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Arc Raiders And More Dominated Steam's Holiday Sales Chart

Arc Raiders And More Dominated Steam's Holiday Sales Chart https://ift.tt/bMuOUSc December 2025 was a record-breaking month for Steam, with approximately $1.6 billion in gross revenue during the holiday season. While that success is shared among several games, the big winner of the holidays was Arc Raiders . Alinea Analytics has shared its estimated Steam sales figures for the holiday period beginning on December 21 and ending on January 5. During that time, the company estimates Arc Raiders sold 1.2 million copies on Steam, bringing its total on the platform to 7 million and 12 million across all platforms. The report attributes the continued domination of Arc Raiders to the holiday season and the 20% discount that came with it. Discounts also powered a few other surprising titles on the list. Detroit: Become Human landed at No. 2 over the holidays with 993,000 because its price dropped to only $4, which was down 90% from the game's normal $40 price tag. Even Battlefield...

BioShock Successor Judas Is A Procedurally Generated Roguelite

BioShock Successor Judas Is A Procedurally Generated Roguelite https://ift.tt/NMBwr17

Bioshock creator Ken Levine's Judas has been in development for almost ten years, and now his studio Ghost Story Games are finally ready to show what its been working on all that time. While Judas is still a narrative-driven FPS in the style of the Bioshock games, it's also a procedurally generated roguelite set in a dynamically-shifting open world. Here's what we know so far.

Judas is fundamentally built around a concept Ken Levine calls "narrative Legos," which he has been refining since his GDC talk by the same name all the way back in 2014. The concept mixes procedural generation with bespoke building blocks of narrative or dialogue, creating a game that can react to a player's decisions in a way that feels natural.

"We call it pseudo-procedural because it's not like Minecraft where everything's being generated off a set of pure mathematical heuristics," Levine explained in an interview with IGN. "You build all these smaller piece elements in the game and then you teach the game how to make good levels essentially, and good story, and most importantly, reactive to what you do."

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