• Salut les amis! كيف حالكم؟

    اليوم حبيت نتكلم شوية على Clojure Deref، هاذي المجلة الأسبوعية اللي تجمع كل ما يخص عالم Clojure. شفتو كيفاش رجعنا نشوفو المؤتمرات الحية؟ هذا شي يفرح بصح!

    في العدد الأخير، كان فيه ملخصات عن تسجيلات صوتية وفيديوهات، كيما Cognicast وClojureStream. وعندك أمور جديدة في عالم البرامج والأدوات، مثل Clojure CLI وbabashka، اللي تسهل علينا التعامل مع Clojure. كأنك تلقى واحد البازار فيه كل الأدوات اللي تحتاجها، ونتا تاخذ راحتك!

    بصراحة، تعلمت بزاف من Clojure وكيما نقولو "اللي يتعلم يتطور"، ونتمنى نشوفو ناس أكثر تتجه لهاذ المجال.

    فكروا في كل الحاجات اللي ممكن تتعلموها وتطبقوها في حياتكم اليومية!

    https://clojure.org/news/2022/06/10/deref
    #Clojure #Développement #Programmation #Tech #
    🔥Salut les amis! كيف حالكم؟ اليوم حبيت نتكلم شوية على Clojure Deref، هاذي المجلة الأسبوعية اللي تجمع كل ما يخص عالم Clojure. شفتو كيفاش رجعنا نشوفو المؤتمرات الحية؟ هذا شي يفرح بصح! 👍 في العدد الأخير، كان فيه ملخصات عن تسجيلات صوتية وفيديوهات، كيما Cognicast وClojureStream. وعندك أمور جديدة في عالم البرامج والأدوات، مثل Clojure CLI وbabashka، اللي تسهل علينا التعامل مع Clojure. كأنك تلقى واحد البازار فيه كل الأدوات اللي تحتاجها، ونتا تاخذ راحتك! بصراحة، تعلمت بزاف من Clojure وكيما نقولو "اللي يتعلم يتطور"، ونتمنى نشوفو ناس أكثر تتجه لهاذ المجال. فكروا في كل الحاجات اللي ممكن تتعلموها وتطبقوها في حياتكم اليومية! https://clojure.org/news/2022/06/10/deref #Clojure #Développement #Programmation #Tech #
    clojure.org
    Welcome to the Clojure Deref! This is a weekly link/news roundup for the Clojure ecosystem. (@ClojureDeref RSS) Highlights It’s so great to see an in-person Clojure conference happening again - wishing the best to everyone at :clojur
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  • EA and Full Circle Reveal September 16 Early Access Release Date for skate.

    August 26, 2025

    Get Ready to Explore San Vansterdam, an Ever-Evolving Skateboarding Sandbox, and Experience the Best Skateboarding Gameplay in the Franchise

    Watch the skate. Early Access Release Date Trailer HERE.
    REDWOOD CITY, Calif.----
    Today, Electronic Arts Inc.and Full Circle announced that skate., the next chapter of the award-winning skateboarding video game franchise, will launch into Early Access on September 16 for PlayStation® 5, Xbox Series X|S, PlayStation® 4, Xbox One, and PC via Steam, Epic Games Store and EA app. skate. is free-to-download, cross-platform,* and cross-progression,* making it as accessible as possible for both longtime skate. franchise fans, and newcomers alike.Set in the vibrant city of San Vansterdam, skate. is a multiplayer skateboarding destination offering a massive open world where players discover unique skate spots, land insane tricks and connect - or compete - with friends online. With four unique neighborhoods - Hedgemont, Gullcrest, Market Mile and Brickswich - each offering its own distinct vibe and challenges, the city is a huge playground for skaters. From parks and plazas to rooftops and massive ramps, every corner is packed with skateable spots, including the House of Rolling Reverence, a former church transformed into a trick haven for skaters.At the core of skate. is the restored and improved Flick-It System, brought back to life through the Frostbite™ Engine to deliver the best skateboarding experience we have ever offered. With unparalleled precision and control, Flick-It brings the magic of the franchise back to life for a new generation of players. skate. also“skate. is not just a return, it’s a complete evolution of the franchise that’s built to last," said Mike McCartney, Executive Producer of skate. “Our goal with skate. is to capture the freedom, creative expression and community of skateboarding, and share it with as many people as possible. From day one, our priority has been to honor the legacy of the franchise while pushing it into a bold new future - one built in partnership with our players.”In skate., players can discover new ways to explore and get vertical with new off-board controls, giving them total freedom to roam, climb and find epic new spots. Additional features like Quick Drop allow players to place ramps, rails, benches and more anywhere in the world to fine-tune their perfect spot. skate. offers players the ability to find their own fun with endless activities, including rotating world map challenges - such as Line Challenges, Own The Spot and Sessions - as well as high-energy Throwdowns with friends. The new Spectate mode lets players instantly find the action and use Spectaport to jump straight into any live session.Collaborative development with skate. fans and the community have always been a priority throughout our development process. Player feedback has been welcome all throughout playtesting and something Full Circle will continue to look at during the game’s Early Access period. During Early Access, players can expect to see new content every season, offering fresh challenges, cosmetics, music, world updates, and new events each season.“Community is the heart of skateboarding, and it’s the heart of skate.,” said Jeff Seamster, Head of Creative on skate. “From day one, we’ve aimed to create an open, welcoming space shaped by players. We’ve built this game alongside our community - listening, learning and evolving together. Whether you’re a seasoned skater or just dropped in, skate. is a place to express yourself, connect and grow. No gatekeepers, no barriers - just a city built for skating and a community that keeps it alive. Early Access is a huge milestone in that journey, and we’re hyped to keep growing San Vansterdam with our crew around the world.”skate. launches into Early Access on September 16 on PlayStation® 5, Xbox Series X|S, PlayStation® 4, Xbox One & PC via Steam, Epic Games Store and EA app. Stay tuned - there’s much more to come from skate.For more information on skate., visit: & restrictions apply. See for details.PRESS ASSETS ARE AVAILABLE AT EAPressPortal.comAbout Electronic ArtsElectronic Artsis a global leader in digital interactive entertainment. The Company develops and delivers games, content and online services for Internet-connected consoles, mobile devices and personal computers.In fiscal year 2025, EA posted GAAP net revenue of approximately billion. Headquartered in Redwood City, California, EA is recognized for a portfolio of critically acclaimed, high-quality brands such as EA SPORTS FC™, Battlefield™, Apex Legends™, The Sims™, EA SPORTS™ Madden NFL, EA SPORTS™ College Football, Need for Speed™, Dragon Age™, Titanfall™, Plants vs. Zombies™ and EA SPORTS F1®. More information about EA is available at www.ea.com/news.EA, EA SPORTS, EA SPORTS FC, Battlefield, Need for Speed, Apex Legends, The Sims, Dragon Age, Titanfall, and Plants vs. Zombies are trademarks of Electronic Arts Inc. John Madden, NFL, and F1 are the property of their respective owners and used with permission.

    Jino Talens
    Integrated Comms Director
    jtalens@ea.com
    Source: Electronic Arts Inc.

    Multimedia Files:
    #full #circle #reveal #september #early
    EA and Full Circle Reveal September 16 Early Access Release Date for skate.
    August 26, 2025 Get Ready to Explore San Vansterdam, an Ever-Evolving Skateboarding Sandbox, and Experience the Best Skateboarding Gameplay in the Franchise Watch the skate. Early Access Release Date Trailer HERE. REDWOOD CITY, Calif.---- Today, Electronic Arts Inc.and Full Circle announced that skate., the next chapter of the award-winning skateboarding video game franchise, will launch into Early Access on September 16 for PlayStation® 5, Xbox Series X|S, PlayStation® 4, Xbox One, and PC via Steam, Epic Games Store and EA app. skate. is free-to-download, cross-platform,* and cross-progression,* making it as accessible as possible for both longtime skate. franchise fans, and newcomers alike.Set in the vibrant city of San Vansterdam, skate. is a multiplayer skateboarding destination offering a massive open world where players discover unique skate spots, land insane tricks and connect - or compete - with friends online. With four unique neighborhoods - Hedgemont, Gullcrest, Market Mile and Brickswich - each offering its own distinct vibe and challenges, the city is a huge playground for skaters. From parks and plazas to rooftops and massive ramps, every corner is packed with skateable spots, including the House of Rolling Reverence, a former church transformed into a trick haven for skaters.At the core of skate. is the restored and improved Flick-It System, brought back to life through the Frostbite™ Engine to deliver the best skateboarding experience we have ever offered. With unparalleled precision and control, Flick-It brings the magic of the franchise back to life for a new generation of players. skate. also“skate. is not just a return, it’s a complete evolution of the franchise that’s built to last," said Mike McCartney, Executive Producer of skate. “Our goal with skate. is to capture the freedom, creative expression and community of skateboarding, and share it with as many people as possible. From day one, our priority has been to honor the legacy of the franchise while pushing it into a bold new future - one built in partnership with our players.”In skate., players can discover new ways to explore and get vertical with new off-board controls, giving them total freedom to roam, climb and find epic new spots. Additional features like Quick Drop allow players to place ramps, rails, benches and more anywhere in the world to fine-tune their perfect spot. skate. offers players the ability to find their own fun with endless activities, including rotating world map challenges - such as Line Challenges, Own The Spot and Sessions - as well as high-energy Throwdowns with friends. The new Spectate mode lets players instantly find the action and use Spectaport to jump straight into any live session.Collaborative development with skate. fans and the community have always been a priority throughout our development process. Player feedback has been welcome all throughout playtesting and something Full Circle will continue to look at during the game’s Early Access period. During Early Access, players can expect to see new content every season, offering fresh challenges, cosmetics, music, world updates, and new events each season.“Community is the heart of skateboarding, and it’s the heart of skate.,” said Jeff Seamster, Head of Creative on skate. “From day one, we’ve aimed to create an open, welcoming space shaped by players. We’ve built this game alongside our community - listening, learning and evolving together. Whether you’re a seasoned skater or just dropped in, skate. is a place to express yourself, connect and grow. No gatekeepers, no barriers - just a city built for skating and a community that keeps it alive. Early Access is a huge milestone in that journey, and we’re hyped to keep growing San Vansterdam with our crew around the world.”skate. launches into Early Access on September 16 on PlayStation® 5, Xbox Series X|S, PlayStation® 4, Xbox One & PC via Steam, Epic Games Store and EA app. Stay tuned - there’s much more to come from skate.For more information on skate., visit: & restrictions apply. See for details.PRESS ASSETS ARE AVAILABLE AT EAPressPortal.comAbout Electronic ArtsElectronic Artsis a global leader in digital interactive entertainment. The Company develops and delivers games, content and online services for Internet-connected consoles, mobile devices and personal computers.In fiscal year 2025, EA posted GAAP net revenue of approximately billion. Headquartered in Redwood City, California, EA is recognized for a portfolio of critically acclaimed, high-quality brands such as EA SPORTS FC™, Battlefield™, Apex Legends™, The Sims™, EA SPORTS™ Madden NFL, EA SPORTS™ College Football, Need for Speed™, Dragon Age™, Titanfall™, Plants vs. Zombies™ and EA SPORTS F1®. More information about EA is available at www.ea.com/news.EA, EA SPORTS, EA SPORTS FC, Battlefield, Need for Speed, Apex Legends, The Sims, Dragon Age, Titanfall, and Plants vs. Zombies are trademarks of Electronic Arts Inc. John Madden, NFL, and F1 are the property of their respective owners and used with permission. Jino Talens Integrated Comms Director jtalens@ea.com Source: Electronic Arts Inc. Multimedia Files: #full #circle #reveal #september #early
    EA and Full Circle Reveal September 16 Early Access Release Date for skate.
    news.ea.com
    August 26, 2025 Get Ready to Explore San Vansterdam, an Ever-Evolving Skateboarding Sandbox, and Experience the Best Skateboarding Gameplay in the Franchise Watch the skate. Early Access Release Date Trailer HERE. REDWOOD CITY, Calif.--(BUSINESS WIRE)-- Today, Electronic Arts Inc. (NASDAQ: EA) and Full Circle announced that skate., the next chapter of the award-winning skateboarding video game franchise, will launch into Early Access on September 16 for PlayStation® 5, Xbox Series X|S, PlayStation® 4, Xbox One, and PC via Steam, Epic Games Store and EA app. skate. is free-to-download, cross-platform,* and cross-progression,* making it as accessible as possible for both longtime skate. franchise fans, and newcomers alike.Set in the vibrant city of San Vansterdam, skate. is a multiplayer skateboarding destination offering a massive open world where players discover unique skate spots, land insane tricks and connect - or compete - with friends online. With four unique neighborhoods - Hedgemont, Gullcrest, Market Mile and Brickswich - each offering its own distinct vibe and challenges, the city is a huge playground for skaters. From parks and plazas to rooftops and massive ramps, every corner is packed with skateable spots, including the House of Rolling Reverence, a former church transformed into a trick haven for skaters.At the core of skate. is the restored and improved Flick-It System, brought back to life through the Frostbite™ Engine to deliver the best skateboarding experience we have ever offered. With unparalleled precision and control, Flick-It brings the magic of the franchise back to life for a new generation of players. skate. also“skate. is not just a return, it’s a complete evolution of the franchise that’s built to last," said Mike McCartney, Executive Producer of skate. “Our goal with skate. is to capture the freedom, creative expression and community of skateboarding, and share it with as many people as possible. From day one, our priority has been to honor the legacy of the franchise while pushing it into a bold new future - one built in partnership with our players.”In skate., players can discover new ways to explore and get vertical with new off-board controls, giving them total freedom to roam, climb and find epic new spots. Additional features like Quick Drop allow players to place ramps, rails, benches and more anywhere in the world to fine-tune their perfect spot. skate. offers players the ability to find their own fun with endless activities, including rotating world map challenges - such as Line Challenges, Own The Spot and Sessions - as well as high-energy Throwdowns with friends. The new Spectate mode lets players instantly find the action and use Spectaport to jump straight into any live session.Collaborative development with skate. fans and the community have always been a priority throughout our development process. Player feedback has been welcome all throughout playtesting and something Full Circle will continue to look at during the game’s Early Access period. During Early Access, players can expect to see new content every season, offering fresh challenges, cosmetics, music, world updates, and new events each season.“Community is the heart of skateboarding, and it’s the heart of skate.,” said Jeff Seamster, Head of Creative on skate. “From day one, we’ve aimed to create an open, welcoming space shaped by players. We’ve built this game alongside our community - listening, learning and evolving together. Whether you’re a seasoned skater or just dropped in, skate. is a place to express yourself, connect and grow. No gatekeepers, no barriers - just a city built for skating and a community that keeps it alive. Early Access is a huge milestone in that journey, and we’re hyped to keep growing San Vansterdam with our crew around the world.”skate. launches into Early Access on September 16 on PlayStation® 5, Xbox Series X|S, PlayStation® 4, Xbox One & PC via Steam, Epic Games Store and EA app. Stay tuned - there’s much more to come from skate.For more information on skate., visit: https://www.ea.com/games/skate/skate.*Conditions & restrictions apply. See https://go.ea.com/skate-cross-play for details.PRESS ASSETS ARE AVAILABLE AT EAPressPortal.comAbout Electronic ArtsElectronic Arts (NASDAQ: EA) is a global leader in digital interactive entertainment. The Company develops and delivers games, content and online services for Internet-connected consoles, mobile devices and personal computers.In fiscal year 2025, EA posted GAAP net revenue of approximately $7.5 billion. Headquartered in Redwood City, California, EA is recognized for a portfolio of critically acclaimed, high-quality brands such as EA SPORTS FC™, Battlefield™, Apex Legends™, The Sims™, EA SPORTS™ Madden NFL, EA SPORTS™ College Football, Need for Speed™, Dragon Age™, Titanfall™, Plants vs. Zombies™ and EA SPORTS F1®. More information about EA is available at www.ea.com/news.EA, EA SPORTS, EA SPORTS FC, Battlefield, Need for Speed, Apex Legends, The Sims, Dragon Age, Titanfall, and Plants vs. Zombies are trademarks of Electronic Arts Inc. John Madden, NFL, and F1 are the property of their respective owners and used with permission. Jino Talens Integrated Comms Director jtalens@ea.com Source: Electronic Arts Inc. Multimedia Files:
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  • All Gears of War Reloaded COG Tag Locations

    Much like the one found in the original game, the story campaign for Gears of War: Reloaded doesn't offer much in the way of side content, thus contributing to its surprisingly short length. There is one set of collectibles, though, with players able to find 33 COG Tags spread out across the game's five main acts.
    #all #gears #war #reloaded #cog
    All Gears of War Reloaded COG Tag Locations
    Much like the one found in the original game, the story campaign for Gears of War: Reloaded doesn't offer much in the way of side content, thus contributing to its surprisingly short length. There is one set of collectibles, though, with players able to find 33 COG Tags spread out across the game's five main acts. #all #gears #war #reloaded #cog
    All Gears of War Reloaded COG Tag Locations
    gamerant.com
    Much like the one found in the original game, the story campaign for Gears of War: Reloaded doesn't offer much in the way of side content, thus contributing to its surprisingly short length. There is one set of collectibles, though, with players able to find 33 COG Tags spread out across the game's five main acts.
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  • صباح الخير للجميع!

    شفتو كيفاش الأجواء الرياضية بدات ترجع للجزائر مع تدشين إعادة تهيئة ملعب 5 جويلية الأولمبي؟ الفيديو الجديد اللي حاب نشاركو معاكم اليوم يتطرق لبدء الأشغال في هذا المعلم الكبير، اللي فتح أبوابه في 1972 بمناسبة الذكرى 10 لاستقلالنا. الملعب هذا موش غير بيت الكرة، بل هو رمز لكل أحلامنا وطموحات الأجيال الجديدة من عشاق الرياضة.

    أنا شخصياً عندي ذكريات جميلة من المباريات اللي حضرتها في هذا الملعب، كل هدف كان يخلينا نحس بالفخر. من الضروري نحافظوا على روح هذا المكان ونخلوه دايماً في أحسن حال.

    تابعوا الفيديو وعيشوا معانا أجواء التحضيرات!

    رابط الفيديو: https://www.youtube.com/watch?v=icOg_X2C-VA
    #ملعب_5_جويلية #الجزائر #Sports #StadiumRenovation #Algeria
    🌟 صباح الخير للجميع! 🌟 شفتو كيفاش الأجواء الرياضية بدات ترجع للجزائر مع تدشين إعادة تهيئة ملعب 5 جويلية الأولمبي؟ 🤩 الفيديو الجديد اللي حاب نشاركو معاكم اليوم يتطرق لبدء الأشغال في هذا المعلم الكبير، اللي فتح أبوابه في 1972 بمناسبة الذكرى 10 لاستقلالنا. الملعب هذا موش غير بيت الكرة، بل هو رمز لكل أحلامنا وطموحات الأجيال الجديدة من عشاق الرياضة. أنا شخصياً عندي ذكريات جميلة من المباريات اللي حضرتها في هذا الملعب، كل هدف كان يخلينا نحس بالفخر. 😍 من الضروري نحافظوا على روح هذا المكان ونخلوه دايماً في أحسن حال. تابعوا الفيديو وعيشوا معانا أجواء التحضيرات! رابط الفيديو: https://www.youtube.com/watch?v=icOg_X2C-VA #ملعب_5_جويلية #الجزائر #Sports #StadiumRenovation #Algeria
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  • سلام يا جماعة! كفاش راكم؟ اليوم حبيت نهدر معاكم على فيديو يوجع القلب، منتخبنا الوطني يسقط أمام السودان و يودع "الشان". فعلاً، كانت مباراة صعبة وشفنا آمالنا تتلاشى في لحظة!

    في الفيديو، نكتشف كيفاش الأمور مشات وكيفاش المنتخب لم يقدر يحقق الفوز. كنا نتوقعو أكثر، بصح للأسف، الأمور ما جاش كما حبينا. واش رايكم في الأداء؟ هل تعتقدوا أنو كان بإمكانهم يديرو أكثر من هكذا؟

    شخصياً، حسيت بالحزن بعد المباراة، لأننا جميعنا كنا نساندوهم ونعقدو الأمل عليهم. جبتيلي ذكريات من مباريات سابقة، وين كنا نفرحو معاً.

    تابعوا الفيديو واكتشفوا التفاصيل، وخلونا نفكرو في القادم.

    https://www.youtube.com/watch?v=KCOGq15KJ4k
    #المنتخب_الوطني #الشان #EchoroukNews #football #الجزائر
    🌟 سلام يا جماعة! كفاش راكم؟ اليوم حبيت نهدر معاكم على فيديو يوجع القلب، منتخبنا الوطني يسقط أمام السودان و يودع "الشان". 💔 فعلاً، كانت مباراة صعبة وشفنا آمالنا تتلاشى في لحظة! في الفيديو، نكتشف كيفاش الأمور مشات وكيفاش المنتخب لم يقدر يحقق الفوز. كنا نتوقعو أكثر، بصح للأسف، الأمور ما جاش كما حبينا. واش رايكم في الأداء؟ هل تعتقدوا أنو كان بإمكانهم يديرو أكثر من هكذا؟ 🤔 شخصياً، حسيت بالحزن بعد المباراة، لأننا جميعنا كنا نساندوهم ونعقدو الأمل عليهم. جبتيلي ذكريات من مباريات سابقة، وين كنا نفرحو معاً. تابعوا الفيديو واكتشفوا التفاصيل، وخلونا نفكرو في القادم. 🏆 https://www.youtube.com/watch?v=KCOGq15KJ4k #المنتخب_الوطني #الشان #EchoroukNews #football #الجزائر
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  • Evil Empire tells devs to avoid early access unless their project is 90 percent complete

    Chris Kerr, Senior Editor, News, GameDeveloper.comAugust 22, 20254 Min ReadVia Evil Empire/UbisoftThe Rogue Prince of Persia developer Evil Empire doesn't believe it's worth entering early access in the current climate unless your project is at least 90 percent complete. Speaking to Game Developer at Gamescom 2025, studio marketing manager Matthew Houghton and art director Dylan Eurlings shared their thoughts on the state of contemporary early access campaigns and suggested the system is becoming increasingly risky. You might recognize Evil Empire as the studio that has spent years helping Dead Cells developer Motion Twin expand the franchise with DLC and free updates. Since May 2024, however, the studio has also been shepherding The Rogue Prince of Persia through an Steam Early Access campaign that culminated in an official launch on August 20.Yet, due to a variety of factors including shifting player expectations, the team had to tweak their pre-release strategy in a bid to lure in players. As a result, the studio has become more wary of early access in general. "To be honest, the way I see it now is that unless you're coming into early access with a 90 percent complete game, don't do it. Because players, they don't see it as early access, they see it a game to play," says Houghton. He adds that players are entitled to express their views because they're often paying money to play early access titles, but he feels that sifting viewpoint means consumers are less willing to follow games on an early access journey that will often result in significant changes. Related:Eurlings echoes that point and suggests that a perceived lack of polish and content can now be a "huge issue" during early access campaigns. He explains that Evil Empire was even forced to rethink their original roadmap after the earliest versions of Rogue Prince of Persia failed to meet internal expectations."Initially we wanted to do quick updates. Very fast. In the end, we took a bit more time to ensure that each update would be a bit more chunky," he adds, noting that pivot resulted in a steady cadence of monthly updates that each packed a fair bit of clout. That shift came after the team conceded that early access numbers "weren't great." Houghton explains the project initially attracted just under 1,000 peak concurrent users. After they flipped the script, the title started to pull in around 4,000 CCU. "That's why we wanted to prioritize chunky content—there would be an impact every time," says Houghton, before acknowledging the title still hadn't quite met the team's CCU expectations even after that switch-up. Related:"Of course you listen to the feedback and take the ideas, but you have to feed them through a filter."It underlines the risks that come with early access, and Houghton specifically wonders whether some developers who can't hit that 90 percent completion benchmark before launching into early access might instead be better off conducting beta tests through Steam instead. If you're curious as to where Rogue Prince of Persia was when it entered Early Access, Houghton suggests the project was roughly 60 percent complete. Eurlings, was slightly more conservative, and claimed it was more like 50 percent. We suggested they meet in the middle. "Steam has evolved now. You can do beta tests and playtests through Steam. I think that's become more like Early Access. People aren't paying for it and your project might be a bit jankybut that's okay because they're still going to give feedback and it's not going to be a disaster if it's not great yet," continues Houghton. When asked whether Evil Empire would consider revisiting Early Access in the future, Houghton isn't so certain."I don't know. I'm going to be honest. I've been put off by it, because especially now people are so used to games coming out and then doing live ops for three, four, and five years—so why go with early access and have to deal with the stigma that's around it? I think I would do playtests and then just release," he explains. Related:Houghton adds that teams who are still convinced early access is right for them must have complete conviction in their creative vision—otherwise they might risk being derailed. "Of course you listen to the feedback and take the ideas, but you have to feed them through a filter, otherwise you'll have too many cooks.You'll have people who are super enthusiastic who think you can't do anything wrong, and then you get the people who are just super negative and people who are just throwing ideas at you that you know won't work in the game." It's a situation that can feel overwhelming, with Houghton explaining that Rogue Prince of Persia's game director found the onslaught "too much" at times. "You have to stick to your vision," says Houghton. "Listen, but just cherry pickcarefully."Game Developer attended Gamescom 2025 via the Gamescom Media Ambassador Program, which covered flights and accommodation. about:GamescomTop StoriesInterviewsAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
    #evil #empire #tells #devs #avoid
    Evil Empire tells devs to avoid early access unless their project is 90 percent complete
    Chris Kerr, Senior Editor, News, GameDeveloper.comAugust 22, 20254 Min ReadVia Evil Empire/UbisoftThe Rogue Prince of Persia developer Evil Empire doesn't believe it's worth entering early access in the current climate unless your project is at least 90 percent complete. Speaking to Game Developer at Gamescom 2025, studio marketing manager Matthew Houghton and art director Dylan Eurlings shared their thoughts on the state of contemporary early access campaigns and suggested the system is becoming increasingly risky. You might recognize Evil Empire as the studio that has spent years helping Dead Cells developer Motion Twin expand the franchise with DLC and free updates. Since May 2024, however, the studio has also been shepherding The Rogue Prince of Persia through an Steam Early Access campaign that culminated in an official launch on August 20.Yet, due to a variety of factors including shifting player expectations, the team had to tweak their pre-release strategy in a bid to lure in players. As a result, the studio has become more wary of early access in general. "To be honest, the way I see it now is that unless you're coming into early access with a 90 percent complete game, don't do it. Because players, they don't see it as early access, they see it a game to play," says Houghton. He adds that players are entitled to express their views because they're often paying money to play early access titles, but he feels that sifting viewpoint means consumers are less willing to follow games on an early access journey that will often result in significant changes. Related:Eurlings echoes that point and suggests that a perceived lack of polish and content can now be a "huge issue" during early access campaigns. He explains that Evil Empire was even forced to rethink their original roadmap after the earliest versions of Rogue Prince of Persia failed to meet internal expectations."Initially we wanted to do quick updates. Very fast. In the end, we took a bit more time to ensure that each update would be a bit more chunky," he adds, noting that pivot resulted in a steady cadence of monthly updates that each packed a fair bit of clout. That shift came after the team conceded that early access numbers "weren't great." Houghton explains the project initially attracted just under 1,000 peak concurrent users. After they flipped the script, the title started to pull in around 4,000 CCU. "That's why we wanted to prioritize chunky content—there would be an impact every time," says Houghton, before acknowledging the title still hadn't quite met the team's CCU expectations even after that switch-up. Related:"Of course you listen to the feedback and take the ideas, but you have to feed them through a filter."It underlines the risks that come with early access, and Houghton specifically wonders whether some developers who can't hit that 90 percent completion benchmark before launching into early access might instead be better off conducting beta tests through Steam instead. If you're curious as to where Rogue Prince of Persia was when it entered Early Access, Houghton suggests the project was roughly 60 percent complete. Eurlings, was slightly more conservative, and claimed it was more like 50 percent. We suggested they meet in the middle. "Steam has evolved now. You can do beta tests and playtests through Steam. I think that's become more like Early Access. People aren't paying for it and your project might be a bit jankybut that's okay because they're still going to give feedback and it's not going to be a disaster if it's not great yet," continues Houghton. When asked whether Evil Empire would consider revisiting Early Access in the future, Houghton isn't so certain."I don't know. I'm going to be honest. I've been put off by it, because especially now people are so used to games coming out and then doing live ops for three, four, and five years—so why go with early access and have to deal with the stigma that's around it? I think I would do playtests and then just release," he explains. Related:Houghton adds that teams who are still convinced early access is right for them must have complete conviction in their creative vision—otherwise they might risk being derailed. "Of course you listen to the feedback and take the ideas, but you have to feed them through a filter, otherwise you'll have too many cooks.You'll have people who are super enthusiastic who think you can't do anything wrong, and then you get the people who are just super negative and people who are just throwing ideas at you that you know won't work in the game." It's a situation that can feel overwhelming, with Houghton explaining that Rogue Prince of Persia's game director found the onslaught "too much" at times. "You have to stick to your vision," says Houghton. "Listen, but just cherry pickcarefully."Game Developer attended Gamescom 2025 via the Gamescom Media Ambassador Program, which covered flights and accommodation. about:GamescomTop StoriesInterviewsAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like #evil #empire #tells #devs #avoid
    Evil Empire tells devs to avoid early access unless their project is 90 percent complete
    www.gamedeveloper.com
    Chris Kerr, Senior Editor, News, GameDeveloper.comAugust 22, 20254 Min ReadVia Evil Empire/UbisoftThe Rogue Prince of Persia developer Evil Empire doesn't believe it's worth entering early access in the current climate unless your project is at least 90 percent complete. Speaking to Game Developer at Gamescom 2025, studio marketing manager Matthew Houghton and art director Dylan Eurlings shared their thoughts on the state of contemporary early access campaigns and suggested the system is becoming increasingly risky. You might recognize Evil Empire as the studio that has spent years helping Dead Cells developer Motion Twin expand the franchise with DLC and free updates. Since May 2024, however, the studio has also been shepherding The Rogue Prince of Persia through an Steam Early Access campaign that culminated in an official launch on August 20.Yet, due to a variety of factors including shifting player expectations, the team had to tweak their pre-release strategy in a bid to lure in players. As a result, the studio has become more wary of early access in general. "To be honest, the way I see it now is that unless you're coming into early access with a 90 percent complete game, don't do it. Because players, they don't see it as early access, they see it a game to play," says Houghton. He adds that players are entitled to express their views because they're often paying money to play early access titles, but he feels that sifting viewpoint means consumers are less willing to follow games on an early access journey that will often result in significant changes. Related:Eurlings echoes that point and suggests that a perceived lack of polish and content can now be a "huge issue" during early access campaigns. He explains that Evil Empire was even forced to rethink their original roadmap after the earliest versions of Rogue Prince of Persia failed to meet internal expectations."Initially we wanted to do quick updates. Very fast. In the end, we took a bit more time to ensure that each update would be a bit more chunky," he adds, noting that pivot resulted in a steady cadence of monthly updates that each packed a fair bit of clout. That shift came after the team conceded that early access numbers "weren't great." Houghton explains the project initially attracted just under 1,000 peak concurrent users (CCU). After they flipped the script, the title started to pull in around 4,000 CCU. "That's why we wanted to prioritize chunky content—there would be an impact every time," says Houghton, before acknowledging the title still hadn't quite met the team's CCU expectations even after that switch-up. Related:"Of course you listen to the feedback and take the ideas [on board], but you have to feed them through a filter."It underlines the risks that come with early access, and Houghton specifically wonders whether some developers who can't hit that 90 percent completion benchmark before launching into early access might instead be better off conducting beta tests through Steam instead. If you're curious as to where Rogue Prince of Persia was when it entered Early Access, Houghton suggests the project was roughly 60 percent complete. Eurlings, was slightly more conservative, and claimed it was more like 50 percent. We suggested they meet in the middle. "Steam has evolved now. You can do beta tests and playtests through Steam. I think that's become more like Early Access. People aren't paying for it and your project might be a bit janky [...] but that's okay because they're still going to give feedback and it's not going to be a disaster if it's not great yet," continues Houghton. When asked whether Evil Empire would consider revisiting Early Access in the future, Houghton isn't so certain."I don't know. I'm going to be honest. I've been put off by it, because especially now people are so used to games coming out and then doing live ops for three, four, and five years—so why go with early access and have to deal with the stigma that's around it? I think I would do playtests and then just release," he explains. Related:Houghton adds that teams who are still convinced early access is right for them must have complete conviction in their creative vision—otherwise they might risk being derailed. "Of course you listen to the feedback and take the ideas [on board], but you have to feed them through a filter, otherwise you'll have too many cooks. [...] You'll have people who are super enthusiastic who think you can't do anything wrong, and then you get the people who are just super negative and people who are just throwing ideas at you that you know won't work in the game." It's a situation that can feel overwhelming, with Houghton explaining that Rogue Prince of Persia's game director found the onslaught "too much" at times. "You have to stick to your vision," says Houghton. "Listen, but just cherry pick [your feedback] carefully."Game Developer attended Gamescom 2025 via the Gamescom Media Ambassador Program, which covered flights and accommodation.Read more about:GamescomTop StoriesInterviewsAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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  • يا جماعة، كاش واحد فيكم كاين مهتم بكورة القدم؟ ⚽️

    اليوم جبتلكم خبر يحمّس! المقال يتكلم على إمكانية إقالة نونو إسبيريتو سانتو من تدريب نوتنغهام فورست، وهذا يفتح الباب أمام أسماء كبيرة كيما "أنجي بوستيكوغلو" و"جوزيه مورينيو" ليكونوا مرشحين لتولي المهمة. تخيلوا معايا، إذا هاد الأسماء الكبيرة جاو، كيفاش راح تكون الأجواء في الدوري!

    شخصياً، كي نشوف مدربين بحال هادو، يحليلو المباراة ويعطيو نكهة خاصة للمنافسة. هاد الشي يخليني متحمس ونشوف كيفاش يستقبلوا اللاعبين الجدد، وكيف راح تكون التغييرات في الفريق.

    خليكم معايا في متابعة الأخبار، كاين بزاف مفاجآت في عالم الكرة.

    https://www.skysports.com/football/news/11095/13416480/ange-postecoglou-and-jose-mourinho-candidates-for-nottingham-forest-job
    يا جماعة، كاش واحد فيكم كاين مهتم بكورة القدم؟ ⚽️💥 اليوم جبتلكم خبر يحمّس! المقال يتكلم على إمكانية إقالة نونو إسبيريتو سانتو من تدريب نوتنغهام فورست، وهذا يفتح الباب أمام أسماء كبيرة كيما "أنجي بوستيكوغلو" و"جوزيه مورينيو" ليكونوا مرشحين لتولي المهمة. 🤔✨ تخيلوا معايا، إذا هاد الأسماء الكبيرة جاو، كيفاش راح تكون الأجواء في الدوري! شخصياً، كي نشوف مدربين بحال هادو، يحليلو المباراة ويعطيو نكهة خاصة للمنافسة. هاد الشي يخليني متحمس ونشوف كيفاش يستقبلوا اللاعبين الجدد، وكيف راح تكون التغييرات في الفريق. خليكم معايا في متابعة الأخبار، كاين بزاف مفاجآت في عالم الكرة. https://www.skysports.com/football/news/11095/13416480/ange-postecoglou-and-jose-mourinho-candidates-for-nottingham-forest-job
    Papers: Postecoglou and Mourinho contenders if Forest sack Nuno
    www.skysports.com
    The top stories and transfer rumours from Saturday's newspapers...
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  • Inside The Blood of Dawnwalker’s narrative sandbox and dual gameplay

    I’m Mateusz Tomaszkiewicz, Creative Director at Rebel Wolves, working on The Blood of Dawnwalker — a story-driven, open-world RPG set in 14th-century Europe. We recently showcased a closer look at the gameplay at gamescom and wanted to share some of the exciting new details with you.

    Entering the narrative sandbox

    You play as Coen, the game’s protagonist and the titular Dawnwalker. While the exact circumstances remain a mystery, an attempt to turn Coen into a vampire fails. As a result, he exists between two worlds — human during the day, vampire at night. This duality sits at the heart of the gameplay, with each form offering distinct skills and abilities. Most quests can be approached during either day or night, creating significantly different experiences.

    One of the key mechanics is what we call the “narrative sandbox.” Once the prologue concludes, you have 30 days and nights to rescue Coen’s family from Brencis, a centuries-old vampire and former Roman senator, and his inner circle. Only major actions move the clock forward, and you’re always informed how much time an activity will consume. Roaming the open world does not advance time, giving you the freedom to explore without pressure. Time works more like a currency than a countdown.

    What truly defines the narrative sandbox is the freedom it gives you to shape the story on your own terms. Quests can be completed in any order, skipped entirely, or even never discovered at all depending on your choices. Many characters can be killed, with their absence reshaping events and relationships. There are often multiple paths to achieve the same goal, and even inaction is a choice — one the world around Coen will recognize and respond to. The result is a deeply reactive narrative structure that encourages experimentation and makes every playthrough unique.

    Human by day. Vampire by night.

    The newly revealed quest takes place on day eight of Coen’s journey. By then, several quests have been completed and Coen is visibly more powerful. We first see him at night, navigating the capital city of Svartrau and using vampiric abilities like Shadowstep — a short-range teleport that lets him instantly reposition. It’s invaluable not only in combat, allowing him to flank enemies or close the gap on patrolling guards, but also for exploration and stealth.

    With Shadowstep, Coen can reach scaffolding high on the cathedral’s walls, leap between rooftops, or slip into otherwise inaccessible balconies and ledges, opening up new routes and opportunities to approach objectives. Combat remains fluid and dynamic, blending physical strength with supernatural powers. His vampire form isn’t overpowered, but it adds a distinct tactical layer.

    The quest involves infiltrating the city’s cathedral, where Coen encounters Xanthe — an ancient Greek vampire and Brencis’ most powerful ally.

    To show how time of day affects gameplay, we then reload a save to experience a daytime version of the quest. This time, the goal is to locate the legendary sword of Saint Mihai, the cathedral’s patron. In his human form, Coen leans more on swordplay and dark human magic, unavailable as a vampire. Combat is fast and responsive, with directional attacks and flexible blocking. You can block easily with a single button or use directional input for more precision and control, accommodating both story-focused players and those seeking a challenge.

    Fighting the living, the dead, and everything In between

    Once the enemies are defeated, Coen enters Svartrau during the day. The streets are bustling with life — townsfolk fill the squares, merchants trade goods, and ambient conversations hint at the uneasy coexistence under vampire rule. After roaming the vibrant streets, Coen goes to the cathedral.

    Inside, we witness a chilling ritual called the Blood Baptism, one of Brencis’ ways of twisting existing traditions to maintain control.

    After a tense dialogue sequence that nearly exposes Coen, the sword quest resumes. This leads to a battle with Muron, a creature born from a failed vampire transformation. Unlike Coen, Muron does not become a Dawnwalker but a wild, unstable monster with unpredictable powers.

    Another hex in Coen’s arsenal – Compel Soul – allows Coen to speak with the dead, helping him uncover clues and eventually locate a hidden crypt believed to hold the sword. What he finds is far more disturbing: Saint Mihai, once revered, had been entombed alive after villagers discovered he was also a Dawnwalker. Starved during the day and regenerating at night, Mihai slowly lost his sanity. When freed, he attacks Coen using the full range of Dawnwalker abilities.

    If you find him at night instead, Mihai appears in his vampire form, offering an entirely different encounter.

    The nearly 50-minute demo offers an extended look at The Blood of Dawnwalker’s design — from its dual gameplay loop and time-based structure to its focus on player agency and narrative depth. There is no single path through this story, and every decision, including inaction, shapes the journey. Slated for release in 2026, The Blood of Dawnwalker aims to deliver rich storytelling, immersive combat, and an open world where narrative truly takes the lead.

    The Blood of Dawnwalker is coming to PlayStation 5 in 2026; wishlist it now to stay updated and be among the first to step into Coen’s journey!
    #inside #blood #dawnwalkers #narrative #sandbox
    Inside The Blood of Dawnwalker’s narrative sandbox and dual gameplay
    I’m Mateusz Tomaszkiewicz, Creative Director at Rebel Wolves, working on The Blood of Dawnwalker — a story-driven, open-world RPG set in 14th-century Europe. We recently showcased a closer look at the gameplay at gamescom and wanted to share some of the exciting new details with you. Entering the narrative sandbox You play as Coen, the game’s protagonist and the titular Dawnwalker. While the exact circumstances remain a mystery, an attempt to turn Coen into a vampire fails. As a result, he exists between two worlds — human during the day, vampire at night. This duality sits at the heart of the gameplay, with each form offering distinct skills and abilities. Most quests can be approached during either day or night, creating significantly different experiences. One of the key mechanics is what we call the “narrative sandbox.” Once the prologue concludes, you have 30 days and nights to rescue Coen’s family from Brencis, a centuries-old vampire and former Roman senator, and his inner circle. Only major actions move the clock forward, and you’re always informed how much time an activity will consume. Roaming the open world does not advance time, giving you the freedom to explore without pressure. Time works more like a currency than a countdown. What truly defines the narrative sandbox is the freedom it gives you to shape the story on your own terms. Quests can be completed in any order, skipped entirely, or even never discovered at all depending on your choices. Many characters can be killed, with their absence reshaping events and relationships. There are often multiple paths to achieve the same goal, and even inaction is a choice — one the world around Coen will recognize and respond to. The result is a deeply reactive narrative structure that encourages experimentation and makes every playthrough unique. Human by day. Vampire by night. The newly revealed quest takes place on day eight of Coen’s journey. By then, several quests have been completed and Coen is visibly more powerful. We first see him at night, navigating the capital city of Svartrau and using vampiric abilities like Shadowstep — a short-range teleport that lets him instantly reposition. It’s invaluable not only in combat, allowing him to flank enemies or close the gap on patrolling guards, but also for exploration and stealth. With Shadowstep, Coen can reach scaffolding high on the cathedral’s walls, leap between rooftops, or slip into otherwise inaccessible balconies and ledges, opening up new routes and opportunities to approach objectives. Combat remains fluid and dynamic, blending physical strength with supernatural powers. His vampire form isn’t overpowered, but it adds a distinct tactical layer. The quest involves infiltrating the city’s cathedral, where Coen encounters Xanthe — an ancient Greek vampire and Brencis’ most powerful ally. To show how time of day affects gameplay, we then reload a save to experience a daytime version of the quest. This time, the goal is to locate the legendary sword of Saint Mihai, the cathedral’s patron. In his human form, Coen leans more on swordplay and dark human magic, unavailable as a vampire. Combat is fast and responsive, with directional attacks and flexible blocking. You can block easily with a single button or use directional input for more precision and control, accommodating both story-focused players and those seeking a challenge. Fighting the living, the dead, and everything In between Once the enemies are defeated, Coen enters Svartrau during the day. The streets are bustling with life — townsfolk fill the squares, merchants trade goods, and ambient conversations hint at the uneasy coexistence under vampire rule. After roaming the vibrant streets, Coen goes to the cathedral. Inside, we witness a chilling ritual called the Blood Baptism, one of Brencis’ ways of twisting existing traditions to maintain control. After a tense dialogue sequence that nearly exposes Coen, the sword quest resumes. This leads to a battle with Muron, a creature born from a failed vampire transformation. Unlike Coen, Muron does not become a Dawnwalker but a wild, unstable monster with unpredictable powers. Another hex in Coen’s arsenal – Compel Soul – allows Coen to speak with the dead, helping him uncover clues and eventually locate a hidden crypt believed to hold the sword. What he finds is far more disturbing: Saint Mihai, once revered, had been entombed alive after villagers discovered he was also a Dawnwalker. Starved during the day and regenerating at night, Mihai slowly lost his sanity. When freed, he attacks Coen using the full range of Dawnwalker abilities. If you find him at night instead, Mihai appears in his vampire form, offering an entirely different encounter. The nearly 50-minute demo offers an extended look at The Blood of Dawnwalker’s design — from its dual gameplay loop and time-based structure to its focus on player agency and narrative depth. There is no single path through this story, and every decision, including inaction, shapes the journey. Slated for release in 2026, The Blood of Dawnwalker aims to deliver rich storytelling, immersive combat, and an open world where narrative truly takes the lead. The Blood of Dawnwalker is coming to PlayStation 5 in 2026; wishlist it now to stay updated and be among the first to step into Coen’s journey! #inside #blood #dawnwalkers #narrative #sandbox
    Inside The Blood of Dawnwalker’s narrative sandbox and dual gameplay
    blog.playstation.com
    I’m Mateusz Tomaszkiewicz, Creative Director at Rebel Wolves, working on The Blood of Dawnwalker — a story-driven, open-world RPG set in 14th-century Europe. We recently showcased a closer look at the gameplay at gamescom and wanted to share some of the exciting new details with you. Entering the narrative sandbox You play as Coen, the game’s protagonist and the titular Dawnwalker. While the exact circumstances remain a mystery, an attempt to turn Coen into a vampire fails. As a result, he exists between two worlds — human during the day, vampire at night. This duality sits at the heart of the gameplay, with each form offering distinct skills and abilities. Most quests can be approached during either day or night, creating significantly different experiences. One of the key mechanics is what we call the “narrative sandbox.” Once the prologue concludes, you have 30 days and nights to rescue Coen’s family from Brencis, a centuries-old vampire and former Roman senator, and his inner circle. Only major actions move the clock forward, and you’re always informed how much time an activity will consume. Roaming the open world does not advance time, giving you the freedom to explore without pressure. Time works more like a currency than a countdown. What truly defines the narrative sandbox is the freedom it gives you to shape the story on your own terms. Quests can be completed in any order, skipped entirely, or even never discovered at all depending on your choices. Many characters can be killed, with their absence reshaping events and relationships. There are often multiple paths to achieve the same goal, and even inaction is a choice — one the world around Coen will recognize and respond to. The result is a deeply reactive narrative structure that encourages experimentation and makes every playthrough unique. Human by day. Vampire by night. The newly revealed quest takes place on day eight of Coen’s journey. By then, several quests have been completed and Coen is visibly more powerful. We first see him at night, navigating the capital city of Svartrau and using vampiric abilities like Shadowstep — a short-range teleport that lets him instantly reposition. It’s invaluable not only in combat, allowing him to flank enemies or close the gap on patrolling guards, but also for exploration and stealth. With Shadowstep, Coen can reach scaffolding high on the cathedral’s walls, leap between rooftops, or slip into otherwise inaccessible balconies and ledges, opening up new routes and opportunities to approach objectives. Combat remains fluid and dynamic, blending physical strength with supernatural powers. His vampire form isn’t overpowered, but it adds a distinct tactical layer. The quest involves infiltrating the city’s cathedral, where Coen encounters Xanthe — an ancient Greek vampire and Brencis’ most powerful ally. To show how time of day affects gameplay, we then reload a save to experience a daytime version of the quest. This time, the goal is to locate the legendary sword of Saint Mihai, the cathedral’s patron. In his human form, Coen leans more on swordplay and dark human magic, unavailable as a vampire. Combat is fast and responsive, with directional attacks and flexible blocking. You can block easily with a single button or use directional input for more precision and control, accommodating both story-focused players and those seeking a challenge. Fighting the living, the dead, and everything In between Once the enemies are defeated, Coen enters Svartrau during the day. The streets are bustling with life — townsfolk fill the squares, merchants trade goods, and ambient conversations hint at the uneasy coexistence under vampire rule. After roaming the vibrant streets, Coen goes to the cathedral. Inside, we witness a chilling ritual called the Blood Baptism, one of Brencis’ ways of twisting existing traditions to maintain control. After a tense dialogue sequence that nearly exposes Coen, the sword quest resumes. This leads to a battle with Muron, a creature born from a failed vampire transformation. Unlike Coen, Muron does not become a Dawnwalker but a wild, unstable monster with unpredictable powers. Another hex in Coen’s arsenal – Compel Soul – allows Coen to speak with the dead, helping him uncover clues and eventually locate a hidden crypt believed to hold the sword. What he finds is far more disturbing: Saint Mihai, once revered, had been entombed alive after villagers discovered he was also a Dawnwalker. Starved during the day and regenerating at night, Mihai slowly lost his sanity. When freed, he attacks Coen using the full range of Dawnwalker abilities. If you find him at night instead, Mihai appears in his vampire form, offering an entirely different encounter. The nearly 50-minute demo offers an extended look at The Blood of Dawnwalker’s design — from its dual gameplay loop and time-based structure to its focus on player agency and narrative depth. There is no single path through this story, and every decision, including inaction, shapes the journey. Slated for release in 2026, The Blood of Dawnwalker aims to deliver rich storytelling, immersive combat, and an open world where narrative truly takes the lead. The Blood of Dawnwalker is coming to PlayStation 5 in 2026; wishlist it now to stay updated and be among the first to step into Coen’s journey!
    2 التعليقات ·0 المشاركات
  • Blender Developers Meeting Notes: 18 August 2025

    Blender Developers Meeting Notes: 18 August 2025

    By
    n8n

    on
    August 19, 2025

    Blender Development

    Notes for weekly communication of ongoing projects and modules.
    This is a selection of changes that happened over the last week. For a full overview including fixes, code only changes and more visit projects.blender.org.

    Reset various runtime data for writing files-Improve RNA performance tests flexibility.-Move VSync from an environment variable to an argument-Recognize ACES config un-tone-mapped view-Allow empty names in File Output node-Support strings sockets-Allow menu sockets for pixel nodes-Removing Sun Beams node-Don’t get/set PWD env var for working directory functions-Parallelize NURBS basis cache evaluation with Ocomplexity-Add cyclic curve offsets cache-Do not sample direct light when ray segment is invalid-Always add world as object-Create one box for vdb mesh instead of many-Render volume by ray marching through octrees-Compute volume transmittance using telescoping-Shade volume with null scattering-Volume Scattering Probability Guiding-Use RGBE for denoised guiding buffers to reduce memory usage-Use analytic formula for homogeneous volume-Add and update volume test files-Store octree parent nodes in a stack-oneAPI: Disable L0 copy optimization for several dGPUs-Use deterministic linear interpolation for velocity-Use one-tap stochastic interpolation for volume-Add material name collision mode-Shader:

    Add support for full template specialization-Rewrite default_argument_mutation using parser-Fix parser not being consistent-Replace template macro implementation by copy paste-Preprocess: Improve error reporting-Remove Shader Draw Parameter workaround-Add flag for shader debug info generation-Improve cyclical end cap rendering-Export other curve types to SVG-Edit Mode Pen Tool-Support extracting Vulkan & OpenGL args even when disabled-Add Apply Transforms option to obj exporter-Fix recursive resync incorrectly clearing hierarchy info.-Prevent matching collection items only by their index if a name and ID are provided.-Avoid quadratic vertex valence complexity for corner normals-Improve performance and compression, always compress-Allow Preferences editor to be opened in Maximized Area-Gray out or hide asset shelf toggle if not available-Center-align header modal status text-Prevent automatic mode switching in certain scenarios-Remove liboverride UI dead code, improve UI messages.-Prevent ‘liboverride’ ‘decorator’ button to control keyframes.-Widen Preferences Window-Theme: Move curve handle properties in common-Generalized Alert and Popup Block Error Indication-Tree View: Operator to delete with X key-Use UI_alert For Vulcan Fallback Warning-Remove unused theme properties-Warning When Dragging Non-Blend File Onto Executable-“Duplicate Strips” also duplicates referenced IDs-Add copy and paste operators to preview keymap-Improve Histogram scope for HDR content-Add scene assets through strip add menu-Clear Strip Keyframes from Preview-Enable Pie Menu on Drag for Preview Keyframe Insert-Add “Mirror” menu to preview strip menu-Disable descriptor buffers-Swap to system memory for device local memory-Destroy resources in submission thread-Update VMA to 3.3.0-Remove MoltenVK-Enable maintenance4 in VMA-Add message type for remote downloader messages to message bus-
    #blender #developers #meeting #notes #august
    Blender Developers Meeting Notes: 18 August 2025
    Blender Developers Meeting Notes: 18 August 2025 By n8n on August 19, 2025 Blender Development Notes for weekly communication of ongoing projects and modules. This is a selection of changes that happened over the last week. For a full overview including fixes, code only changes and more visit projects.blender.org. Reset various runtime data for writing files-Improve RNA performance tests flexibility.-Move VSync from an environment variable to an argument-Recognize ACES config un-tone-mapped view-Allow empty names in File Output node-Support strings sockets-Allow menu sockets for pixel nodes-Removing Sun Beams node-Don’t get/set PWD env var for working directory functions-Parallelize NURBS basis cache evaluation with Ocomplexity-Add cyclic curve offsets cache-Do not sample direct light when ray segment is invalid-Always add world as object-Create one box for vdb mesh instead of many-Render volume by ray marching through octrees-Compute volume transmittance using telescoping-Shade volume with null scattering-Volume Scattering Probability Guiding-Use RGBE for denoised guiding buffers to reduce memory usage-Use analytic formula for homogeneous volume-Add and update volume test files-Store octree parent nodes in a stack-oneAPI: Disable L0 copy optimization for several dGPUs-Use deterministic linear interpolation for velocity-Use one-tap stochastic interpolation for volume-Add material name collision mode-Shader: Add support for full template specialization-Rewrite default_argument_mutation using parser-Fix parser not being consistent-Replace template macro implementation by copy paste-Preprocess: Improve error reporting-Remove Shader Draw Parameter workaround-Add flag for shader debug info generation-Improve cyclical end cap rendering-Export other curve types to SVG-Edit Mode Pen Tool-Support extracting Vulkan & OpenGL args even when disabled-Add Apply Transforms option to obj exporter-Fix recursive resync incorrectly clearing hierarchy info.-Prevent matching collection items only by their index if a name and ID are provided.-Avoid quadratic vertex valence complexity for corner normals-Improve performance and compression, always compress-Allow Preferences editor to be opened in Maximized Area-Gray out or hide asset shelf toggle if not available-Center-align header modal status text-Prevent automatic mode switching in certain scenarios-Remove liboverride UI dead code, improve UI messages.-Prevent ‘liboverride’ ‘decorator’ button to control keyframes.-Widen Preferences Window-Theme: Move curve handle properties in common-Generalized Alert and Popup Block Error Indication-Tree View: Operator to delete with X key-Use UI_alert For Vulcan Fallback Warning-Remove unused theme properties-Warning When Dragging Non-Blend File Onto Executable-“Duplicate Strips” also duplicates referenced IDs-Add copy and paste operators to preview keymap-Improve Histogram scope for HDR content-Add scene assets through strip add menu-Clear Strip Keyframes from Preview-Enable Pie Menu on Drag for Preview Keyframe Insert-Add “Mirror” menu to preview strip menu-Disable descriptor buffers-Swap to system memory for device local memory-Destroy resources in submission thread-Update VMA to 3.3.0-Remove MoltenVK-Enable maintenance4 in VMA-Add message type for remote downloader messages to message bus- #blender #developers #meeting #notes #august
    Blender Developers Meeting Notes: 18 August 2025
    www.blendernation.com
    Blender Developers Meeting Notes: 18 August 2025 By n8n on August 19, 2025 Blender Development Notes for weekly communication of ongoing projects and modules. This is a selection of changes that happened over the last week. For a full overview including fixes, code only changes and more visit projects.blender.org. Reset various runtime data for writing files (commit) - (Hans Goudey) Improve RNA performance tests flexibility. (commit) - (Bastien Montagne) Move VSync from an environment variable to an argument (commit) - (Campbell Barton) Recognize ACES config un-tone-mapped view (commit) - (Brecht Van Lommel) Allow empty names in File Output node (commit) - (Omar Emara) Support strings sockets (commit) - (Omar Emara) Allow menu sockets for pixel nodes (commit) - (Omar Emara) Removing Sun Beams node (commit) - (Mohamed Hassan) Don’t get/set PWD env var for working directory functions (commit) - (Jesse Yurkovich) Parallelize NURBS basis cache evaluation with O(n) complexity (commit) - (Mattias Fredriksson) Add cyclic curve offsets cache (commit) - (Hans Goudey) Do not sample direct light when ray segment is invalid (commit) - (Weizhen Huang) Always add world as object (commit) - (Weizhen Huang) Create one box for vdb mesh instead of many (commit) - (Weizhen Huang) Render volume by ray marching through octrees (commit) - (Weizhen Huang) Compute volume transmittance using telescoping (commit) - (Weizhen Huang) Shade volume with null scattering (commit) - (Weizhen Huang) Volume Scattering Probability Guiding (commit) - (Weizhen Huang) Use RGBE for denoised guiding buffers to reduce memory usage (commit) - (Weizhen Huang) Use analytic formula for homogeneous volume (commit) - (Weizhen Huang) Add and update volume test files (commit) - (Weizhen Huang) Store octree parent nodes in a stack (commit) - (Weizhen Huang) oneAPI: Disable L0 copy optimization for several dGPUs (commit) - (Nikita Sirgienko) Use deterministic linear interpolation for velocity (commit) - (Weizhen Huang) Use one-tap stochastic interpolation for volume (commit) - (Weizhen Huang) Add material name collision mode (commit) - (Oxicid) Shader: Add support for full template specialization (commit) - (Clément Foucault) Rewrite default_argument_mutation using parser (commit) - (Clément Foucault) Fix parser not being consistent (commit) - (Clément Foucault) Replace template macro implementation by copy paste (commit) - (Clément Foucault) Preprocess: Improve error reporting (commit) - (Clément Foucault) Remove Shader Draw Parameter workaround (commit) - (Clément Foucault) Add flag for shader debug info generation (commit) - (Christoph Neuhauser) Improve cyclical end cap rendering (commit) - (Casey Bianco-Davis) Export other curve types to SVG (commit) - (Casey Bianco-Davis) Edit Mode Pen Tool (commit) - (Casey Bianco-Davis) Support extracting Vulkan & OpenGL args even when disabled (commit) - (Campbell Barton) Add Apply Transforms option to obj exporter (commit) - (Thomas Hope) Fix recursive resync incorrectly clearing hierarchy info. (commit) - (Bastien Montagne) Prevent matching collection items only by their index if a name and ID are provided. (commit) - (Bastien Montagne) Avoid quadratic vertex valence complexity for corner normals (commit) - (_илья __) Improve performance and compression, always compress (commit) - (Aras Pranckevicius) Allow Preferences editor to be opened in Maximized Area (commit) - (Jonas Holzman) Gray out or hide asset shelf toggle if not available (commit) - (Julian Eisel) Center-align header modal status text (commit) - (Pablo Vazquez) Prevent automatic mode switching in certain scenarios (commit) - (Sean Kim) Remove liboverride UI dead code, improve UI messages. (commit) - (Bastien Montagne) Prevent ‘liboverride’ ‘decorator’ button to control keyframes. (commit) - (Bastien Montagne) Widen Preferences Window (commit) - (Pablo Vazquez) Theme: Move curve handle properties in common (commit) - (Nika Kutsniashvili) Generalized Alert and Popup Block Error Indication (commit) - (Harley Acheson) Tree View: Operator to delete with X key (commit) - (Pratik Borhade) Use UI_alert For Vulcan Fallback Warning (commit) - (Harley Acheson) Remove unused theme properties (commit) - (Nika Kutsniashvili) Warning When Dragging Non-Blend File Onto Executable (commit) - (Harley Acheson) “Duplicate Strips” also duplicates referenced IDs (commit) - (Falk David) Add copy and paste operators to preview keymap (commit) - (Ramon Klauck) Improve Histogram scope for HDR content (commit) - (Aras Pranckevicius) Add scene assets through strip add menu (commit) - (Falk David) Clear Strip Keyframes from Preview (commit) - (Ramon Klauck) Enable Pie Menu on Drag for Preview Keyframe Insert (commit) - (Ramon Klauck) Add “Mirror” menu to preview strip menu (commit) - (Ramon Klauck) Disable descriptor buffers (commit) - (Jeroen Bakker) Swap to system memory for device local memory (commit) - (Jeroen Bakker) Destroy resources in submission thread (commit) - (Jeroen Bakker) Update VMA to 3.3.0 (commit) - (Jeroen Bakker) Remove MoltenVK (commit) - (Jeroen Bakker) Enable maintenance4 in VMA (commit) - (Jeroen Bakker) Add message type for remote downloader messages to message bus (commit) - (Julian Eisel)
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  • يا جماعة، كاين خبر مفرح للجزائريين اللي حابين يسافروا ويتعاملوا مع الوثائق تاعهم في الخارج!

    الرئيس تبون وقع على مرسوم رسمي يدخلنا في اتفاقية لاهاي لـ 1961، وهذا كي يسهل علينا الاعتراف بالوثائق الجزائرية في كل بلاصة. يعني، ما بقاتش عندنا مشاكل مع الأوراق الرسمية، سواء في الدراسة ولا في العمل.

    شخصياً، مرّيت بتجربة صعيبة مع الوثائق كي كنت في الخارج، والحمد لله اليوم الأمور صارت أسهل بفضل هاد القرار. نحب نشجعكم لمتابعة الموضوع، لأنو كل واحد فينا لازم يكون عندو فكرة واضحة على حقوقه.

    سيبوا الأمور تمشي، والوقت مناسب للتفكير في المستقبل وتحقيق الأهداف!

    https://www.algerie360.com/tebboune-simplifie-la-reconnaissance-des-documents-algeriens-a-letranger/
    #الجزائر #وثائق #Tebboune #HagueConvention #DocumentsRecognition
    🌍 يا جماعة، كاين خبر مفرح للجزائريين اللي حابين يسافروا ويتعاملوا مع الوثائق تاعهم في الخارج! الرئيس تبون وقع على مرسوم رسمي يدخلنا في اتفاقية لاهاي لـ 1961، وهذا كي يسهل علينا الاعتراف بالوثائق الجزائرية في كل بلاصة. يعني، ما بقاتش عندنا مشاكل مع الأوراق الرسمية، سواء في الدراسة ولا في العمل. شخصياً، مرّيت بتجربة صعيبة مع الوثائق كي كنت في الخارج، والحمد لله اليوم الأمور صارت أسهل بفضل هاد القرار. نحب نشجعكم لمتابعة الموضوع، لأنو كل واحد فينا لازم يكون عندو فكرة واضحة على حقوقه. سيبوا الأمور تمشي، والوقت مناسب للتفكير في المستقبل وتحقيق الأهداف! https://www.algerie360.com/tebboune-simplifie-la-reconnaissance-des-documents-algeriens-a-letranger/ #الجزائر #وثائق #Tebboune #HagueConvention #DocumentsRecognition
    www.algerie360.com
    Le président de la République, Abdelmadjid Tebboune, a signé un décret présidentiel officialisant l’adhésion de l’Algérie à la Convention de La Haye de 1961. Ce […] L’article Tebboune simplifie la reconnaissance des documents algériens à l’étra
    1 التعليقات ·0 المشاركات
  • هل سبق لكم أن تخيلتوا قوة التعاون بين الشركات الكبرى؟

    اليوم، عندي خبر مفرح: Cognitect وليت جزء من عائلة Nubank! هذا التعاون هو خطوة جديدة في علاقة طويلة ومثمرة، ويفتح آفاق جديدة للـClojure في جميع أنحاء العالم. إذا كنتم مهتمين بالتكنولوجيا والتطورات الجديدة، لازم تقراو القصة الكاملة في المدونة تاع Cognitect.

    شخصياً، أنا متحمس جداً لهاذ التعاون، نعيشوا في عصر مليء بالفرص، وكي نشوفوا شركات تتحد، هذا يعطينا أمل كبير في المستقبل!

    خليونا نفكروا كيفاش هاذ النوع من التعاون يقدر يغير مشهد التكنولوجيا في بلادنا.

    https://clojure.org/news/2020/07/23/cognitect-joins-nubank
    #Cognitect #Nubank #Clojure #تكنولوجيا #ابتكار
    هل سبق لكم أن تخيلتوا قوة التعاون بين الشركات الكبرى؟ 🤔 اليوم، عندي خبر مفرح: Cognitect وليت جزء من عائلة Nubank! 🎉 هذا التعاون هو خطوة جديدة في علاقة طويلة ومثمرة، ويفتح آفاق جديدة للـClojure في جميع أنحاء العالم. إذا كنتم مهتمين بالتكنولوجيا والتطورات الجديدة، لازم تقراو القصة الكاملة في المدونة تاع Cognitect. شخصياً، أنا متحمس جداً لهاذ التعاون، نعيشوا في عصر مليء بالفرص، وكي نشوفوا شركات تتحد، هذا يعطينا أمل كبير في المستقبل! خليونا نفكروا كيفاش هاذ النوع من التعاون يقدر يغير مشهد التكنولوجيا في بلادنا. https://clojure.org/news/2020/07/23/cognitect-joins-nubank #Cognitect #Nubank #Clojure #تكنولوجيا #ابتكار
    clojure.org
    We are thrilled to announce that Cognitect is joining the Nubank family of companies. This is the next step in a long relationship, and opens new opportunities for Clojure worldwide. Please read the full story over on the Cognitect blog.
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  • واش راكم يا جماعة!

    اليوم حبيت نحكي معاكم على حاجة جديدة من OpenAI o1، وين سكوت وو، المدير التنفيذي والشريك المؤسس لـ Cognition، يشرح كيفاش الذكاء الاصطناعي يقدر يدير قرارات في البرمجة بشكل أقرب للبشر. يعني، تخيلوا كيفاش يقدر يتفهم الأشياء ويخدم معانا بطريقة أكثر مرونة!

    هذا الموضوع يخليني نفكر في كيفاش التكنولوجيا تتطور وتخدمنا بشكل أفضل. كيما كل يوم نسمعوا على innovations جديدة، لازم علينا نتعلموا ونتكيفوا مع التغييرات هذي. بصراحة، حبيت نشارككم التجربة ديالي لما جربت نستخدم AI في مشاريعي، حسيت بفرق كبير!

    المستقبل واعد، والأفكار الجديدة ممكن تكون عندها تأثير كبير على حياتنا اليومية.

    https://openai.com/index/o1-coding
    #برمجة #ذكاء_اصطناعي #OpenAI #Innovation #Coding
    واش راكم يا جماعة! 🌟 اليوم حبيت نحكي معاكم على حاجة جديدة من OpenAI o1، وين سكوت وو، المدير التنفيذي والشريك المؤسس لـ Cognition، يشرح كيفاش الذكاء الاصطناعي يقدر يدير قرارات في البرمجة بشكل أقرب للبشر. يعني، تخيلوا كيفاش يقدر يتفهم الأشياء ويخدم معانا بطريقة أكثر مرونة! هذا الموضوع يخليني نفكر في كيفاش التكنولوجيا تتطور وتخدمنا بشكل أفضل. كيما كل يوم نسمعوا على innovations جديدة، لازم علينا نتعلموا ونتكيفوا مع التغييرات هذي. بصراحة، حبيت نشارككم التجربة ديالي لما جربت نستخدم AI في مشاريعي، حسيت بفرق كبير! المستقبل واعد، والأفكار الجديدة ممكن تكون عندها تأثير كبير على حياتنا اليومية. https://openai.com/index/o1-coding #برمجة #ذكاء_اصطناعي #OpenAI #Innovation #Coding
    openai.com
    Scott Wu, CEO and Co-Founder of Cognition, explains how OpenAI o1 makes coding decisions in a more human-like way.
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