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Save On Dozens Of PC Games With These New Year Bundle Deals

Save On Dozens Of PC Games With These New Year Bundle Deals https://ift.tt/1qDwVrt January is a quiet month on the 2026 gaming calendar, but this frees you up to check out games that flew under your radar. If you're looking for something to fill the quiet period on PC, Fanatical is offering three new bundle deals worth checking out. The new January 2026 Platinum Collection , New Year 2026 Collection , and Triple Pack deals are all build-your-own bundle offers that let you mix and match from their own unique lists of games--and the more you add to your bundles, the more you'll save. Each game key can be redeemed on your Steam account, and most are Steam Deck Verified. We've outlined all three bundle deals below, including full lists of all the games you can pick for each. Platinum Collection - Build your own Bundle (January 2026) Fanatical's Platinum Collection - Build your own Bundle (January 2026) Fanatical offers a new selection of curated games every month with...

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."

Continue Reading at GameSpot

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