Überblick

FNYG-Show: Webedia zeigt mehr als 20 Premieren

FNYG-Show: Webedia zeigt mehr als 20 Premieren

Die FYNG Show zur Caggtus Leipzig 2026 wird flankiert von einem eigenen Steam Sale.Dawn of War 4, Tropico 7, Bau-Simulator: Evolution und viele weitere Neuheiten waren Teil der FYNG-Show auf der Caggtus Leipzig 2026. Shadow Drop – so lautet der Fachausdruck für unerwartete Freischaltungen von Computerspielen. Zum Auftakt der Caggtus Leipzig 2026 (läuft noch bis Sonntag) ist genau dieser Vorgang gleich zwei Mal vorgekommen – nämlich mit dem […] milkshakeslot.online

Der Beitrag FNYG-Show: Webedia zeigt mehr als 20 Premieren erschien zuerst auf GamesWirtschaft.de.

Last year's best climbing game was also a horror game, and it gets a big anniversary update today

I know that, for a lot of you, the obvious best climbing game of 2025 was Peak, the absurd going-up sim from Landfall that took the world by storm. But it's not my choice. Why? I have no friends preferred White Knuckle, the early access horror-climber from Dark Machine that tasked you with climbing out of a grimy, industrial environment really fast.

It's a good time, and I praised it back around when it got its early access release for "mechanics that are complex enough to feel rewarding when you nail it but simple enough that you don't trip over yourself (too much)." Well, we're now one year out from that time, and to celebrate, the game is getting a big honkin' anniversary update, out today.

The headline item is that you can now customise your run with the use of trinkets and bindings, which for all the world (and maybe because I've been playing a bunch of Arkane classics lately) remind me of Dishonored's bonecharms in how they're described. "Trinkets provide buffs to player Stats & Abilities, while Bindings grant additional Trinket slots and increase score multipliers—at the cost of a severe debuff."

You've got trinkets that buff jumps, trinkets that add a flashlight you don't need to crank (but which has a more limited range), and bindings that shut all the game's shops, or mix in a hunger mechanic.

Which sounds like quite a change. Dark Machine is also switching up White Knuckle's metaprogression system that lets you add buffs and cosmetics to the game's safe rooms—the bits you get to cool off in between runs—and, of course, a new map. Oh, and there's a competitive mode in there now too, for those of you who can't bear to leave your pals behind in Peak.

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Free PC games: Freebie fest
Best FPS games: Finest gunplay
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Best co-op games: Better together

Apparently the name of one of the most famous RPG series of all time was a last-minute band-aid: 'I don't think he knew what it meant any more than we did'

Here at PCG towers we've recently been unearthing a bunch of classic interview material from our publishing company Future's decades-long history in print media. Earlier today I wrote about a 2014 interview in which the design lead on the first Elder Scrolls fondly recalled the days when Bethesda would finish a game, then the team would "assemble boxes, inserts and use the heat gun" to get it shipped.

This led me down a rabbit hole towards an even older interview with designer and Daggerfall lead Ted Peterson, conducted with GameSpy in 2001, in which he answers a question I'd never thought to ask—why's it called The Elder Scrolls: Arena anyway?

"I was one of two designers on it, the other being Vijay Lakshman, who along with Julian LeFay really spearheaded the initial development of the series," says Peterson. "Up to that time, Bethesda had never done a roleplaying game, only action games like the Terminator series and sports titles like Wayne Gretzky Hockey. I remember talking to the guys at SirTech who were doing Wizardry: Crusaders of the Dark Savant at the time, and them literally laughing at us for thinking we could do it."

We'll get to the name, but the context behind it is how Arena changed over the course of its development from a combat-oriented game to more of an RPG.

"Julian, Vijay, and I were all longtime pen-and-paper roleplayers, and fans of the Looking Glass Ultima Underworld series, which was certainly our main inspiration," says Peterson, who also cites a "completely forgotten" contemporary title called Legends of Valour: "It got pretty pitiful reviews and not many people bought it, but I really had fun with it."

Arena was always meant to have a "little bit" of an RPG element to it, but over the course of development this changed from a side-bonus to the game's main focus.

"The initial idea was that there was a series of tournaments in an arena, and your character fought in a team to win the coveted title against other teams," says Peterson. "A story developed that there was an evil wizard named Jagar Tharn who you could only fight once you made it to the final tournament in the Imperial City. Along the way you could do sidequests which were more roleplaying in nature.

A ravaging orc attacks the character.

(Image credit: Bethesda)

"Eventually during the development, the tournaments became less important and the sidequests became more important. We eventually dropped the whole tournament idea altogether, and just focused on the quests and the dungeon-delving."

Which led to a realisation: Arena wasn't really a game about an arena any more.

"In the end, we had a game that almost didn't resemble our original idea at all," says Peterson. "It was really a hardcore roleplaying game, but we had already done the advertising and printed up boxes with the name 'Arena.' Someone came up with the idea that the Empire of Tamriel, because it was so violent, had been nicknamed the Arena. That explained, kinda awkwardly I guess, why there was no arena combat in a game named Arena.

"I think Vijay [Lakshman] was the guy who tacked on the subtitle 'The Elder Scrolls.' I don't think he knew what the hell it meant any more than we did, but the opening voiceover was changed to "It has been foretold in the Elder Scrolls..."

To be clear, this is not new news: it's coming from an archived interview that's 25 years old, and yes I'm sure some of you already knew this piece of trivia. But I'm always fascinated by moments of serendipity like this, where a pre-printed box and a change in the project's nature led Bethesda's developers to come up with the name of the series that the company would be built upon.

2026 games: All the upcoming games
Best PC games: Our all-time favorites
Free PC games: Freebie fest
Best FPS games: Finest gunplay
Best RPGs: Grand adventures
Best co-op games: Better together

2026 games: All the upcoming games
Best PC games: Our all-time favorites
Free PC games: Freebie fest
Best FPS games: Finest gunplay
Best RPGs: Grand adventures
Best co-op games: Better together

American Pie-stjärnan gör comeback.. på OnlyFans

För oss som var tonåringar under det glada 90-talet så är American Pie, och inte minst då de två första filmerna, ett kärt minne. Speciellt då kanske Shannon Elizabeth som i rollen som Nadia blev en av många första riktiga "movie crushes".

Tjugofem år har hunnit förflyta sedan dess och efter en längre tystnad gör nu plötsligt den 52-åriga skådisen comback, och på ett litet oväntat sätt. Elizabeth har nämligen startat konto på OnlyFans, där hon nu erkänner att hon efter sin separation från sin man vill visa upp en ny och annan sida av sig själv.

Till Variety berättade hon att:

"I've spent my entire career working in Hollywood, where other people controlled the narrative and the outcome of my career. This new chapter is about changing that, showing off a more sexy side no one has seen, and being closer to my fans,"

Hon verkar dessutom genuint se det som det nästa och mest naturliga steget i sin karriär, och säger:

"I'm choosing OnlyFans because it allows me to connect directly with my audience, create on my own terms, and just be free. I really do think this is the future,"

I Hollywood cementerades hon som en sexsymbol i och med rollen i American Pie, men Elizabeth själv har flera gånger påpekat att hon i verkligheten är betydligt mer tillbakadragen och att Nadia inte på något vis representerar hennes personlighet. OnlyFans-projektet blir därmed något nytt och annorlunda för henne, på egna premisser.

Är du en av de många som föll för Elizabeth i rollen som Nadia i American Pie-filmerna?

Cralon – Dungeon Crawler aus dem Pott ab heute per Shadowdrop veröffentlicht

Cralon, der Dungeon Crawler der ehemaligen Piranha Bytes-Mitarbeiter Björn und Jenny Pankratz, ist ab heute als Shadowdrop draußen. Mit einem Release-Trailer veröffentlichten die beiden mit ihrem Indie-Studio Pithead Studios heute ihr erstes Spiel. Es geht hinab in einen tiefen Schacht, der erkundet werden möchte. Und in der deutschen Version des Trailers hören wir bereits eine vertraute Stimme.

Ab heute können wir in die Haut von Cralon schlüpfen

Der Name des Spiels ist nämlich auch gleichzeitig der Name des Protagonisten, der vom Entwickler Björn Pankratz persönlich vertont wird. Als kleines Indie-Studio hat das Indie-Ehepaar nun einmal nicht unbedingt die finanziellen Möglichkeiten, um viele professionelle Sprecher*innen einzustellen. Aber zumindest ein altbekannter Sprecher ist auf jeden Fall dabei: Bodo Henkel ist am Start.

Der Name dürfte Piranha Bytes-Veteranen natürlich etwa sagen. Schließlich ist seine Stimme unter Gothic-Fans legendär, spricht er doch den Schwarzmagier Xardas, eine der ikonischsten Figuren der Reihe. Und auch in anderen Spielen von Piranha Bytes war Henkel immer mit dabei. Jetzt spricht er also auch im ersten Spiel von Pithead Studios mit.

Im Trailer sehen wir mehr Gameplay vom Spiel. Klar ist: Cralon ist ein First Person Dungeon Crawler, in welchem wir dunkle Gänge und Höhlen erkunden, Gegenstände genau unter die Lupe nehmen und Monstern entweder aus dem Weg gehen oder sie im Kampf herausfordern. Wenn das für euch interessant klingt, dann könnt ihr Cralon direkt bei Steam kaufen. Es ist heute überraschend als Shadowdrop veröffentlicht worden und kostet 19,99 €.

Quelle: Pithead Studios

Titelbild: 2025 © Pithead Studios

Der Beitrag Cralon – Dungeon Crawler aus dem Pott ab heute per Shadowdrop veröffentlicht erschien zuerst auf NAT-Games.

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Pithead Studio veröffentlicht Cralon Zweieinhalb Jahre lang war Cralon in Entwicklung – per ‚Shadow Drop‘ hat Pithead Studio „Wir sind sehr nervös – heute geht’s los“, bekannten Björn und Jennifer Pankratz auf der FYNG-Bühne im Rahmen der Caggtus Leipzig 2026. Aus Gründen: Knapp zwei Jahre nach Gründung ihres eigenen Indie-Studios Pithead ist das Debüt-S…

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