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Subnautica 2 Dev Reveals What to Expect From Upcoming Early Access 1.1 Update

Subnautica 2 developer Unknown Worlds has revealed new content coming to the underwater survival game in the weeks and months ahead, teasing a new vehicle and new region centred around the Collector Leviathan as part of update 1.1.

Smaller upcoming updates will improve the currently limited Biomods system, adding more passive slots and new options for “deepening early-game survival strategies.” To improve the multiplayer experience, proximity voice chat, emotes, and expanded character customisation are all in the works. Unknown Worlds has indicated the popularity of multiplayer in Subnautica 2 took the team by surprise, so it’s playing a little bit of catch-up here.

But the most exciting additions are set for a larger content update (early access 1.1), which will add a new vehicle and a new region to explore centred around the Collector Leviathan. In a developer update, design lead Anthony Gallegos discussed the new region, which will contain new creatures, new resources, and will be progression and story driven. It will also add a new chassis, which “brings back one of the most requested player experiences,” Gallegos teased. “So, get ready to get stompy.”

That suggests a Subnautica 2 version of the Prawn suit, a bipedal mechanical walker from the previous game, which is sure to go down well with players. “Our goal is to let you jump in without having to start a new save,” Gallegos continued. “Rather, pick up right where you left off. I really think it's going to be the scariest the game has been yet, and I can't wait for you to try it.”

The announcement comes following the release of a hotfix that modifies the behavior of creatures in response to complaints about not being able to kill predators. Not being able to directly kill fish in Subnautica 2 is the game’s hottest topic, and while Unknown Worlds has promised to add “mitigation” to the game so you can better deal with predators, it will never allow you to kill them.

Earlier this week, we reported on fresh comments from Gallegos, who countered the narrative that Unknown Worlds set out to create a “pacifism game.” That, Gallegos told MinnMax in a fascinating new interview about the design of Subnautica 2, just isn’t true.

While the killing fish debate rages on, Subnautica 2 is a clear success. It has sold a huge 4 million copies since its early access launch on May 14, achieving more than 467,000 peak concurrent players on Steam — success Gallegos said took the team by surprise. Subnautica 2 has sold so well that publisher Krafton has reportedly agreed to pay a $250 million earnout to the developers — a bonus that was at the heart of its high-profile legal dispute with the fired Unknown Worlds leadership.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Cyberpunk TCG Already Faces Significant Rule Changes After Massive $28M Kickstarter Campaign

If you found yourself lurking around Kickstarter a few months back, or really the internet in general, you probably heard something about The Official Cyberpunk Trading Card Game.

Pulling in more than $28 million dollars and taking the top spot as the most-funded game on the crowdfunding platform, the TCG based on CD Projekt Red’s Cyberpunk 2077 RPG continues to evolve and change post-campaign.

Recently, the folks at WeirdCo have released big updates coming to the game that not only tweak terminology but also add in some massive game-design-shifting changes. Here is the full blog post, but here are the changes that are coming to the Cyberpunk TCG:

The starting phase has gotten a name change, and its structure has been tweakedThe “Play” and “Attack” phases have been combined into a single “Main” phaseOpponents can react to a declared attack A new “Quick” keyword on cards has been created that can be played in response to an attackThe cost to flip one of your legends has been reduced to 1 Eddie instead of 2You need 7 gig dice now to win instead of 6

So let’s break things down a bit. The changes that Weird Co. has shared range from minor adjustments for the sake of clarity to large new mechanics that, debatably, are some extensive game design adjustments. On the lighter end, the name change for the first phase of a turn and the creation of the “Main” phase, and the more malleable and flexible early turn structure are welcome and act more as just solidifying and adapting to how folks have naturally played the game. As someone who has played Magic: The Gathering for over 20 years, changes like these feel natural. Untap, draw, play. Familiar.

The new Main phase is also a pleasant change that focuses on giving players more flexibility in how they take their turns. The big update here is that you can take the available actions of selling a card for a resource, calling (flipping) one of your Legend cards, playing cards, activating effects on your cards, or making an attack in any order. Previously, the order was rigid, where you had to play your cards before making the attack, and once doing so, your turn was over. Now, being able to attack and play cards as you wish and giving you control over when you pass will go a long way in improving the general feel and flow, which I am 100% here for.

The two changes I would classify as mid-tier changes, ones that will impact the game but not in a drastic way. Previously, the game would end if you started your turn with six “gig” dice in front of you. Considering each player has six dice they will assign, this meant that the first player could simply turtle up and play completely defensively and win due to meeting that criteria first. This has been increased now to needing seven dice to win, requiring you to have stolen at least one die from your opponent. It makes sense, will help the game go on a bit longer, and force some interaction beyond simply hiding behind a wall of blockers.

The second of these tweaks is that flipping one of your Legend cards, calling them to action, now only costs a single Eddie resource instead of two. Honestly, the fact that you don’t know which Legend is which (unless you use another card to peek), I’m still not entirely sold on the mechanic in general, but this cost reduction does help things. With games playing out fast, spending two of your rather limited resources on your turn to flip one of your Legends rarely felt like a better proposition than playing a cheap unit to serve as a blocker or another attack to steal more dice.

A prospect that appears to be shared by many, as in the update announcement, the team specifically mentions “During Alpha testing, we discovered that it was possible to win games consistently without flipping multiple Legends. While we don’t necessarily want players to have to flip all three of their Legends every game, we do want flipping Legends to be an exciting and impactful highlight in the vast majority of Cyberpunk TCG games,” so fingers crossed.

By far the biggest change, well, more like an addition, is that the person being attacked can actually do something more than just blocking (if they have a Blocker that is)! Hallelujah! Now, when you are attacked, you can react by assigning a blocker as you could before, but now you can also flip one of your Legends (for the updated cost) or utilize cards with the new “Quick” keyword. This new mechanic, which allows cards either from your hand or that are already on the field, will allow players to pull off battlefield tricks and make attacking a bit more exciting, since you will never know what your opponent may have in their hands.

I love this, as tricks like counters and trap cards are some of the most exciting parts in card games, and their absence during the Alpha rules and cards was an uncomfortable void in the game. To be clear, this is a great addition, and what has me the most excited from the announcement, but it also is a pretty big change, and I find myself wondering - how many of the cards will have to be redesigned now around this new mechanic?

I am someone who is no stranger to backing games in crowdfunding and am well aware that “all rules are subject to change” is a pretty standard note on the campaign pages. Balancing and adjustments are common with games evolving all the time, but to me, this is a massive game design change. A far rarer occurrence, and one that I can’t recall seeing in other TCG crowdfunding scenarios. It makes me start to wonder if the Cyberpunk TCG may have come to Kickstarter a bit underdone, or had its focus devoted elsewhere. A concern that I have mentioned previously is that backers are a bit like ‘guinea pigs’ right now, with the folks at WeirdCo laying down the tracks while the train is going full steam ahead. A feeling only made a bit stronger that they are looking to fill a Senior Game Designer role currently.

It will be interesting if Cyberpunk 2077 TCG gets any more big changes leading up to launch. I am firmly in the camp that all of these updates are great for the game in the end. I am eager to see what sort of nifty effects are planned to use the Quick keyword and if the Legend cost reduction will actually change my mind on their value. Players still have a bit of a wait until they will be stealing gigs in their local game store, but with the success that the Kickstarter had, the team at WeirdCo has the funds to really massage the systems to knock the gameplay out of the park. Now, we just have to wait and see what the final product will look like.

Scott White is a freelance contributor to IGN, assisting with tabletop games and guide coverage. Follow him on X/Twitter or Bluesky.

Crimson Desert Has a Pinball Minigame Now Because of Course It Does

Crimson Desert continues to evolve at a rapid pace. This week’s update adds a number of quality-of-life changes, makes the Wyvern a mount, and adds a pinball minigame, because why not?

Pearl Abyss has released major updates for the single-player open world action adventure game pretty much every week since launch. It has changed significantly, with everything from combat to endgame reworked. And every now and then, Pearl Abyss will just throw a curve ball in a patch, seemingly just for fun, to keep players on their toes. This week, it's a pinball machine. Random, but brilliant!

The Pinball minigame is located to the inn near the Delesyian Institute. The patch adds the Marni Token Exchange where tokens obtained from the Pinball machine can be exchanged for various items, including the Material Box of Fortune, Abyss Artifact, two types of Artifact Chests, a Helm, 13 types of furniture, and three types of gear crafting recipes.

Pinball isn’t the only minigame added with today's patch. Crimson Desert also now has the Orb Roll minigame at the Great Gate of Urdavah.

Meanwhile, the Re-Blockade feature is improved with the addition of the Battle and Reconstruct stages. For major strongholds, players can request Protection through the contribution assessor (formerly known as the manager of the contribution shop) in each region to suppress Re-Blockades. Liberating strongholds rewards contribution, provisions, trade goods, and other items.

Elsewhere, Kuku Bird Chicks and Baby Wyverns can grow after being fed. After reaching a certain level of growth, they can be registered as special mounts. And here’s a really helpful user interface change: the category tabs in the Mission Dispatch menu are now mission-based, not region-based. The patch notes, courtesy of Steam, are below.

The release of update 1.10 comes hot on the heels of Pearl Abyss’ announcement of a summer roadmap of content, as well as confirmation that DLC is in development. Outlining content updates planned for June to September, Pearl Abyss confirmed story refinements, new combat challenges, cross-save support, and quality-of-life improvements set for the single-player open world action adventure game. Pearl Abyss only teased the DLC, confirming its existence and that it was being worked on. But it did describe it as a “meaningful addition to the player’s journey.”

Crimson Desert update 1.10.00 patch notes:

New Additions

Improved Re-Blockade.Improved the flow before and after blockades by adding the stages "Battle" and "Reconstruct".For major strongholds, players can request "Protection" through the contribution assessor (formerly known as the manager of the contribution shop) in each region to suppress Re-Blockades.Liberating strongholds rewards contribution, provisions, trade goods, and other items.Added the "Pinball" minigame to the inn near the Delesyian Institute.Added the "Marni Token Exchange" where tokens obtained from the Pinball machine can be exchanged for various items.Obtainable items: Material Box of Fortune, Abyss Artifact, 2 types of Artifact Chests, a Helm, 13 types of furniture, and 3 types of gear crafting recipesAdded the "Orb Roll" minigame at the Great Gate of Urdavah.Obtainable items: Material Box of Fortune, Abyss Artifact, 2 types of Artifact Chests, golden apple, 3 types of carpets, 3 types of lightsAdded a new mount: "Wyvern".Added a new pet: "Kuku Bird Chick".Kuku Bird Chicks and Baby Wyverns can grow after being fed. After reaching a certain level of growth, they can be registered as special mounts.Added new mount equipment, the "Wyvern Saddle".Added new pet equipment, the "Small Kuku Bird Eggshell" and the "Small Wyvern Aviator Hat".

New Additions

Content

Improved locked items so that Abyss gear can be removed from them.Improved the Large Farming Scythe so that it can used to obtain gatherable items.Added a "Carpet" category to the house decoration category.Added carpets to the items sold at some dyehouses.Added a cat tower to Furlington Farm in the Azerian Estate.Improved the animation of feeding certain wild animals while holding them.Changed the item description for "Sigil of Valor".Can be equipped on: Dogs, Baby WyvernsAfter the next patch, the Iron Eagle and Phoenix will also be able to equip the Sigil of Valor.Added a map to the constellation research journal and improved it so that the location of constallations can be found through it.Changed the carry postures for certain pets.

Controls

[Controller] Changed the basic interaction (Y/△) to not operate as a long press when using the "Default" customization preset.[Controller] Changed Axiom Force so that its buttons can be customized.[Keyboard/Mouse] Fixed an issue where, when customizing secondary keys, the customization setting would not save properly.

Combat / Action

Added a ground attack skill to Blackstar.Improved it so that, if you change your element slot or arrow/bullet/small cannonball slot during a boss battle, the changes are kept even after dying and retrying.[Damiane] Adjusted the damage of unarmed skills.Improved arrows so that normal arrows are used first when Replenishing Arrows run out.

UI Fixes & Improvements

Changed the category tabs in the Mission Dispatch menu from region-based to mission-based.Added knowledge on "Dye Colors" and "Small Tools" in the Journal > Knowledge > Gatherables menu.Fixed an issue where some key guide information displayed at the bottom-right would not appear in certain situations.Added a level of growth UI to the inventory, allowing you to check the growth levels of pets and horses.Improved the Photo Mode UI.

Localization

Fixed various localization errors and improved localization quality across all languages.

Others

Fixed an issue where, after winning a Rematch, progress would not be maintained properly and revert to a previous state.Fixed an issue where some bosses would damage themselves while attacking.Fixed an issue where attack animations would cancel when using Axiom Force or Force Palm while on a mount.Fixed an issue where a double jump would sometimes activate even when the controls for Vault were inputted only once.Fixed an issue where Vault could not be used as a Counter.Fixed an issue where the character's attack power was not properly reflected when using Kliff's Nature's Echo and Damiane's Reckoning.Fixed an issue where Force Current could not be used properly during the "Repair the second pensive statue" mission of the "Jijeong Temple in Chaos" quest.Improved homing skills and items so that they no longer target unintended objects.Fixed an issue where, if a pet picked up certain items while the inventory was full, the items would disappear without being obtained.Fixed an issue where, after placing a Legendary Fish in the pond and loading, additional Legendary Fish appeared in the pond.Changed Legendary Fish so that they cannot be used from quick slots.Fixed an issue where some knowledge could not be obtained in certain situations.Fixed an issue where the map could not be closed in certain situations.Fixed an issue where crashes would occur on the dye menu in certain situations.Improved terrain and object placement in passage areas so that wagons can travel more smoothly in some regions.Fixed an issue where characters mounted on a mount could not be controlled in certain situations.Fixed an issue where horses could not be changed at the stable in some save files.Fixed an issue where the Contribution UI would sometimes appear upon re-entering the game.Fixed an issue where the effect of Focused Force Palm would continuously remain in certain situations.Fixed an issue where disbanding comrades while mounted on a horse would dismiss the horse as well.Fixed an issue where bounty quests would not progress properly in certain situations.Fixed an issue where dialogue would overlap during combat with Sir Catfish.Added animations for placing live fish into and taking them out of the inventory.Changed the release function so that summoned pets can also be released.Fixed an issue where bird pets would sometimes lift gimmick elements.Improved the appearance of some outfits and characters to look more natural.Changed the circus sign lights so that they shine even from a distance.Fixed an issue where evade could not be performed while using Examine during the faction quest "Bandits Riding Wolves".Fixed an issue where NPCs related to the quest "Swift Delivery, Safe Borders" would not appear.Fixed an issue in the quest "Harvest of Greed" where the wagon disappears upon retrying the quest after the culprit dies.Fixed an issue where certain objects would sink abnormally into the terrain.Fixed an issue where, if Kliff died while accompanying the player, he could not be summoned again even after sufficient time had passed after being disbanded.Fixed an issue where the camera would not follow the locked-on target while in Focus mode.Fixed an issue where unnatural effects would appear when the character collided with certain furniture.Fixed an issue where the patterns of certain tattoos would not display properly.Fixed an issue where notifications for knowledge entries that did not exist in the Knowledge menu would display abnormally.Fixed an issue where rain would appear indoors.Fixed an issue where rendering was unstable in certain areas when the terrain was wet from rain.Improved the visual effect of rain to show the rain making the ground wet appear more clearly.Mitigated an issue where the appearance of the previous equipment would briefly appear when changing equipment in shops.Fixed an issue where the power core would intermittently fail to operate after moving to the Fleet of Archives Abyss.Fixed an issue where the barrier in the 'Fleet of Archives' Abyss would become disabled when approached.Fixed an issue where some text UI overlapped when buying the Writ of Absolution on a 5K monitor.Fixed an issue where two alchemy materials were consumed at a time when using alchemy materials on Hard difficulty.Changed the contribution shop and manager of the contribution shop's name to contribution office and contribution assessor.[Keyboard/Mouse] Improved archery/shooting contests so that the character immediately enters aiming mode when the contest begins.[Damiane] Added a turn and a roll animation while equipped with a musket.[Damiane] Fixed an issue where the greatsword's appearance would appear abnormal after giving up during a Rematch.[Damiane] Fixed an issue where the shield's appearance would remain abnormally after using the Shield Toss ability.[Oongka] Improved the effect of the Devastation ability.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Black Ops 7's New Classic Mode Seems to Fix a Lot of Issues Players Have With the Game

Call of Duty: Black Ops 7 players are having a blast with the games new mode, Black Ops Classic. The new mode was released today as part of the game's Season 4 update and brings some radical changes to the gameplay of Black Ops 7. The new limited-time mode strips out omnimovement, sliding, and simplifies the overall gameplay experience to be more akin to classic Black Ops games like Black Ops 1 and 2. Players also can't use things like stims, an equippable that lets you immediately heal mid-battle.

"We wanted to get as close to a classic movement set (Black Ops 2 as a target) as we could, so Omnimovement, Wall Jump, and Slide are restricted in Black Ops Classic along with some additional feature restrictions," said Black Ops 7 design director Matt Scronce on X.

The mode also limits players to maps from classic Black Ops titles, including Firing Range, Summit, Raid, Nuketown, and more. It's by all intents and purposes Black Ops as you remember it, save for some changes to the visuals and different weapons.

So far, players seem to be really enjoying the old-school throwback.

"Black Ops Classic is exactly what Black Ops 7 should have been," said one player, and they're not alone.

Another player concurred, stating that the mode should remain in Black Ops 7: "Played one match of Black Ops Classic and yeah I’m gonna need this to be a permanent mode."

"Very fun and fixes a ton of issues I have with BO7. Almost got a nuke," said another fan.

Some are noting that the changes are so radical they're having a hard time adjusting to them, because they're so used to the controls of modern Call of Duty. As of right now, it remains to be seen whether or not this will actually drive players to the game. The mode comes eight months after Black Ops 7's initial launch, and four months before the release of Modern Warfare 4 – which may mean it's too little, too late for some players who bounced off the game in its earliest days.

The movement of Black Ops 7 has been a hot topic since its arrival, with some feeling like omnimovement and wall jumping overcomplicates the gameplay. More traditional movement, however, focuses on a player's gun skills rather than their ability to dodge bullets by moving around like a lunatic.

Even if this mode doesn't change the tides for Black Ops 7, the future is looking bright. We recently went hands-on with Modern Warfare 4's multiplayer ahead of the game's official reveal and had plenty of glowing things to say about it. Modern Warfare 4 won't feature omnimovement, and will instead focus on fluid but more grounded movement.

Cade Onder is a freelancer for IGN's news team. He covers all things entertainment, including gaming, film, and more. You can find him on Twitter @Cade_Onder.

No Rest for the Wicked Developer Blames Series S for Xbox Release Delay

The Xbox Series S is taking some heat once again following comments made by the founder of Moon Studio, the team behind action RPG No Rest for the Wicked, which has been available on Steam Early Access since 2024.

During the PlayStation State of Play, it was confirmed the game was coming to PS5 this October in celebration of its 1.0 release, but Xbox users will have to wait. This isn't due to any kind of marketing deal with PlayStation. Rather, it has to do with limitations with the Xbox Series S. In response to a fan inquring about the lack of an Xbox release date, studio founder and game director Thomas Mahler pointed to the Series S.

"Series S is making that rough," said Mahler in a comment on Discord. "We'll ship it after in a good way once it's optimized like crazy for Switch 2 and Xbox."

Another user joked that a mobile version would follow the Xbox and Switch 2 versions, to which Mahler responded: "Series S and mobile specs aren't too far apart at this point."

This is hardly the first time something like this has happened. The Xbox version of Black Myth: Wukong was delayed by a year and it was heavily rumored that it may be due to difficulties developing for the consoles. Microsoft responded to these rumors noting that it had not been informed of such troubles, but developer Game Science later suggested those rumors may have had some truth to them. Game Science CEO Yongar Feng-Ji noted in January 2025 that the Xbox Series S' 10 GBs of shared memory was creating issues with optimization. When the game was eventually released on Xbox, the studio confirmed that the delay was a result of spending extra time trying to optimize the game specificially for Xbox.

Baldur's Gate 3 also suffered issues when it came to developing for the Xbox Series S. The game had a staggered release across platforms, arriving in August 2023 for PC, September for PS5, and December for Xbox. That wasn't by choice, necessarily. Larian had troubles getting split-screen co-op to work smoothly on Xbox Series S. The studio even enlisted the help of Microsoft's own engineers to help get it all functioning.

With all of this said, there has been a lot of discussion throughout the current console generation over whether or not the Xbox Series S is worth the hassles. Microsoft mandates that all Xbox Series X titles must also work on Series S with full feature parity, but it has led to some games being released later on the platform. It begs the question whether Project Helix, the next Xbox console, will have a cheaper and weaker variant – or if Microsoft will go all-in on one SKU. Given how aggressive Xbox's new CEO Asha Sharma has been, it's hard to imagine the company doing two consoles again, but we'll just have to wait and see.

For now, No Rest for the Wicked will release on PS5 on an unspecified date in October. The Xbox release date is currently to be confirmed.

Cade Onder is a freelancer for IGN's news team. He covers all things entertainment, including gaming, film, and more. You can find him on Twitter @Cade_Onder.

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EVE

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New World

New World is an upcoming massively multiplayer online role-playing video game by Amazon Game Studios set to release in May 2020. Set in the mid-1600s, players colonize a fictional land modeled after British America in the Atlantic Ocean. Players scavenge resources, craft items, and fight other players.

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