Wuthering Waves Version 2.6 Phase 2 Available Now

Wuthering Waves Version 2.6 Phase 2 Available Now

Kuro Games has announced that phase 2 of version 2.6 for Wuthering Waves is available now on iOS, Android, PC, and PlayStation 5. The second phase adds a new resonator, named Iuno, alongside multiple new quests, events, and more. 

Check out the trailer showcasing Iuno in Wuthering Waves version 2.6 phase 2 below:

The highlights of the update include the following:

  • By Moon’s Fated Light | Main Quest Chapter II Act IX
  • Gifts of the Moon Roamer
  • Second Coming of Solaris (Ultra) Leisure Event
  • Moonlit Revelation Lunar Phase Divination Event
  • Beyond the Waves: Rinascita Featured Exploration Event
  • [Chord Cleansing] Limited-Time Echo Double Drop Event
  • Across Time’s Waxes and Wanes Featured Resonator Convene
  • Through Verses and Rhythms Featured Resonator Convene
  • Moongazer’s Sigil Featured Weapon Convene
  • Woodland Aria Featured Weapon Convene

Wuthering Waves launched on May 22, 2024 for Android, iOS, and PC via Windows and Epic Games Store. A PlayStation 5 version was released this past January, followed by the Steam version in April. Lastly, here’s an overview of the game, via Steam:

About Wuthering Waves

Wuthering Waves is a story-rich open-world action RPG with a high degree of freedom. You wake from your slumber as Rover, joined by a vibrant cast of Resonators on a journey to reclaim your lost memories and change the world.

Welcome aboard, roving voyager.

Upon the shores lay the silent embers of a world during the Ebb Tide.

Desolated by the Lament, the erstwhile creations and earthly beings are left static.

But they strike back, strong enough to penetrate the silence.

Humanity has risen anew from the ashes of the apocalypse.

And you, Rover, are poised for an adventure of Awakening.

Companions to meet, enemies to conquer, new powers to gain, hidden truths to unveil, and unseen spectacles to behold… A vast world of endless possibilities awaits. The choice rests in your hands. Be the answer, be the leader, and follow the sounds to arrive at a new future.

As Wuthering Waves echo endlessly, mankind set sail on a new journey.

Rise and embark on your odyssey, Rover.

Desolated by the Lament, civilization is born anew / Delve into an expansive world

Embrace high degrees of freedom in immersive overworld explorations. Utilize flight, grapple and wall dash to travel great distances and overcome obstacles with little strain for stamina consumed.

Strike fast and unleash your inner warrior / Engage in smooth & fast-paced combat

Avail against enemy attacks in smooth and fast-paced combat. Apply easy controls of Dodge, Counterattack, Echo Skill, and unique QTE mechanisms that allow the fullest possibility of battle experience.

Forte awakened, journey alongside your companions / Encounter Resonators

Compose a harmonious battle concerto with Resonators of different abilities. Their unique Fortes revealing distinctive personalities will be your strong assets for the journey ahead.

Power of your foes at your command / Collect Echoes to aid you in battle

Capture lingering phantoms of Tacet Discords to harness your own Echoes. Upon this mystic land of everlasting reverberations, master a diverse array of Echo Skills to defeat formidable enemies.

Dragon Quest Smash/Grow Revealed for Android and iOS, Launches in 2026

Dragon Quest Smash/Grow

Square Enix has announced Dragon Quest Smash/Grow, a new mobile roguelite RPG launching in 2026 for Android and iOS. A closed beta test for Dragon Quest Smash/Grow will be held from October 14 to October 21 (UTC) on iOS via TestFlight and on Android via Google Play, and pre-registration is available now at the official website.

Here’s an overview of the game, via Square Enix:

Dragon Quest Smash/Grow is an intuitive and exhilarating roguelite RPG where players smash their way through hordes of monsters to gain strength and then finish them off with Dragon Quest’s signature Coup de Grâce attacks. Players can choose between random Blessings skills to enhance their character growth and battle strategy, allowing them to match an ever-changing tactical situation. No quest is ever the same in this unique Dragon Quest experience.

Moreover, Dragon Quest I & II HD-2D Remake will launch on October 30 for Nintendo Switch, Nintendo Switch 2, PlayStation 5, Xbox Series X|S, and PC via Steam and Microsoft Store. Pre-orders are available now for $59.99 with the Trouble-Free Travel Kit as an additional bonus. Moreover, a Collector’s Edition will be available in the Square Enix Store, and the game will be a game-key card title in Japan. As previously confirmed, players with Dragon Quest III HD-2D Remake save data will receive the Marvelous Makeover Kit featuring a dog suit in Dragon Quest I and a cat suit in Dragon Quest II. 

Square Enix also officially announced Dragon Quest VII Reimagined, a remake of Dragon Quest VII: Fragments of the Forgotten Past. Dragon Quest VII Reimagined will launch on February 5, 2026 for Nintendo Switch 2, Nintendo Switch, PlayStation 5, Xbox Series X|S, and PC via Steam and Microsoft Store. Pre-orders are available today in the Nintendo eShop on Nintendo Switch 2.

No, I’m Not a Human Review – And Maybe, None of Them Are

No Im Not a Human Review - Final Weapon
The knock comes with the darkness. Through the peephole, a woman clutches a child, both shivering in the nuclear winter. Her eyes look wrong, or maybe it’s just the darkness. She begs for shelter. The child hasn’t spoken. In thirty seconds, you’ll decide if they live or die, and you’ll never know if you chose correctly. This is No, I’m Not Human, where paranoia isn’t a symptom.

A World Where Trust Kills

No, I'm Not a Human TV

Trioskaz, the small indie studio behind this anxiety engine, has crafted something deceptively simple: a social deduction game set during an uncanny, Eastern European-looking apocalypse. The sun is exploding, the world burns, and things that aren’t quite human crawl from underground, wearing faces like masks. You’re holed up in your home with dwindling supplies, and every night brings knocks at your door. Your neighbor, overly friendly, suspiciously intact, introduces the concept early: some visitors are desperate survivors. Others are Visitors, mimicking humanity with varying degrees of success – especially considering that actual humans aren’t very good at representing themselves. Your job is to figure out which is which, knowing that both choices carry deadly consequences.
 
The game’s concept lies in how it weaponizes social anxiety. Here, interactions become a minefield of doubt. A man speaks too formally – is he hiding something, or just educated? A woman’s teeth seem too perfect, Visitor trait, or did she have good dental insurance before the world ended? The interrogation system offers no comfort in clarity – and in almost none of their own faces. Questions yield ambiguous answers that could mean anything. “Are you alone?” might get you nervous laughter or silence that stretches too long. The game forces you to make life-or-death decisions based on gut feelings and half-glimpsed tells, exactly like real social interaction, but with apocalyptic stakes.
 
No, I'm Not a Human Visitor
Atmosphere builds through restraint rather than excess. The visual design embraces the uncanny valley deliberately, with faces that feel slightly wrong in ways you can’t quite articulate. The game barely has any color. Character models aren’t technically impressive, but they’re unsettling in precisely the right way.
 
The aesthetic genuinely captures the best of that post-COVID uncanny valley internet content: faces that feel almost AI-generated, conversations that echo chatbots trying too hard to be human, that specific brand of digital unease born from isolation and too much screen time. The small house setting amplifies claustrophobia, making every knock feel like an invasion. The rooms are basically static images that are interactable, but they present their own charm. There are no jump scares here, just the slow accumulation of dread as you realize you might have just let death into your home.

The Language of Fear

No, I'm Not a Human

Sound design deserves particular praise. Every audio element serves both atmospheric and mechanical purposes. Even the static on the radio becomes something to question. The game understands that horror lives in the space between what you hear and what you understand. Environmental audio creates a world dying in real-time. When someone knocks, the sound cuts through everything else like a knife through silence.
 
No, I’m Not a Human‘s structure divides time into distinct phases, each with its own perspective and tension. Daylight brings internal politics, like managing guest dynamics, alongside your own energy management. You navigate conversations that reveal fragments of the outside world’s collapse while tensions inside mirror the chaos beyond. You can’t do everything at once, and making the wrong decisions can leave people dead in your hands or at the hands of another.
 
Night shifts your perspective outward. Peeking through windows reveals the wasteland’s reality and sometimes glimpses of who or what approaches next, giving you precious seconds to prepare mentally for the knock that inevitably comes. This rhythm creates a sense of routine that makes disruptions more jarring. When knocks come at the wrong times or guests vanish without explanation, the violation of expected patterns becomes its own source of dread.

Mechanics of Paranoia

No, I'm Not a Human Neighbor
The mechanical framework supporting this paranoia is elegantly minimal. You can interrogate, observe, allow entry, or deny it. That’s essentially it. But within this simple toolkit lies surprising depth. During daylight hours, you spend precious energy investigating guests. The television broadcasts cryptic identification tips, but believing them becomes its own trap when paranoia spreads through your shelter like an infection.
 
A phone lets you order secret resources and maintain fragile connections to the outside world. Even a cat can become a tool, opening paths and revealing secrets in ways that feel both whimsical and sinister. Items scattered through the house modify your capabilities, trading survival advantages for social perception.
 
No, I'm Not a Human Phone
Meanwhile, the radio requires constant adjustment, fragments of crucial information slipping away with each failed tuning attempt. Visual cues, like eyes, teeth, and movement patterns, offer hints but never certainties. The game’s randomization ensures that what worked last run might kill you this time. You’re not learning a system but developing hunches, and hunches aren’t reliable when the stakes are this high.
 
No, I'm Not a Human Radio
What elevates the game beyond its clever premise is the moral weight it assigns to every decision. Turn away a mother and child, and they die in the wasteland, but let in the wrong ones, and everyone in your shelter dies, one by one, day by day, until the only one left is someone that is not you. Sometimes, government agents arrive unannounced, dragging away whoever they deem suspicious, and if they leave you alone, death often follows shortly after in the form of a perfectly timed Visitor.
 
The game never judges your choices explicitly, but the consequences judge you plenty. The guilt from refusing genuine refugees lingers longer than any jump scare could. The relief of correctly identifying a Visitor feels hollow when you remember the human face it wore. Feeling like it’s too late to fix a situation may suffocate you before you even notice.

Less Is More, More Is Less

No, I'm Not a Human Woman

Each playthrough reshapes itself through different visitor combinations and timing. Multiple endings reveal themselves through stark illustrated panels, most depicting various flavors of doom. Yet the true rewards hide in secret events triggered by fulfilling specific guest requirements, moments where the game’s twisted logic reaches fever pitch through dense, revealing dialogue.
 
What initially frustrates (the randomization and inconsistent clues) actually serves the game’s themes perfectly. Real paranoia doesn’t follow patterns, and that’s what makes this work so well. Every run forces you to question whether your growing expertise matters when the rules keep shifting beneath you.
 
No, I'm Not a Human Nun
The game’s focused design philosophy shows in every element. There’s no crafting system, no skill trees, no collectibles. Every feature serves the core tension of deciding who to trust. This restraint might disappoint players expecting more mechanical variety, but adding systems would dilute what makes the experience special. The developers understood that sometimes less is more, especially in horror. What’s not shown, explained, or systematized becomes more frightening than any amount of explicit content could be.
 
Not everything works perfectly. The save system feels almost antagonistic; a single beverage item allows manual saving, but death otherwise means restarting from one fixed checkpoint. This transforms mistakes into tedious repetition rather than learning opportunities. Sometimes the game forces lethal solutions where warnings might suffice, creating violence through mechanical limitation rather than narrative necessity. Searching for guests throughout the house becomes routine busywork, and certain endings trap you on paths you never intended to walk.

No, I’m Not a Human… And Maybe, No One Is

No, I'm Not a Human Window

No, I’m Not a Human succeeds because it understands that the most effective horror comes from within. When survival depends on suspicion, what happens to trust? The game presents you with situations where every choice feels wrong, then forces you to choose anyway. After multiple playthroughs and learning about these surreal characters, the answer remains uncomfortable: you survive by becoming something less than human yourself, complicit in your own psychological destruction.
 
Disclaimer: Critical Reflex provided a PC (Steam) copy of No, I’m Not a Human for review purposes.

SEGA Releases ‘Sonic’s Racing Mixtape’ Spotify Music Playlist

Sonic's Racing Mixtape

SEGA has released the “Sonic’s Racing Mixtape” music playlist on Spotify to commemorate the upcoming launch of Sonic Racing: CrossWorlds. The Sonic’s Racing Mixtape Spotify playlist includes music from renowned artists like Post Malone, The Beatles, NewJeans, and more.

The Sonic Racing: CrossWorlds single-player demo is now available for Nintendo Switch, PlayStation 5, Xbox Series X|S, and PC via Steam and Epic Games Store. Save data from the Sonic Racing: CrossWorlds demo carries over the full game, with the exception of Time Trial records and user settings changes.

In addition, SEGA announced the Project ONSUKU collaboration for Sonic Racing: CrossWorlds, featuring five new songs celebrating Sonic the Hedgehog and Hatsune Miku. The Project ONSUKU songs will be released weekly leading into the game’s launch, and all five songs will also be available in the game.

Sonic Racing: CrossWorlds launches on September 25 for PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, Nintendo Switch, and PC via Steam. The digital Nintendo Switch 2 version launches in holiday 2025, while the physical copy will release in early 2026. Nintendo Switch users may upgrade to the Switch 2 version for $10.

Players can expect a slew of free and paid DLC characters, including Hatsune Miku and Ichiban Kasuga from Like a Dragon. Recently, SEGA and Bandai Namco announced a collaboration between Sonic Racing: CrossWorlds and PAC-MAN WORLD 2 Re-PAC. Sonic Racing: CrossWorlds will receive a PAC-MAN DLC Pack in early 2026, while PAC-MAN WORLD 2 Re-PAC will receive a Sonic the Hedgehog DLC Pack in late 2025.

Netmarble to Exhibit The Seven Deadly Sins: Origin and MONGIL: STAR DIVE at Tokyo Game Show 2025

Netmarble TGS 2025

Netmarble announced free-to-play open-world action RPG The Seven Deadly Sins: Origin and monster-taming action RPG MONGIL: STAR DIVE will be exhibited at Tokyo Game Show 2025, which runs from September 25 to 28 at the Makuhari Messe in Chiba, Japan. Both games will be showcased with hands-on demos and special events.

At Tokyo Game Show 2025, The Seven Deadly Sins: Origin will be playable in Japan for the first time. The demo offers glimpses into the story mode for immersive narrative gameplay, an open-world mode in the setting of Britannia, and a boss time-attack featuring demons from the original anime and manga series.

After its appearances at Gamescom 2025, MONGIL: STAR DIVE heads to Japan for the first time at Tokyo Game Show 2025. The playable build of MONGIL: STAR DIVE lets players embark on an adventure with protagonists Cloud, Verna, and Nyanners. The demo offers a sneak peek at the game’s monster-taming mechanics, along with additional characters like Ophelia and Francis. 

Moreover, Netmarble announced partnerships with Google, Samsung, Sony Interactive Entertainment, and Thirdwave to showcase The Seven Deadly Sins: Origin and MONGIL: STAR DIVE on the show floor. There will be 52 demo stations, including some featuring Thirdwave’s Galleria PC brand and Samsung’s new Odyssey 3D (G90XF model).

MONGIL: STAR DIVE is coming to Android, iOS, and PC in the second half of 2025. During the G-STAR 2024 event in Busan, South Korea, Final Weapon had the opportunity to interview MONGIL: STAR DIVE project director MinKyun Kim and business team manager DaHaeng Lee to learn more about the upcoming action RPG.

The Seven Deadly Sins: Origin launches in late 2025 for PlayStation 5, Android, iOS, and PC via Steam as a sequel to The Seven Deadly Sins: Grand Cross. Pre-registration is open at the official website. 

R-Type Tactics I • II Cosmos is Coming to Switch 2

Granzella will release strategy RPG collection R-Type Tactics I • II Cosmos on March 12, 2026, for Nintendo Switch 2 alongside the Nintendo Switch and PlayStation 5 versions in Japan. A physical “Premium Box” edition will be available for 18,920 yen featuring a 1/100 scale plastic kit Rwf-9AG ARROW-HEAD Granzella Revolutionary Army Specs and an acrylic stand set.

R-Type Tactics I • II Cosmos is planned for release in 2026 for Nintendo Switch, PlayStation 4, PlayStation 5, Xbox Series X|S, and PC via Epic Games Store and Steam in the west. Lastly, here’s an overview, via NIS America:

Outsmart and outgun your opponent in R-Type Tactics I • II Cosmos, the ultimate turn-based strategy shoot-’em-up collection! This two-game combination of the classic R-Type Tactics titles arrives on modern consoles for the first time, equipped with an armada of unique units to deploy across dozens of levels, all visually realized in Unreal Engine 5. Multiple campaigns allow you to take on the Bydo Empire or even play as them yourself, while competitive online play lets you square off against others.

Key Features

  • New Frontiers: Along with the debut of R-Type Tactics II in the West, both this title and R-Type Tactics I make their way from the PSP to modern consoles for the first time!
  • Whose Side Are You On?: Multiple campaigns for each faction, as well as branching storylines in R-Type Tactics II, allow for a unique gameplay experience across both titles while fleshing out the world of R-Type and the origins of the sinister Bydo Empire.
  • Destroy the Competition: Face off against other players online in both R-Type Tactics I and R-Type Tactics II!
  • An Unreal Makeover: Both titles have been remade using Unreal Engine 5, creating a collection that’s both strategically engaging and visually enthralling!

The Touryst: Deluxe Releases September 25 for Switch 2

The Touryst Deluxe

Shin’en Multimedia announced The Touryst: Deluxe, an upgraded version of The Touryst exclusively for Nintendo Switch 2, will launch on September 25. The Touryst: Deluxe features new content, including a new island, a new monument, and more items and quests.

In addition, the game features improved visuals in both handheld and docked modes. The Touryst: Deluxe is the second title for Switch 2 from Shin’en Multimedia, with the first being FAST Fusion.

Here’s an overview of the game, via the Nintendo eShop:

Enjoy your vacation!

You are just arriving at the Monument Islands. Want to go swimming? Or rather take a dive into the deep sea? Or do you want to visit the amusement arcade, do some shopping, dance at the beach party? Fancy some surfing? Or will you talk with the strange old tourist and listen what he has to say about these ancient mysterious monuments..

The Touryst is available now for Nintendo Switch, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, and PC via Steam and Microsoft Store. Lastly, here’s an overview of The Touryst, via the game’s official Steam page:

You are just arriving at the Monument Islands. Want to go swimming? Or rather take a dive into the deep sea? Or do you want to visit the amusement arcade, do some shopping, dance at the beach party? Fancy some surfing? Or will you talk with the strange old tourist and listen what he has to say about these ancient mysterious monuments..

    • Discover exotic islands and explore ancient monuments
    • Climb into deep mines and uncover secret passages
    • Make the trip you always wanted and enjoy the tourist life
    • An action adventure as varied as real life
    • 240fps supported
    • Enjoy your vacation!

Netflix Reveals New ‘Sneak Peek’ Trailer for One Piece Season 2

One Piece Season 2 Netflix

Netflix released a new “Sneak Peek” trailer for One Piece Season 2 with comments from the main cast of the live-action series. The trailer also shows some scenes from One Piece Season 2 before the premiere.

One Piece Season 2 will premieres in 2026 on Netflix, with the third season to follow at a later date. The season includes the debut of Mikaela Hoover as Tony Tony Chopper.

The new cast members of One Piece Season 2 include:

  • Callum Kerr as Smoker
  • Julia Rehwald as Tashigi
  • Rigo Sanchez as Dragon
  • Charithra Chandran as Miss Wednesday 
  • Joe Manganiello as Mr. 0 
  • Lera Abova as Miss All Sunday
  • Sendhil Ramamurthy as Nefertari Cobra
  • Yonda Thomas as Igaram
  • David Dastmalchian as Mr. 3
  • Sophia Anne Caruso as Miss Goldenweek
  • Jazzara Jaslyn as Miss Valentine
  • Camrus Johnson as Mr. 5
  • Daniel Lasker as Mr. 9
  • Clive Russell as Crocus
  • Werner Coetser as Dorry
  • Brendan Murray as Brogy
  • Katey Sagal as Dr. Kureha
  • Mark Harelik as Dr. Hiriluk
  • Rob Colletti as Wapol
  • Ty Keogh as Dalton
  • Mark Penwill as Chess
  • Anton David Jeftha as K.M. 
  • James Hiroyuki Liao as Ipponmatsu

The recent ONE PIECE DAY ’25 event brought major announcements, including an anime adaptation of Jun Esaka and Sayaka Suwa’s One Piece: Heroines light novel series. Season 3 of the One Piece Netflix series was also confirmed at the event. 

The One Piece anime is airing on an evening timeslot, with new episodes premiering at 11:15 p.m. JST on Saturdays on Fuji TV and affiliate channels. Lastly, Crunchyroll is streaming the long-running anime series in the United States, Canada, Australia, New Zealand, South Africa, and Latin America.

Wash It All Away Anime Premieres in January 2026

Wash It All Away

Happinet announced the TV anime adaptation of Mitsuru Hattori’s Wash It All Away (Kirei ni Shite Moraemasu ka.?) manga series will premiere in January 2026. The anime will run on Tokyo MX, ABC TV, BS Asahi, and AT-X channels.

Kenta Ōnishi directs the Wash It All Away anime at Okuru to Noboru. Tōko Machida oversees and writes the series scripts. Azuma Tozawa is designing the characters, and Eri Chichibu composes the anime’s music. Sayumi Suzushiro stars as protagonist Wakana Kinme.

Hattori launched the manga in Square Enix’s Young Gangan magazine in July 2017, and the series ran until June 2023. Square Enix published a total of 10 compiled book volumes for the manga, and a new side story chapter was published back on June 6. Square Enix Manga & Books publishes the manga in English.

Here’s a synopsis of Wash It All Away, via Square Enix Manga & Books:

With an endearing protagonist and luscious art, this seaside slice-of-life story offers tranquility in the chaos of the modern world. For two years, Wakana Kinme has run a laundry service in the seaside resort town of Atami, where she’s built a fulfilling life making friends with the locals and visiting hot springs. Although Wakana has no knowledge of her own past, her cleaning services safeguard memories imbued in customers’ precious items.

Clevatess Anime Continues with Season 2

Clevatess Season 2 visual

Kadokawa announced a second season for the TV anime adaptation of Yuji Iwahara’s Clevatess – The King of Magical Beasts, the Baby, and the Corpse Hero manga series is in the works. In addition, Crunchyroll announced that Clevatess Season 2 will be streaming on the service when it premieres.

The first season of the Clevatess anime ran from July 2 to September 17. Mayu Maeshima performs the opening theme song “Ruler,” and Ellie Goulding performs the ending theme song “Destiny.” 

The cast of the Clevatess anime includes:

  • Haruka Shiraishi as Alicia
  • Mutsumi Tamura as Clen
  • Yūichi Nakamura as Clevatess
  • Saya Aizawa as Luna
  • Jun Hashizume as the King of Haiden
  • Mamoru Miyano as Stefan
  • Yūki Ono as Mirlo
  • Kenta Miyake as Holgas
  • Yūma Uchida as Katz
  • Yōhei Azakami as Mudo
  • Shimba Tsuchiya as Minark
  • Aoi Yūki as Neruru
  • Shigeru Chiba as Broco
  • Hiroki Yasumoto as Dorel
  • Chiharu Shigematsu as Maynard
  • Tomoyo Kurosawa as Naie
  • Tomokazu Seki as Rodd
  • Miō Tanaka as Margo

Kiyotaka Taguchi directs the Clevatess anime series at Lay-duce. Keigo Koyanagi is in charge of the series scripts. Souichirou Sako designs the characters, and Nobuaki Nobusawa is the music composer.

Additional staff members include:

  • Animation Director: Takurō Tsukada
  • In-Between Check Chief: Ikue Yoshima
  • Art Director: Atsushi Morikawa
  • Color Design: Reiko Iwasawa
  • Compositing Director of Photography: Shigeki Asakawa
  • CG Director: Naoki Tsuji
  • Editing: Gō Sadamatsu
  • Sound Director: Kiyotaka Taguchi
  • Sound Effects: Yuji Furuya
  • Recording Adjustment: Tetsuya Satake
  • Animation Producer: Masaichirō Kuriyama