game does not, in any way, seek to glorify or promote the crimes of war.
Electronic Arts and Battlefield Studios have revealed the patch notes for Battlefield 6 update 1.0.1.0, which launches alongside the game on October 10 for PlayStation 5, Xbox Series X|S, and PC via Steam and Epic Games Store. Battlefield 6 update 1.0.1.0 makes improvements to movement, weapon handling, Rush and Breakthrough layouts, maps, UI, netcode, and other fundamental elements of the game.
Final Weapon reviewed Battlefield 6 and gave it a 4 out of 5 score, noting that the game is a return to form for the series with refined first-person shooter gunplay, fan-favorite multiplayer modes and weapons, tried-and-true progression systems, and a single-player campaign that reminds players what Battlefield is all about.” Our review can be found on YouTube as well.
Read up on patch notes for Battlefield 6 update 1.0.1.0 below:
Battlefield 6 Update 1.0.1.0 Patch Notes
Major Updates for Battlefield 6 1.0.1.0:
Movement is refined with reduced slide-to-jump momentum, lowered jump height, and increased inaccuracy when firing while airborne or sliding.
Weapon handling has been rebalanced through general recoil tuning and adjustments to ensure more consistent gunplay.
Rush and Breakthrough layouts revised to deliver a better balance between Attackers and Defenders.
Maps improved with better traversal, lighting adjustments, and overall performance upgrades.
UI and HUD have received a range of polish improvements for clearer prompts, smoother navigation, and more accurate displays.
Settings and controls expanded with improvements across multiple areas.
Audio overhauled game-wide with clearer pings, refined weapon and vehicle sounds, and fixes for missing or delayed effects.
Netcode optimized to reduce desync, fast time-to-death, and instances of invisible damage.
Battlefield 6 Update 1.0.1.0 Changelog
Player:
Reduced the speed that can be carried from sliding into jumping, lowering momentum (especially horizontal).
Increased the penalty for repeated jumps and slightly lowered the jump height.
Increased weapon inaccuracy when firing while jumping or sliding.
Adjusted parachute physics; reduced the initial acceleration when deploying.
Fixed an issue where weapon dispersion could spike far higher than intended.
Fixed an issue where a takedown could launch the victim into the air.
Fixed an issue where players could enter third-person camera while alive.
Fixed an issue where players could remain stuck in a downed state after being revived with defibs following a headshot.
Smoother transition when aiming down sights from hip-fire for better target acquisition.
Fixed an issue where landing animations played after very short drops or when climbing objects.
Jump landing animations have been updated to feel smoother and settle faster.
Crouch/stand transition animations now settle more quickly.
Fixed an issue where too much momentum was lost when cutting a parachute.
Drag & Revive can now be cancelled more quickly for better responsiveness.
Updated parachute, skydiving animations and physics for more fluid movement.
Fixed an issue where fall/landing speed penalties triggered after very short drops or vaults.
Fixed an issue where firing was blocked too long after going prone from sprinting or combat diving.
Fixed an issue where weapon sights appeared misaligned after sprinting.
Updated vaulting animations for medium and high obstacles.
Improved first-person swimming animations.
Reduced camera movement when exiting a slide.
Toned down camera shake when rapidly starting and stopping sprints.
Various improvements and bug fixes to melee attack and takedown animations.
Various improvements and bug fixes to Drag & Revive animations.
Improved vault detection for more reliable movement over obstacles.
Vehicles:
Helicopters have been given more power and responsiveness, making them easier to fly, adjust mid-flight, and survive attack runs, including better chances to dodge incoming RPGs.
Increased tank turret speed.
Vehicle smoke countermeasures are now more effective at breaking spotting/lock-ons.
Improved the death camera experience for air vehicles.
Adjusted vehicle mix for hit indicators and updated explosion kill indicator feedback against infantry.
Vehicle aiming behavior (mouse and gamepad) now more closely matches soldier aiming.
Vehicle sensitivity and aiming options now use the same default ranges and values as soldier controls for consistency.
Navigation Terrain Avoidance has been enabled for surface-to-air missiles.
Fixed an issue where a vehicle could keep showing a lock-on warning for several seconds after being hit by an MBT-LAW.
Added a visible boost bar for ground vehicles that have boost.
Fixed an issue with the Leopard wreck collision so players can now climb it from behind.
Improved how tank tracks and vehicle wheels interact with destructible objects for more realistic collisions.
Reduced the bloom effect on jet bombs (Apache) for clearer visibility.
Gadgets:
Fixed an issue where some gadgets could unequip unexpectedly when jumping.
Fixed an issue where Rocket Launcher backblast dealt too much damage to infantry.
Reduced Rocket Launchers’ blast damage against infantry to discourage ground-blasting.
Rocket Launcher explosions now correctly check for walls and cover before applying damage.
Removed arming time on rockets, allowing players to fire at floors/ceilings indoors to open up destruction.
Thermobaric grenade concussive effect reduced from 2.5s to 1s.
Thermal scopes improved: soldiers now appear colder when prone/dying and hotter when sprinting.
Fixed an issue where a Rocket Launcher collision could cause double damage to vehicles.
Fixed smoke grenades not detonating in some cases.
Fixed visual issues when firing certain Rocket Launchers and scopes.
Tracer Dart hipfire crosshair no longer appears when aiming down sights.
Fixed an issue where Tracer Dart reticle textures were missing.
Fixed an issue where Drill Charge GL reticle textures were missing.
CSB IV EOD Bot audio attenuation and patching improved.
Remote-entry gadgets (XFGM-6D, CSB IV Bot, LTLM II) can no longer be equipped if you’re out of ammo and have no active gadget deployed.
Repair Tool now overheats slightly faster to prevent vehicles from becoming too durable.
Repair Tool and Defibrillators can now damage enemy gadgets.
Defibrillator damage reduced on both quick zaps and charged zaps.
M320 grenade launchers now show ammo type and count on the display.
M320A1 HE vehicle damage tweaked.
Assault Ladder ramp deployment angle increased to 54° (was 45°).
Fixed an issue where players could unintentionally unequip gadgets while jumping.
Improved the throwing arc of the AT-Mine, it now inherits the speed of the soldier throwing it and better aligns to the surface it lands on.
Updated spawn blocking interactions between ladders and wiring materials.
Adjusted gameplay volumes so only the Assault Ladder is blocked from deployment; all other gadgets can still be placed.
Fixed an exploit where the deployable shield could be used to climb out of intended play areas.
Fixed an issue for the AJ-03 COAG Med Pen where on-screen VFX ended too early.
AT4 now uses aim-guided missiles.
RPG-7V2
Adjusted sight and reticle for better aiming.
Increased dispersion when aiming down sights to discourage quick-scoping.
Fixed projectiles hitting nearby cover incorrectly when aimed just above it.
MBT-LAW
MBT-LAW is now the default rocket launcher for the Engineer class.
Missiles now follow a more accurate trajectory.
Now uses auto-guided missiles.
Can no longer be hip-fired.
Sight and reticle updated for a clearer aiming experience.
Blast damage now correctly applies to vehicles.
MAS 148 Glaive
Missile trajectory updated to better reflect real-world behavior.
Two zoom levels introduced.
Can now lock on to stationary weapons and vehicles (AA, TOW, heavy MG).
Lock-on distance changed and now cannot lock onto targets closer than 40m.
Fixed clipping and reticle issues in the scope.
Blast damage now correctly applies to vehicles.
Hipfire crosshair no longer appears when aiming down sights.
LEDs now correctly show lock progress, thermal setting, and zoom level.
Field of view now transitions more smoothly when zooming.
SLM-93A Spire
Gadget can no longer lock on to air vehicles below radar level.
Fixed an issue where missiles sometimes did not deal damage.
Airburst Incendiary
The projectile now detonates on collision.
The projectile now credits the correct damage owner in kill feed and cards.
The projectiles deal less structural damage (more hits required to destroy facades).
Gadget now cannot be aimed down sights while reloading.
Blast and shockwave radius are now aligned with destruction values.
Smoke from the Airburst Incendiary now blocks spotting and lock-ons for soldiers and vehicles.
Bravo3
Sight size no longer scales incorrectly with field of view.
SS26
Fire damage now only applies once to soldiers.
Damage drop-off has been adjusted.
Unlock requirement reduced from Rank 1 to Rank 0.
LTLM II (Portable Laser Designator)
Spotting angle and maximum spotting distance in binocular mode have been made more forgiving.
Can no longer laser paint the environment.
Now removes laser paint marks when a vehicle enters thermal smoke.
Now correctly spots vehicles when laser painting them.
Thermal view toggle now updates the UI correctly.
Zoom now activates instantly and returns to your previous zoom level.
Deploy animation now plays correctly.
Will now rotate properly for other players when deployed.
Improved the Game Hint to show RMB (Zoom) instead of E/R (Interact/Reload).
Deploy Beacon
Now allows only one spawn per player (4 per squad total) before self-destruct.
Enemy Deploy Beacons now display an icon on the minimap when pinged.
Can now be deployed at a soldier’s feet if the original location is blocked.
T-UGS
Will no longer be destroyed when their owner dies.
Can now be deployed at a soldier’s feet if the original location is blocked.
XFGM-6D Recon Drone
Now flies faster when carrying C4, but battery drains faster as a trade-off.
No longer receives unwanted force when carrying C4, making flight smoother.
Movement improved for a more realistic feel.
The Drone now self-destructs after 3 seconds when flown out of bounds.
Supply Pouch
Can no longer be picked up once deployed.
No longer restores health to vehicles.
No longer pushes players into map geometry.
Now follows the same ping rules as repair stations (VO, ping log, icon).
Now resupplies as intended and grants one additional C4 as overstock.
Weapons:
General recoil adjustments across multiple weapons.
Weapon accuracy adjusted to be more stable when aiming down sights while moving, but less accurate when firing mid-jump.
Numerous weapon attachments updated to appear correctly.
Increased bullet spread when firing automatic weapons while aiming down sights.
M87A1 shotgun now requires more pellets to secure a kill, rewarding more accurate hits.
Fixed an issue where the crosshair appeared larger than the actual bullet spread when using shotguns with slug ammunition.
Bolt-action rifles: first-shot boost now applies to every fired shot.
Added glow to a variety of reticles and improved visibility of reticles
Maps & Modes:
All Rush layouts have been updated based on feedback from the Open Beta.
Several Breakthrough layouts have been updated based on Open Beta feedback.
Fixed spawn killing issues on Siege of Cairo.
Fixed multiple exploits on Siege of Cairo and Iberian Offensive that allowed players to reach unintended areas.
Improved Anti-Air balance on Liberation Peak.
General performance improvements to Operation Firestorm
Improved player traversal across Operation Firestorm
Adjusted lighting on Operation Firestorm to make indoor areas and certain assets brighter where they were previously too dark.
Spawn animations on Operation Firestorm improved across multiple game modes and areas to remove bounce effects.
Respawning in Squad Death Match is now a one-button action, simplifying the process compared to the two-step option in Beta.
UI & HUD:
Updated text and names for select weapons and gadgets for clarity.
Fixed an issue where lock reasons were not showing on the loadout screen.
Fixed character skin names not displaying correctly in the customization menu.
Fixed an issue where locked weapon packages didn’t display attachments correctly.
Fixed incorrect class names showing on the insertion screen after switching class.
Fixed icons under player names not matching class types in the pre-game lobby.
Adjusted background color for Takeover column cells.
Fixed options menu buttons focusing on the wrong element after selection, improving navigation smoothness.
Fixed interact and reload setting options being vertically cut off.
Fixed credits auto-scroll bugs and adjusted scrolling speed.
Credits updated with a new text document, BF6 logo, and centered layout.
Added a warning pop-up about XP progress loss when leaving a match via the pause menu.
Resupply interaction for Support soldiers now only appears when you actually need health or ammo.
Navigation controls on the deploy screen and big map have been improved.
Mouse navigation in the Commorose has been made smoother and more responsive.
Commorose now supports southpaw control layouts.
Updated the UI and animations for the training paths widget.
Soldier and vehicle overlays updated with improved visuals.
Squad and friendly nametags now show clear visuals when you’re being healed, resupplied, or revived.
Fixed an issue where spotting sometimes placed a location ping instead of marking the enemy.
Fixed an issue where the inventory UI stayed visible after dying out of bounds.
Vehicle hit indicators updated for better clarity.
Updated visuals for vehicles tied to capturing objectives on the deploy screen.
Fixed a minimap bug where geometry displayed incorrectly on top of other geometry.
Fixed an issue where combat zone images weren’t displayed correctly on loading screens.
Location and danger pings now include animations for improved awareness.
Fixed an issue where equipping or picking up a gadget didn’t trigger the correct animation.
Fixed an issue where enemies pinged through smoke did not properly show as danger pings.
C4 UI now shows how many charges you’ve placed and the distance to your three closest charges.
Air vehicle resupply stations now have a clear in-world icon.
Fixed an issue where enemy-placed neutral gadgets could be seen through geometry.
The explosives countermeasure UI now shows which enemy explosives will be intercepted on the minimap.
“Sticky-to-edge” icons now include an arrow indicating direction.
Non-lethal grenades now use a distinct sepia tint for easier identification.
Fixed an issue where weapons did not rotate correctly when previewed.
Fixed weapon zoom increments when previewing in menus.
Players can now rotate weapons while in menus.
Players can now preview attachments even from locked attachment slots.
Fixed a camera issue that caused it to flip when previewing flashlight or laser attachments.
Improved loadout menu navigation with gamepad (default focus refined for smoother use).
Fixed an issue where cosmetics could be accessed by deleting and re-adding favorites.
Fixed progress tracking for Class Badges.
Added categories to loadout deeplinks for easier organization.
Enabled stats delta change when selecting an empty attachment slot in weapon attributes.
Settings:
Inspect Weapon option hidden on PC.
Voice chat now defaults to off.
Adjusted graphics quality option: disabling “Auto” now correctly sets Performance mode to Custom on PC.
PC and console settings are now separated.
Added missing Flick Look Threshold for Keyboard and Mouse.
V-Sync moved back to Display settings.
Added “Stay on Screen” functionality when equipping weapons, packages, and gadgets in customization.
Surface Replace & Customize button added on PC.
Autohide HUD is now set as default.
Fixed an issue on PlayStation 5 where the Auto setting didn’t select the correct channel configuration when connected to a TV, soundbar, or controller.
Added a Voiceover (VO) volume slider option.
Added speaker detection feedback during boot.
Tuned default master mix settings.
Adjusted reverb mix for non-HD audio settings.
Added an accessibility option for a motion-sickness-friendly combat roll (camera no longer rolls).
Added an accessibility option to reduce camera bob while sprinting.
Added a new option to adjust minimap size (small, medium, large).
Portal:
Removed Crossplay option from server hosting.
Fixed an issue where AI soldiers in Portal were not affected by weapon/loadout restriction rules.
Audio
Adjusted the audibility of directional pings.
Reduced volume for Commorose open/close sounds.
Tweaks to parachute landing sounds and low-health breathing effects.
Adjustments to incendiary and movement audio mixes.
Tuned instant-death sound mix.
Directional ping sounds made clearer.
Commorose open/close volume reduced.
Tweaked parachute landing and low-health breathing sounds.
Tuned instant-death audio mix.
Adjusted incendiary and movement audio mixes.
Adjusted gadget equip/deploy audio across the board.
Friendly soldier and vehicle overlays made less visually distracting.
Updated interior firing sounds for heavy machine guns, coaxial LMGs, and helicopter autocannons.
Added suppression audio effects for multiple weapons.
Polished firing sound mixes across various weapons.
Adjusted sound profiles for urban sniper rifles, urban rifles at distance, and SMGs in open fields.
Fine-tuned reload and firing sounds for multiple weapons for higher fidelity.