Author - Jerry Paxton

Sniper Elite: Resistance Features Trailer

Rebellion, one of the world’s most successful independent video game developers and publishers, has today released a new trailer Sniper Elite: Resistance showcasing a number of the game’s key features and modes. With a new protagonist, enthralling campaign storyline and the all-new Propaganda Mode, this promises to be another thrilling entry in the Sniper Elite franchise.

You can watch the new Sniper Elite: Resistance trailer here:

The events of Sniper Elite: Resistance sit alongside the storyline of Sniper Elite 5. For the first time in the series, Harry Hawker takes the role as the lead protagonist. Like his comrade Karl Fairburne (star of the Sniper Elite franchise), Harry is an agent of the Special Operations Executive and an expert marksman. He has been sent deep under cover in occupied France where he fights alongside the Resistance and discovers an insidious new Wunderwaffe that would turn the tide of the war.

The game’s campaign is fully playable in both single player and online co-op. Invasion Mode, a fan favorite introduced in Sniper Elite 5, returns allowing players to drop into each other’s game as an enemy sniper to create a high stakes game of cat and mouse. There are also a host of adversarial multiplayer options.

Brand-new to the series is Propaganda Mode. Unlocked by discovering Propaganda posters hidden within the main Campaign, this new game mode lets you play as a Resistance fighter in thrilling quick fire challenges against the clock.

As always with Sniper Elite, the game offers unparalleled sniping mechanics, stealth and tactical combat as well as a wealth of weapon customization options, unlocked when you find workbenches hidden throughout the Campaign maps. Players can also expect huge agency on how to complete your mission, with optional Kill List targets, multiple infiltration and extraction points and side missions.

Releasing on Jan. 30, Sniper Elite: Resistance will be available on Game Pass on launch day and will be available both digitally and physically (with the boxed edition published by Fireshine Games) on Xbox Series X|S, Xbox One, PlayStation 5, PlayStation 4 and PC via Steam and Epic Games Store. Rebellion has also announced the Sniper Elite: Resistance Deluxe Edition, which will include additional Season Pass content when that launches later in the year.

Snipers who pre-order Sniper Elite: Resistance will receive a bonus new Target Führer campaign mission, an additional weapon skin and the powerful Karabiner 98 Rifle. In addition to the bonuses included with the Standard Edition, pre-ordering the Deluxe Edition will also offer fans the classic M1911 Pistol and two days early access to the game.

For the latest news and updates, please visit sniper.com and be sure to follow Sniper Elite on our social channels: Twitter, Facebook, Instagram and YouTube. We are excited to continue delivering thrilling experiences to our dedicated community and look forward to your ongoing support.

Sniper Elite: Resistance features:

  • Full length, standalone campaign available in both singleplayer and co-op
  • Authentic arsenal of World War II weaponry, featuring fan favorites as well as new additions
  • Customize and upgrade weapons to overcome challenges and fit your playstyle
  • The trademark X-ray kill cam returns, showing you the true destructive power of each shot
  • Engage in cat and mouse multiplayer in the fan favorite Invasion mode
  • Once you’ve set your scope, take things online with adversarial multiplayer

Cubic Odyssey – Announcement Trailer

Gaijin Entertainment and Atypical Games are happy to announce Cubic Odyssey, an open-world adventure where a player explores vibrant planets, crafts tools, builds vehicles, takes on diverse quests, and fights the Red Darkness as the epic story of saving the galaxy unfolds before them. The game will be available for purchase on Steam, PlayStation 5, and Xbox Series X|S in 2025. Gaijin Entertainment is the exclusive publisher of Cubic Odyssey on all platforms.

“We’re happy to support the creativity of indie game developers and were thrilled by the scope and ambition of Cubic Odyssey”, – comments Anton Yudintsev, founder of Gaijin Entertainment.

Cubic Odyssey starts right after a crash landing on the surface of a distant planet. A player mines resources, refines materials and builds everything from tools and outposts to vehicles and starships that give access to free exploration of the galaxy. Every star seen in the sky or space is the light of a star system. Each star is orbited by planets filled with life, with shifting day-night cycles, bustling NPC cities, pirate outposts, and dangerous ruins waiting to be discovered. The ultimate goal is to stop the Red Darkness, a galactic infection that mutates wildlife, consumes planets, and threatens all living beings.

“We intend to build a boundless open world where every planet, every system, and every moment is yours to shape,” – says Andrei Lopata, CEO of Bucharest-based Atypical Games.

The game features seamless ground, air, and space traversal, with a brief slice of this experience shown in an announcement trailer. Experience warp jumps between star systems, cruise at a blazing fast speed between planets, use the planetary speeders to travel on planets, and explore the underground caves on foot. Players can join forces with others in an optional co-op mode to take down massive enemies, initiate orbital laser strikes, or build cooperative megastructures.

More information on the Cubic Odyssey will be published on the official website, Steam page, and social media, so stay tuned for the news.

Age of Darkness: Final Stand 1.0 Out Now

The time has come to unite against the darkness! Age of Darkness: Final Stand has officially launched into 1.0, concluding several years of development in Early Access, and seeing the introduction of its highly anticipated Multiplayer mode. Developed by PlaySide Studios, the full release now brings the intense, dark fantasy RTS to new heights with an unforgettable single-player campaign, and the ability to team up in cooperative Multiplayer for the very first time.

To close out Early Access, and for a limited time only, players can pick up Age of Darkness: Final Stand at a 65% discount – marking the game’s largest discount ever. There is no better time for new players to jump in and experience everything the full game has to offer, including Survival Mode; the fully-voiced Campaign Mode spanning 10 chapters of the captivating story; new Heroes, Factions, Units, Hardships, Blessings, and Malices; a plethora of quality of life improvements; and, of course, the long-awaited cooperative survival Multiplayer Mode.

In Multiplayer, players can join forces with a friend to face off against the onslaught of never-ending evil. The stakes are higher than ever thanks to faster pacing, more intense action, and all-new challenges. Players can look forward to sharing Blessings, trading resources, defending against Elite Nightmares, and enduring brutal Death Nights together. PlaySide has remained committed to delivering on its vision for introducing Cooperative Multiplayer to the world of Erodar, and it’s a feature the team has lovingly crafted hand-in-hand with the AOD community.

Prepare for the ultimate survival experience as you battle through waves of nightmares, carve a path through the darkness, and become humanity’s last hope for survival alone, or with your closest ally. Download Age of Darkness: Final Stand on Steam today! Stay up to date by visiting the official website and joining the community on Discord.

Vampire: The Masquerade Bloodlines 2 Legend of the Nomad Dev Diary Released

Paradox Interactive and The Chinese Room have released a new dev diary for their upcoming Vampire: The Masquerade Bloodlines 2 entitled “Legend of the Nomad”. The developer diary explores the history and lore behind the player character, Phyre, as well as how players can customize them in the game. Check out the full dev diary here or the pasted section below!


Happy New Year, and welcome to a fresh and tasty Dev Diary from the team at The Chinese Room. We are starting the year by talking about the player character, Phyre, and how you can shape their legend and add to it as you play. As you’ll see below your story will start wearing rags, but will it end in riches?  Seattle’s fate is in your hands.

Project Creative Director Alex Skidmore

1. Masculine and feminine side-by-side renders in the robes you start the game wearing.

An Elder of your choosing

As our game starts, an Elder that some call the Nomad wakes up in an abandoned building in Seattle. They don’t know where they are or how they got there, but they are quick to adapt – the Nomad is old, and they have survived for a long time.

It is clear that they have experienced the deathlike sleep of torpor. The last they remember was a smile and a piercing pain in the chest, delivered in their Haven in Tunis at the start of the 20th century.

Now they are awake. What happened to them in their long slumber, and who woke them? Why does their Blood lack the strength and power they are used to? And why is their body carved with arcane sigils?

The Nomad is a legend amongst Kindred. Their name has been whispered for four hundred years – of their presence in revolutions, on battlefields, at slaughters, and at the fall of Princes. Are they escaping these situations, causing them, or taking joy in red wrath and ruin? Whatever the truth, they are a catalyst – when they appear, the world of the Kindred will be irrevocably changed.

2. In-game screenshot of Safia recognising the Nomad.

Description: In-game screenshot of Safia recognising the Nomad.

The concept of the Nomad came when we were expanding early ideas of Phyre to make the most of an Elder’s history in the world. There is a reason a vampire survives – and in the game our vampire is always on the front foot, leaving an indelible mark on Kindred society. That must have been true for the rest of Phyre’s existence. So what might people in Seattle have heard?

In our story, different characters have different beliefs about the Nomad and their history. While these events may not have an immediate effect on the game world, they will affect how our protagonist is treated. We have deliberately left it up to the player to decide how Phyre treats these stories and their legend, and how much they tell other characters about their past – and indeed, which stories they tell.

How would a Prince behave if asked for a favor by the legendary and powerful Nomad, who is not yet caught up in local politics?

– Ian Thomas, Narrative Director

3. In-game screenshot of Phyre’s mark glowing.

Description: In-game screenshot of Phyre’s mark glowing.

The themes behind the Nomad

In Bloodlines 2, the matter of history takes a front seat. Our protagonist is centuries old, and while they may change things up to survive, adapt and keep pace with the march of time, they’ve nonetheless garnered something of a reputation. If a time-immune forensic detective were to inspect and compare the various crime scenes that are human history, they would no doubt find one set of fingerprints consistent. May you live in interesting times, etcetera etcetera. Playing an Elder was a bold choice; to move forward without leaning into the unique opportunities that provides for roleplay would be a missed opportunity.

In Narrative Design, we often find ourselves pulled between two ideals: providing agency and choice for players to make the story their own vs keeping the story feeling intentional, strong and tightly wound. The solution, then, is to establish what is immutable and, within that, carve out a more flexible play space. Ultimately, a good story is driven by characters being true to their psychology and either following that thread down towards tragedy, making the same mistakes over and over, or seizing upon the chance to challenge and change themselves.

That’s what makes a happy ending triumphant: a character’s ability to sacrifice what they have desired and strained towards for so long, to defy the never-ending hunger of old, painful wounds for a chance at long-lasting healing. It’s what makes a tragic ending tug at our hearts: we see clearly what the character needs, and we see them turn away from it one too many times, too consumed by their pain to do the hard thing, give up their coping mechanisms and save themselves. What I’m getting at is that history, for us, is not merely superficial or textural. Sure, the Nomad’s been around a while, and sure we want to give you folks the chance to say what they did with that time. But as far as storytelling tools go, that doesn’t give us much and, as Narrative Designers, we need tools that will allow us to chisel out those big, emotional moments. So more important than the ‘what’ is the ‘why’. The play space.

4. In-game screenshot of Lou meeting the Nomad for the first time.

Description: In-game screenshot of Lou meeting the Nomad for the first time.

In this case, we know the Nomad has moved around. We know they are notorious. But the questions that fuel and texture those facts are still up for grabs: You say this Nomad has moved around, so what drove their movement? Were they fleeing something, chasing something, or merely making the most of a long eternity? Where did they go, what did they do there? And what can we surmise about the Nomad’s psyche as a result of these decisions? Are they paranoid, curious, ambitious? What kind of arc does that suggest which might allow us to play with the framing of what they will encounter, to give the impression of those personal trials?

You will have the option to tailor the Nomad’s legacy at various points peppered throughout the game. Importantly, we have chosen not to do this up-front in the style of Bloodlines 1, because this history is a choice as much as any other in the game, and a choice is most effective once you know the stakes. It should make you umm and ahh, maybe even agonise a little: What will happen to X if I choose Y? As such, it was important to us to have these choices occur once play has already begun, once you have started to feel your way around Seattle and its various dangers. These will come in waves — some ‘golden path’, others optional (for instance, if you choose to spend more time with and open up to certain characters) — each tackling a different aspect of your legacy which, tapestried together, suggest a more bespoke story.

The first thing we establish is the theme. Who does the Nomad say they are? A legendary warrior? A curious traveler? Or a desperate survivor, fleeing disaster to disaster to avoid their foes? Once this is chosen, we branch out into further options — each unique to that choice — which both refine roleplay and drill further into that initial theme with your motivation. These sub-choices layer in more texture, allowing your mind to play it all out like a movie and start filling in the details. Later, you’ll have other opportunities to further fill out this narrative, even (if you wish) touching on details that preceded or even caused your embrace. As a personal note, the research that went into fleshing out these options and bedding them into interesting (but no less real) history was a veritable warren of rabbit holes —  too many, even. Many, many darlings suffered their final death in the making of this game (may they rest in peace). Even so, nerding out with this stuff was a complete joy.

5. In-game screenshot of Phyre and Fabian discussing the Legend of the Nomad.

Description: In-game screenshot of Phyre and Fabian discussing the Legend of the Nomad.

These choices, once made, are not lost to forgotten metadata. Many will have direct nods or follow-ups, sometimes much further down the line. For instance, here’s a line from Lou that directly references a choice made during an earlier conversation with Fabien, showing how talk of the Nomad’s deeds have spread:

LOU: You’ll have to tell me some time how you escaped Madame Guillotine and her… cutting tongue.

Others feed more subtly into the narrative, affecting the framing of why you might choose something to make it fall in line with your chosen psychology and resulting arc…

PHYRE: Katsumi is being pushed into a corner and must fight merely to exist. I know the feeling well.

VS

PHYRE: Merely holding where you stand is not enough. You need to gain ground.

VS

PHYRE: Were I in her shoes, I would leave this place. The world has more to offer than a dingy bar in a city that hates you.

…or else affecting how others perceive your motives based on what they can surmise from your legacy, branching their reactions to your choices:

MYSTERY CHARACTER: The Black Hand locked you behind iron doors under Paris, and you only escaped the blade by crawling through sewage. You are no mere survivor. You are the plague rat, the harbinger of wretched misery.

Others still will crop up more concretely in the game world. But now I run the risk of getting ahead of myself, so I’ll wrap things up here. After all, it’s always better to leave a few things unsaid, a little to the imagination…

– Senior Narrative Designer and Writer Sarah Longthorne

6. In-game screenshot of Safia discussing the Legend of the Nomad.

Description: In-game screenshot of Safia discussing the Legend of the Nomad.

Process and style of the ending cinematics

7. Test storyboard for the art style by Senior Concept Artist, Jordan Grimmer

Description: Test storyboard for the art style by Senior Concept Artist, Jordan Grimmer

Because they begin and end your experience, our intro and ending sequences needed a unique and recognizable look. The True Detective opening titles were a big inspiration and so we blended atmospheric images of Seattle with unique and recognisable shapes from the game.

Our narrative team led by Ian Thomas ideated all the possible Bloodlines 2 endings. There are almost 40 images for all the different ending options in the game. To help, they made a map of all the endings so we could see how they connected, and the concept team used it to create a series of storyboards and select the right images for each ending shot. We had to pick where the endings overlapped in location, event or character to make the parts efficiently.

Some of our shots needed to be flexible enough so we could, for example, swap characters but keep the same environment if different endings were happening in the same place. The cutscenes you’ll see are built from combinations of a few images from those created.

8. Concept Art of the transitional scenes by Senior Concept Artist, Jordan Grimmer

Description: Concept Art of the transitional scenes by Senior Concept Artist, Jordan Grimmer

To visualize how to transition between two images and how a static image could be animated, we made some tests and used them as a proof of concept to scope the work that needed to be done for the ending cinematics.

Ben Matthews, Associate Art Director, directed our concept team to create transitions that were like blood undulating and curling through water. All the images are wreathed in soft lighting, so they melt together beautifully with these animations.

Art Direction

As we’ve mentioned, the art direction set its roots in Neo-Noir and the intro and outros are also designed with this light and dark contrast in mind. To give Bloodlines 2 a unique look, we wanted to use red and black combined with blood animations overlaid to add secondary movement and drench the city in blood. Each individual image should be evocative, and this is why our shots aren’t too literal.

We wanted to leave something to the player’s imagination and together with the voiceover it results in an ending cinematic personal to each player, based on their choices in game.

Assets Creation

Creating the ending shots towards the end of production gave us the chance to have access to a vast library of assets from the game. We took advantage of this assembling the ending scenes using the character models and props.

Once the shot was approved our concept artists had to separate each layer in a way that the animators could easily create a parallax effect to bring the shot to life. For example, in the images with a main character plus an environment, the scene happens inside the main character shape, like illustrated in the scheme below.

9. Cinematics making methods

Description Cinematics making methods

To draw your attention to the focal points we leant on balancing lights and darks which was important to make the message of each image stand out. Then to give it more life we added secondary motion with snow, blinking lights, or smoke.

Final animation

Motion graphic animation has been done by our studio partner Atomhawk Design Ltd. who worked closely with our Art Department. The concept team provided them with layered images and Atomhawk have animated and timed each shot in sync with voice-over.

In game video from the intro scene

To avoid any spoilers, we are not showing too much from the ending cinematics but safe to say you’ll see the faces and places you’ll come to know well. Now it’s up to you to complete Bloodlines 2 and unlock them!

– Michele Nucera, Lead Concept Artist

Customising the Nomad

As we know that you are all hungry for more information regarding the customisation options that will be available in the game, we want to leave you with a confirmation of what will be available to you. You will be able to change Phyre’s gender, hair style, hair colour and outfit. We’ll share more in-depth information about this when we are ready, but to tide you over until then here is a sneak peek!

Aloft Early Access Launch Trailer

Publisher Funcom® and developer Astrolabe® Interactive Inc. are thrilled to announce that Aloft ® has entered Early Access. The feel-good sandbox survival game, priced at 24.99€, lets you restore the ecosystems of a shattered world, solo or in groups of up to 8, by harnessing the wind and exploring the skies in your personal skyships, built from entire floating islands.

The world of Aloft is one of floating islands shaped by the wind. Soar between them on your customizable glider, gathering resources and discovering ancient technology as you go. Transform any island into your home above the clouds, and harness the wind with crafted sails, rudder, and helm. Farm, cook, care for animals, and restore the balance of nature by combating the spreading corruption.

Aloft has already attracted praise, attention, and community feedback through various successful demos, which included the first biome in the game, with some demo players even reaching over a hundred hours building and decorating their ideal home in the sky. With today’s Early Access Launch, the game has grown into three full biomes, which is set to expand further throughout the Early Access period.

Creativity and community lie at the heart of Aloft. Player-built skyships can be shared directly on the Steam Workshop for others to enjoy, and you can even bring along your entire skyship when joining a friend’s game, making it possible to create a whole moving village of eight skyships in co-op.

The Early Access Roadmap highlights the main features planned for future updates. Initial updates will focus on quickly addressing any potential bugs that appear with launch, after which the team will move on to expanding the game with quality-of-life improvements and new features. This flexible roadmap allows for adjustment of priorities based in large part on community feedback.

Aloft is available right now for 24.99€, on Steam Early Access: https://store.steampowered.com/app/1660080/Aloft/

Gothic RPG Gets an Epic Board Game Spin-Off

THQ Nordic is thrilled to announce a bold new adventure for fans of the beloved Gothic franchise: Gothic: A Shadow’s Quest, an immersive board game set in the iconic Gothic universe, is coming soon to Gamefound.

Unveiled today during Gamefound’s FEAST – Winter Edition 2025, this new board game lets players step into the boots of a shadow—an ambitious member of the Old Camp seeking to rise to fame within the Colony. Designed for 1-4 players, Gothic: A Shadow’s Quest offers a thrilling experience set in the Colony, even before the arrival of the nameless hero from the original game.

Players will select one of eight backgrounds and choose from eight archetypes, including Swordsman, Mage, and more. With a mix of quests, battles, and discoveries, the game immerses players in the Colony’s gritty, dangerous world.

Don’t miss out! Follow the campaign on Gamefound to be notified as soon as it launches:
https://thqn.net/GothicBoardGame

For fans eagerly awaiting the Gothic Remake, rest assured – developer Alkimia Interactive remains fully dedicated to bringing the Colony back to your favorite gaming platforms.

Learn more about the Gothic Remake: https://gothic.thqnordic.com/

SMITE 2 Goes Free-to-Play with A New Open Beta Launch Trailer

Titan Forge Games has today launched SMITE 2 as a free-to-play game, marking the end of its Closed Alpha stage. In conjunction with a significant patch to update the game, SMITE 2 is now available for all players to download for free on PS5, Xbox Series, PC via Steam and Epic Games Store, as well as on Steam Deck. Today’s patch adds 5 new Gods to the playable roster, including the latest God developed for SMITE 2 from the ground up, Aladdin.

Aladdin joins SMITE 2 as a part of the ‘Tales of Arabia’ Pantheon. Developed completely on Unreal Engine 5, the new God brings unique mechanics to the game. Aladdin is a highly mobile God thanks to his ability to run along walls and structures. His companion, the Genie, grants him three powerful wishes throughout the game including a chance for revival upon death. Aladdin’s ultimate ability allows him to use his Lamp to capture enemies in a one-on-one challenge.

Four further Gods have been added to SMITE 2 with the free-to-play patch including Geb, the Egyptian God of Earth, and Mulan the Chinese Ascendant Warrior. Agni comes to SMITE 2 representing the Hindu Pantheon, while Ullr from the Norse Pantheon rounds out the long list of new playable Gods.

Today’s patch also adds ‘Joust’, the fan favorite 3v3 game mode that focuses on fast paced, small-scale combat, along with a brand new Arthurian-themed map. It also includes significant updates to the Conquest map and features, along with an alpha version of the Assault game mode. Additionally a new optional enhancement has been added to some gods in the form of Aspects. These are intended to bring fun new ways of playing the same gods by focusing on one or two clear components of a god kit rather than hitting every ability in small ways.

Wolcen Studio Unveils Upcoming ARPG Project Pantheon

Wolcen Studio is shaking up the ARPG genre with a new release. Codenamed Project Pantheon, it is the first-of-its-kind: an ExtrAction RPG that offers a blend of intense Hack n’ Slash action and high-stakes extraction gameplay in a dark fantasy world filled with fantastical reimaginings of historical mythologies. The studio has released the first of three teaser trailers and has confirmed a Closed Alpha Test for European players on January 25-26, 2025, and February 1-2, 2025 for players in North America – all who will have a chance to experience an early build of the new flagship title hands-on.

Project Pantheon is a free-to-play live service game that will take players on a journey into a strange afterlife, where they are tasked by Death itself to aid in restoring order to a shattered reality. Players explore diverse maps, battling enemies in dynamic PvPvE combat. Successful extractions will see players haul back valuable loot, while failure may result in losing their gear for good. In their hidden fortress, players will be upgrading their base, customizing loadouts and experimenting with gear to find their optimal playstyle. An open market will foster a player-driven economy that is going to allow players to trade and support each other.

First Closed Alpha Test

Closed Alpha 1 serves as a primarily technical evaluation, focused on validating the stability and performance of Project Pantheon’s backend systems, server infrastructure and community channels. This phase is critical for ensuring a smooth reliable experience throughout Alpha testing and will heavily depend on player feedback to fix any issues.

While servers for this first Closed Alpha test will be located in Europe and North America, Wolcen Studio will announce dates for additional Closed Alpha tests with servers in further territories in the coming weeks. To stay in the loop, players can join Wolcen Studio’s Discord and follow profiles on X, Facebook and YouTube.

Fusing High-Stakes Extraction Gameplay with Action RPG

“Project Pantheon delivers a unique experience by merging the fast-paced combat of ARPGs with the tension and risk-reward gameplay mechanics of extraction shooters,” said Andrei Chirculete, Game Director of Project Pantheon at Wolcen Studio. “Project Pantheon is what would happen if Diablo and Escape From Tarkov had a baby–a fusion of different, exciting gameplays. We are eager to see how our players react!”

A World Rooted in Mythology and Shaped by Players

Project Pantheon’s post-apocalyptic dark fantasy universe draws inspiration from a vast and diverse array of traditional tales and cultures from around the world, immersing players in rich mythology-driven narratives. The journey begins with an exploration of a fantastical reinterpretation of Nordic mythology – The Realm of Fate.

While the game has been in development for more than a year and is currently in the early alpha stage of development, Wolcen Studio aims to give players a voice in driving essential game updates to help shape the world’s future as development progresses.

To Wishlist Project Pantheon, players can do so here.

The Stone of Madness Special Edition and Pre-Orders Announced

Tripwire Presents, the publishing division of Tripwire Interactive that focuses on releasing great games from other independent studios, today revealed the Special Edition and opened digital pre-purchase for The Stone of Madness, launching Jan. 28, 2025 on Windows PC via Steam (officially Steam Deck Verified), Epic Games Store and GOG, PlayStation®5, and Xbox Series X|S, with pre-purchase on the Nintendo Switch™ system beginning soon. Developed by The Game Kitchen, acclaimed developers of Blasphemous and Blasphemous 2, The Stone of Madness is currently available for pre-purchase for a MSRP of $29.99 for the Standard edition and $34.99 for the Special edition, which includes a digital copy of the game, digital artbook with over 60 pages of gorgeous art, and the digital official soundtrack (OST) featuring 24 songs including title song ‘La Piedra de la Locura’ available to listen to now on YouTube. All digital pre-purchases will be discounted at 10% off their standard pricing, ending on Jan. 28. Eager fans on PC can download the demo available through Steam, taking players through the multi-hour prologue experience.

Players can learn more about strengths, weaknesses, and phobias of the five uniquely flawed playable prisoners in the latest series of character vignettes released by Tripwire Presents. From young Amelia the rogue, using her small size and quick hands to sneak into forbidden areas and pilfer goods whilst avoiding the horrors of a child’s overactive imagination, to Eduardo the oversized craftsman, silently using his immense strength to overcome obstacles and avoiding dark and dimly lit areas that haunt him, each of the prisoners will work together to overcome their fears and escape…hopefully with their sanity still in tact. All five videos can be viewed via this YouTube Playlist.

The Stone of Madness is a tactical stealth adventure game set in a Spanish madhouse in the late 18th century, presented with gorgeous hand-crafted, period-inspired artwork. Located in the Pyrenees, a timeworn Jesuit monastery is home both to a madhouse and an inquisitorial prison; five mysterious characters have been imprisoned between its walls under different pretenses. Plagued by cruel punishment, madness, and despair, they will soon devise a plan to escape this place and its evil inhabitants, relying on each other to face their deepest fears.

The Stone of Madness key features include:

  • Escape the Monastery: Control all five characters independently to aid in their escape, taking care to preserve each member’s sanity as much as possible. As they explore the corridors and rooms of the monastery they may discover useful tools or clues to aid their escape. They must avoid detection at all times, the Inquisition is not known for their mercy.
  • Manage the Madness: Each character carries their own unique traumas and phobias contributing to their own respective madness. Managing their mental health will be crucial to their escape, using a system of character progression and regression. Failing to maintain a character’s sanity can trigger new negative traits including paranoia, dementia, or bouts of violence.
  • Discover the Secrets Within: Choose between two different escape plans, with each campaign featuring unique stories, objectives, and surprises. These plans will play out through a day and night cycle separating daytime actions and nighttime preparations, giving the prisoners time to rest and recover. Most actions will be best performed during daytime, even with the Inquisition’s presence, however the darkness of night offers unique opportunities, and risks. There is a reason most inmates rarely venture out after dark.
  • Experience Stunning, Hand-painted Art Style: The visuals in The Stone of Madness have been lovingly hand-painted and animated, drawing heavy inspiration from 18th-century artist Francisco De Goya. An isometric perspective allows players to explore scenes and observe minute details as if they’re adventuring through a Goya painting brought to life.

Developed by The Game Kitchen and published by Tripwire Presents, The Stone of Madness will launch on Windows PC via Steam (officially Steam Deck Verified), Epic Games Store and GOG, PS5™, Xbox Series X|S and the Nintendo Switch™ on Jan. 28, 2025. Find out more about The Stone of Madness on the official website, follow the game on X, BlueSky, Facebook, and join the discussion on Discord. This game has been rated M for Mature by the ESRB and PEGI18.

Netflix’s The Witcher: Sirens of The Deep Official Trailer

Geralt of Rivia, a mutated monster hunter, is hired to investigate a series of attacks in a seaside village and finds himself drawn into a centuries-old conflict between humans and merpeople. He must count on friends — old and new — to solve the mystery before the hostilities between the two kingdoms escalate into all-out war.

ABOUT THE SERIES:

Synopsis: Geralt of Rivia, a mutated monster hunter, is hired to investigate a series of attacks in a seaside village and finds himself drawn into a centuries-old conflict between humans and merpeople. He must count on friends — old and new — to solve the mystery before the hostilities between the two kingdoms escalate into all-out war.
Premiere Date: February 11, 2025
Writers: Mike Ostrowski and Rae Benjamin
Produced by: Lauren Schmidt Hissrich
Executive Producers: Mike Ostrowski, Tomek Bagiński & Jarosław Sawko (Platige), Jason F Brown & Sean Daniel (Hivemind)
Co-Executive Producer: Rae Benjamin
Creative Consultant: Andrzej Sapkowski
Director: Kang Hei Chul