Today, Daybreak Game Company, a worldwide leader in massively multiplayer online games and emergent gameplay, and Cold Iron Studios, the San Jose-based game studio composed of veteran action and shooter developers, in collaboration with 20th Century Games, announced Aliens: Fireteam Elite 2, the eagerly anticipated sequel to the cooperative third-person survival shooter set within the Alien™ universe will launch worldwide on August 25 for Xbox Series X|S, PlayStation®5, Epic Games Store, and Steam™.
Aliens: Fireteam Elite 2 drops up to four players into the boots of Colonial Marines deployed to the most hostile corners of the Alien universe. This is not a rescue mission – it’s a fight for survival. Xenomorphs stalk the corridors, ambush from the shadows, and swarm in overwhelming numbers. Every room could be your last. Coordinate with your fireteam, leverage each class’s unique abilities, and adapt on the fly as encounters escalate from tense standoffs to all-out war. With deeper squad mechanics, smarter enemies, and a fully customizable Specialist class, AFE2 delivers the definitive co-op Aliens™ experience
The Digital Standard Edition of Aliens: Fireteam Elite 2 will be available August 25 on Xbox Series X|S, PlayStation 5, Epic Games Store, and Steam for SRP $49.99. Aliens: Fireteam Elite 2 – 40th Anniversary Premium Edition will be available simultaneously across those platforms for SRP $69.99.
The 40th Anniversary Premium Edition includes the base game and the following DLC that draws from the broader Alien universe. The DLC content is also available August 25 as a $19.99 Aliens: Fireteam Elite 2 – 40th Anniversary Premium Edition Upgrade for players who purchased the Digital Standard Edition:
Ripley’s Hive Exterminator Pack includes an exclusive cosmetic outfit themed to Ellen Ripley’s appearance near the dramatic climax of 1986’s blockbuster masterpiece, Aliens. All player-created characters can wear the outfit, adding a visual homage to one of cinema’s most iconic characters. Players can also exclusively wield Ripley’s modified pulse rifle, featuring a fiery surprise and further customize their marine with exclusive decals and more.
Herk Mondo’s Pest Pack draws inspiration from the over-the-top comic-book hero. It includes an appropriately wild outfit, perfect for taking on xenomorphic threats – and anything else that gets in the way of the thrill-seeking badass. It also includes an exclusive weapon, Herk Mondo’s massive, modified pulse rifle and a host of decals and other elements to make customizable characters stand apart from the pack.
Additionally, Aliens: Fireteam Elite 2 players can bring Alien: Romulus™ to AFE2 via the Rain’s Jackson’s Star Pack, available to all editions on August 25 for $9.99. The pack includes an outfit based on Rain Carradine, the protagonist from the 2024 film. It also includes Rain’s specially modified pulse rifle, featuring a deadly cryoweapon as an underbarrel bonus. It’s an effective way to immobilize (and shatter) rampaging enemies, highlighting AFE2’s new element-based weapon mods. Players can also further customize their marine with a variety of special decals and enhancements.
In advance of its opening on September 22, 2026, the Lucas Museum of Narrative Art revealed today at San Diego Comic-Con its inaugural Film Program, showcasing cinema as both a powerful vehicle for telling stories and an advanced technology for creating moving visual experiences. The details were shared in a Hall H panel featuring Lucas Museum Senior Curator and Head of Film Programs Ryan Linkof; Stoopid Buddy Stoodios’ Seth Green and Matthew Senreich; DC’s President, Publisher and Chief Creative Officer, Jim Lee; and moderated by actress and producer Keke Palmer.
Each of these sides of cinema will be represented in its own theater, the Robert Flaherty Theater and the Slavko Vorkapich Theater, where curated film selections will be screened on a non-stop basis throughout the day, offering visitors an open-door, drop-in gallery-like experience.
“We are excited to share details of our inaugural Film Program,” said Tracey Bates, CEO of the Lucas Museum of Narrative Art. “George Lucas named the theaters to honor two innovators of cinema: Robert Flaherty and Slavko Vorkapich. The theaters will be spaces to connect with moving images as one of the most transformative modes of visual storytelling, making the Film Program an essential component of a visit to the Lucas Museum.”
“We wanted to offer an alternative to the traditional museum film program and create a dynamic, open-door experience designed for discovery, allowing audiences to encounter cinema as a living, breathing art form at their own pace,” said Ryan Linkof, Senior Curator and Head of Film Programs. “Our inaugural programming will shed light on the evolution of film form and the creative process more broadly, tracing a direct line from early innovators to the modern masterworks of visual storytelling that shape our culture today.”
The tradition of using cinema to capture reality in all its richness will be showcased in a theater named in honor of Robert Flaherty (1884-1951), a pre-eminent trailblazer in documentary filmmaking. The program will include films dedicated to documenting the process of artistic production, many including artists and storytellers featured in inaugural exhibitions.
The tradition of creating magic with the basic elements of film—light, motion, sound, color, and editing—will be showcased in a theater named in honor of Slavko Vorkapich (1894-1976), who created astonishing montage sequences and special effects for dozens of Hollywood movies from the 1920s through the ’40s, as well as making experimental films of his own. From 1948 to 1950, Vorkapich was chair of the Department of Film at the University of Southern California, the school that George Lucas would later attend.
Documentary screenings in the Robert Flaherty Theater will include:
episodes of a new documentary series commissioned for the Lucas Museum, Seeing is Believing: The Story of Narrative Art, directed by Robin Dashwood
episodes of the 2024 television series The Power of Film, created by Howard Suber and directed by Laura Gabbert
documentaries about artists whose work is exhibited in the Lucas Museum, including Norman Rockwell, Jim Lee, Charles Schulz, Maurice Sendak, Diego Rivera, J.C. Leyendecker, and Weegee
Comic Book Confidential, directed by Robert Mann
Screenings in the Slavko Vorkapich Theater, dedicated to “the emotion of motion” with innovative short films from the earliest years of the medium to the present, will include:
montage sequences by Vorkapich for films such as Mr. Smith Goes to Washington
early silent films by Georges Méliès, Émile Cohl, W.K.L. Dickson, Edwin S. Porter, and others
early animations by Winsor McCay
experimental films of Man Ray, László Moholy-Nagy, and others
early sound animations by Walt Disney Studios and Fleischer Studios
experimental films by Canadian animator-director Norman McLaren
Looney Tunes
abstract “visual music” works by Mary Ellen Bute, Oskar Fischinger, Jordan Belson, and others
excerpts from Busby Berkeley musicals
experimental films of the 1960s by Stan Brakhage, Kenneth Anger, and others
experimental animation by Vince Collins
anime from Cowboy Bebop
an episode of Star Wars: Visions
student films by George Lucas, 1965-1969
The films selected for the theaters vary in length from a few minutes to 90 minutes in running time, and visitors may come and go as they like.
The Lucas Museum opens its doors September 22. Tickets are now on sale from opening through February 2027, at lucasmuseum.org.
Online co-op detective horror game Shift at Midnight is out now on PC and Xbox Series X|S. The night shift officially begins today, with the game also available via Game Pass across Xbox Series X|S, Xbox on PC, and Xbox Cloud Gaming. Players can clock in for $9.99 / £9.99 / €9.99.
Developed by Australian solo developer Bun Muen, Shift at Midnight is an online co-op detective horror game for up to three players. Players work together across randomly generated shifts to investigate their customers, some of whom are only pretending to be human. Make one mistake, and you’ll be forced to board up, set traps, and hide.
Shift at Midnight has also partnered with Escape the Backrooms, Phasmophobia, and YAPYAP for a series of spooky Steam bundles, offering players discounts on the ultimate co-op horror experience.
Indie game publisher tinyBuild and developer Mandragora are excited to announce that ReStory, the chill electronics repair simulator based in Y2K-era Japan with over 600,000 wishlists, will launch on August 6 for PC via Steam. Check out the new release date trailer to see what the bustling streets of mid-2000s Tokyo have in store for your quaint gadget repair shop.
From the developers of I Am Future, ReStory is a relaxing, narrative-driven shop management sim that’s all about caring for and preserving classic gear and tech. When you’re not managing your finances, getting to know your clientele, or surfing the web for spare parts, use your trusty toolset to take apart, clean and fix handhelds, phones, cameras, music players, home appliances and other nostalgic devices inspired by iconic game consoles, including officially licensed Atari systems.
Your interactions with each customer can change their lives forever. Whether you help a lovestruck student confess to his crush or uncover hidden secrets on a former gangster’s phone, your choices impact each customer’s branching storyline.
Key Features
A wide range of nostalgic electronic devices to repair
In-depth device cleaning and restoration system with multiple tools for device repairs
Y2K-era web browser to hunt for spare parts
A variety of in-person and online orders to fulfill with unique customers and dialogues
Replayable branching storyline with choices that will impact the ending
A distinct, chill vibe of urban life in Japan
Itching to open up shop? Play ReStory’s demo, featured in Steam Next Fest’s 50 Most-Played Demos, before it leaves on August 6 and wishlist today! Stay up to date with the latest game news by following along on Twitter and TikTok.
Have you ever watched a detective show and yelled at the television screen? Most of us have. We see the investigators walk past a obvious clue, and we think we could easily do a better job. But what happens when a video game actually takes that fantasy seriously? What happens when a game strips away the action-movie gunfights and forces you to follow the real, slow rules of science?
This is the exact premise of Forensics: Crime Scene Detective, a highly detailed simulation game published by Aerosoft and co-developed by the teams at Binary Impact and Alchemical Works. Released on July 13, 2026, for PC, PS5, and Xbox Series X|S, the game aims to show you the quiet, careful work that starts after the police sirens fade. The developers even worked with Germany’s State Criminal Police Office Rhineland-Palatinate (LKA RLP) to make sure every single procedure is scientifically correct.
But does scientific accuracy actually translate to a fun game? Honestly, it is a bit of a mixed bag. Let me explain how this simulator plays, where it succeeds, and where it might drive you absolutely crazy.
First, We Suffer Through the Academy
Before you can even look at a real crime scene, the game forces you to go to school. You know what? I appreciate a good tutorial, but this game takes onboarding to a painful extreme. You have to play through four mandatory, unskippable training levels before you can access the main cases.
These tutorials slowly walk you through taking crime scene photos, dusting for fingerprints, and safely collecting DNA. It feels less like a video game and more like sitting through a training seminar at a new job. If you are a seasoned gamer, you will probably feel like the game is holding your hand a little too tightly. Even worse, by the time the tutorials end, you have basically seen almost every tool and puzzle the game has. It is a very slow start, and it might turn off players who want to jump straight into the mystery.
The One-Handed Investigator
Once you finally get your hands on the real cases, you will find 14 distinct scenarios to solve. But do not expect to run around questioning suspects. Your job is purely scientific, and the game introduces some very strange rules that might test your patience.
The biggest culprit is the strict inventory system. In this game, you can only carry one single item at a time. Yes, you read that right. If you want to place yellow evidence markers around a blood stain, you have to pick up the markers from your kit, walk over to the stain, and place them. If you then want to take a photo of those markers, you cannot just pull a camera from your pocket or use a strap around your neck. You have to walk all the way back to your forensic case, drop the markers, pick up the camera, and walk back to the scene.
The developers claim this is a realistic choice to prevent scene contamination, but in practice, it just feels like tedious busywork. You spend half your time walking back and forth to your toolbox.
Furthermore, the game does not give you any help. There are no magical glowing highlights on clues, and there is no helpful chime to tell you that you found a key piece of evidence. If you miss a tiny hair or a faint smudge, you might leave the case completely unsolved. It forces you to slow down and really look at your surroundings, which is great for immersion, but it can quickly turn into a frustrating search for a single hidden pixel.
Where the Lab Work Shines
Now, I know I have been a bit critical so far, but here is the twist: once you pack up your evidence bags and head back to the laboratory, the game becomes genuinely fantastic.
The lab is a beautiful, quiet space. There is no dramatic background music, just the soft hum of cooling fans and the click of your mouse. And this is where the game truly finds its rhythm.
Instead of clicking a button to instantly analyze a phone, you actually have to do the physical work. You pick up a heat gun and carefully heat up a broken smartphone to melt the adhesive. If you move too fast or let the chip get too hot, you will damage the physical memory and ruin your evidence. Once the chip is desoldered, you place it in a reader, decrypt the files on a computer, and read through recovered messages. It feels incredibly earned and satisfying.
The ballistics work is just as engaging. You place bullet fragments under a comparison microscope and manually rotate them until the tiny scratches from the gun barrel match up perfectly. You can even measure blood droplets on the floor, calculate the impact angles, and draw physical lines through the room to find the exact spot where a victim was standing. It turns dry police work into brilliant, tactile puzzles that respect your intelligence.
A Tale of Two Cases
To see how this loop plays out, let’s look at two very different missions.
In Case 1, “Cold Storage,” you are sent to a quiet server room to investigate a major cryptocurrency scam. This case focuses heavily on digital forensics. You have to locate encrypted drives, desolder chips, and recover deleted database keys. It feels like a high-tech heist in reverse, and finding the digital trail of the scammers is a blast.
On the other hand, Case 6, “Smash and Grab,” is a messy field investigation. You are looking at a smashed-up vehicle in a dark parking lot. Here, you have to dust the windshield and doors for prints, but the game expects you to find a second set of overlapping fingerprints with almost no direction. This is where the game can get frustrating. Without any hints, you might spend twenty minutes dusting every square inch of a car bumper, wishing for just a little bit of guidance.
Gaps in the Realism
For a game that prides itself on realism, there are also some very odd blindspots.
In a real investigation, a room is covered in millions of prints. But in Forensics: Crime Scene Detective, those lived-in spaces are curiously sterile. Fingerprints only exist on the exact objects tied to the puzzle, like a wine glass or a gun. Everything else is perfectly clean.
And then there is the lack of actual bodies. You are often investigating serious violent crimes, yet there are no victims to examine at the scene. You might find a pool of blood or a damaged car, but the physical human element is completely missing. It makes the environments feel a bit like empty stage sets rather than actual places where tragedy occurred.
There are also some funny shortcuts. While you have to manually walk back and forth to carry a camera, the blood samples you collect immediately teleport into your evidence kit. It is a strange compromise that highlights the constant struggle between making a realistic simulator and making a fun video game.
The Developers Are Listening
At launch, players faced some annoying bugs and clunky controls. For example, trying to match DNA markers with a controller felt incredibly frustrating. But the developers have been working incredibly hard to clean things up.
In the first week after launch, Binary Impact and Alchemical Works released multiple updates. They added fine-tuning keyboard controls (using WASD) to the DNA station, making the puzzles much easier to navigate. They also fixed visual bugs, cleaned up the email interface, and added fun “fluff” emails from your colleagues to make the department feel more authentic. They even made the projectile matching a bit more forgiving so you do not lose points over a single pixel mismatch. It is great to see a development team react so quickly to player feedback.
Is This Your Cup of Tea?
At the end of the day, Forensics: Crime Scene Detective is a highly niche game, and it knows it. On Steam, the game has a Mixed rating of $57\%$ positive reviews, while the PS5 version sits at around $3.12$ out of $5$ stars. That feels about right.
If you are looking for an action-packed mystery game like L.A. Noire or a procedurally generated detective game like Shadows of Doubt, you will probably find this game incredibly dry. You are not a detective chasing clues; you are a scientist processing facts.
But if you enjoy slow, methodical simulation games, there is something special here. The lab analysis loop is brilliant, and the sense of calm, quiet focus is deeply rewarding. Just be prepared to do a lot of walking back and forth to your toolbox.
Stargate fans plan multiple events July 24 and 25 during San Diego Comic Con as the #SaveStargate movement continues. More than a month after Variety announced the abrupt cancellation of a new Stargate series led by showrunner Martin Gero, fans continue to build awareness regarding their efforts to encourage Amazon MGM Studios to reconsider its decision.
The campaign has already performed a successful flyover of the Amazon MGM Studios in Culver City, California, as well as another rally in front of fan-funded billboards advertising the #SaveStargate movement in New York City, in the rain. After Shore Leave 46, where actors David Hewlett and Rachel Luttrell showed their support for #SaveStargate, San Diego Comic Con is the next logical step.
“San Diego Comic-Con is another strong milestone for the #SaveStargate campaign,” says campaign organiser James Kerfoot. “We started with a flyover of the Culver City Studios, and recently wrapped up an event for fans worldwide to show their love for Stargate. Comic-Con gives us a chance to introduce our campaign to the wider sci-fi community and inspire even more fans to join the effort to bring Stargate back. Just as important, it’s an opportunity to help build a stronger bridge between the studio and the audience that has supported this franchise for nearly three decades.”
Fans plan another flyover event of the San Diego Convention Center on Friday, July 24, from 11 a.m.- 1 p.m. #SaveStargate will also host a Happy Hour rooftop event at Bay City Brewery Friday evening, 6 p.m.- 9 p.m. All fans are welcome!
A brand new episode of the Collectors’ Edition Stargate 5e D&D RPG, written exclusively for SDCC, will premiere on Saturday, July 25 in honor of the #SaveStargate campaign. And keep an eye out for a few more surprises from #SaveStargate throughout the weekend.
Amazon MGM has remained silent despite fan rallies across the United States, Europe, Canada, and Australia. The fan petition recently crossed 115,000 verified signatures, and an enthusiastic fanbase is making sure the #SaveStargate hashtag trends across various social media platforms, including multiple tweetstorms on X.
“Stargate fans have patiently waited for more of their favorite show to return,” Kerfoot replied when asked about the fan response to the recent cancellation. “And now they are rallying, taking action, and proving that the demand for the franchise is alive and well.”
More events (see here) are being planned, including a presence at Dragon Con in Atlanta, GA and Rose City Comic Con in Portland, OR, in September.
The Stargate franchise spans three movies, Stargate, Stargate: Ark of Truth, and Stargate: Continuum; and three television series, Stargate SG:1, Stargate Atlantis, and Stargate Universe, which ran for a combined seventeen seasons between 1997 and 2011. A prequel miniseries, Stargate Origins, premiered in 2018. The 10-episode miniseries, clocking in at just over 100 minutes, has garnered over 3,000,000 viewing hours.
Return to the haunting world of REANIMAL with the game’s official original soundtrack! Featuring 33 original tracks composed by Christian Vasselbring, Jacob Carlsson, and Stefan Almqvist, the music captures the tension, mystery, and emotional weight of the game’s unforgettable journey.
The REANIMAL Original Soundtrack is available now on digital streaming platforms worldwide. Players can also purchase the soundtrack on Steam, Epic and GOG for €7.99 / $7.99.
Listen to the OST wherever you stream your music, including Spotify, Tencent, Apple, Amazon, and YouTube Music: https://thqn.net/re-ost
From the moment it launched on Steam, The Planet Crafter has defied gravity. The terraforming sci-fi survival sensation has sold more than 2 million copies, earned an “Overwhelmingly Positive” rating from Steam players, and carved out its place among the stars of the open world genre. Now, after winning over PC players with relentless updates and deep survival gameplay, The Planet Crafter has completed its next giant leap, launching today on PlayStation 5 and XBOX Series X|S, including Day 1 access through XBOX Game Pass.
Following one of the most successful Early Access launches in Steam history, The Planet Crafter hit over 1 million sales shortly after v1.0 launch. Its enduring popularity has seen it skyrocketed up the charts as one of the top 200 games ever released on Steam by player rating (95%), alongside continued daily CCUs in the 1000s, players are still exploring two years after launch. Unwilling to stop there, the team at Miju Games have decided to bring the game to consoles after an ongoing campaign from the community seeking to take their exploration to consoles.
The Planet Crafter is the rare survival game that swaps zombies and gunfire for something far more uplifting: building an entire world fit for human habitation. Dropped onto a hostile planet with little more than basic tools and a desperate mission to survive, players must transform barren wastelands into thriving ecosystems by creating oxygen, raising atmospheric pressure, melting ice caps, opening new caves, tunnels, and regions to explore, and eventually bringing life itself to the surface. What begins as a lonely fight for survival slowly evolves into one of the genre’s most satisfying gameplay loops, with every machine built and every breakthrough visibly reshaping the planet around you in real time.
The continued success of The Planet Crafter is thanks to Miju’s dedication to its deeply passionate community, whose input continues to shape the game beyond V1. So far, there have been 15 content updates and 2 DLCs, with many more planned for the future. Supporting up to 8 players on online console co-op, the console release brings a shared world-building experience where every terraforming milestone creates meaningful shared progression.
“When we started, we were just two people in the south of France” Said Miju Games co-founders, Amélie and Brice. “Today, now with a team of seven, and two million terraformers later, we’re landing on consoles. What an amazing adventure, all thanks to our amazing community!”
The game is out now for $23.99 USD / €23.99 EUR on the PlayStation Store and Microsoft Store, and is available on XBOX Game Pass.
SOEDESCO® and developer Senscape are excited to announce that ASYLUM, the acclaimed supernatural horror adventure, is coming to PlayStation 4, PlayStation 5, Xbox Series X|S and Nintendo Switch later this year. Following its successful PC launch in 2025, where it earned a Very Positive user rating on Steam, console players will be able to uncover the disturbing secrets hidden within the walls of the Hanwell Mental Institute.
ASYLUM is a slow-burning horror adventure inspired by H. P. Lovecraft’s novels, Hammer horror films, and European horror cinema of the 1980s. Players take on the role of a former patient haunted by unsettling visions as they explore a decaying mental institution, uncover its sinister past, and piece together a haunting mystery.
The first-person horror offers about ten hours of gameplay filled with immersive exploration, environmental storytelling, and compelling puzzles. Rather than relying on constant jump scares, the game builds tension through its oppressive setting, a memorable soundtrack, and a narrative carefully crafted over 15 years of development.