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"The Rogue Prince of Persia: A New Roguelite Experience Set in Hades"
“The Rogue Prince of Persia: A New Roguelite Experience Set in Hades”
12:13 pm

In a year where Hades II dominated the roguelite headlines, Evil Empire’s The Rogue Prince of Persia slipped by largely unnoticed. This is the second time Supergiant’s game overshadowed The Rogue Prince, with both titles entering early access at similar times last year.

In fact, the story you may best remember of Evil Empire’s game was the frothing criticism of the Prince’s art style – a unique blend influenced by Arabic miniatures, Mœbius comics, and the purple-skinned sprites from the 1990 PC CGA port of the first Prince of Persia game.

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"Kirby's Air Riders Gets Major Balance Revamp; Sakurai Will Not Pursue Further Modifications"
“Kirby’s Air Riders Gets Major Balance Revamp; Sakurai Will Not Pursue Further Modifications”
10:03 am

### Kirby Air Riders: Recent Update and Its Future

The cherished *Kirby Air Riders* has just received its initial major update, potentially marking one of the game’s final significant developments. Under the guidance of the esteemed Masahiro Sakurai, the game was positioned as a distinct installment in the franchise, notably steering clear of the extensive downloadable content (DLC) approach prevalent in *Super Smash Bros. Ultimate*. As Sakurai noted, the aim is to craft a balanced experience that endures without necessitating constant adjustments.

#### Key Features of the Update

In its newest patch, *Kirby Air Riders* has seen considerable balance refinements. This encompasses modifications to various vehicles and crucial bug fixes aimed at improving gameplay quality. Players have voiced their approval of these adjustments, emphasizing a preference for games that provide a stable experience rather than ongoing evolution.

One character, Rick, underwent specific modifications, with changes made to his abilities and stats. Different vehicle types were rebalanced, including reductions for Star-types while Tank-types received boosts.

One particularly noteworthy patch note pointed out an unusual bug related to the Gummies screen: “An error will occur when opening the Gummies screen in the Collection menu when the number of Gummies is between 8,285 and 8,626.” This highlights the quirky aspect of debugging in video games.

#### Community Response

Player reactions have primarily been positive, with many expressing relief over the absence of a continuous DLC model. Some nostalgic fans fondly recalled playing the original *Kirby Air Riders* on GameCube for years without the need for updates, underlining the satisfaction of enjoying a finished game.

Sakurai, in his communication regarding the update, confirmed that the development team would soon disband as they wrap up the game. He assured players that while minor tweaks may occur, the objective is to present a balanced game that can be enjoyed well into the future. This commitment to quality without the expectation of frequent updates aligns closely with the original intent when the game was first unveiled.

#### Looking Ahead

As speculation increases about Sakurai’s next endeavor, particularly concerning a potential new *Smash Bros.* title for the awaited Switch 2, the conclusion of *Kirby Air Riders* development raises questions about the trajectory of future Nintendo titles. Sakurai has clearly indicated in previous statements that *Kirby Air Riders* was developed with a focus solely on its original content, differentiating it from the ongoing content development seen in other franchises.

In the broader context of gaming, the approach embraced by *Kirby Air Riders* signifies a strategic decision to deliver a comprehensive experience from the beginning rather than one that depends on uninterrupted content expansion. As players explore the recently updated game, the community’s sentiment appears to align with the idea of relishing a refined, complete gaming experience.

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Doom Developer Studio Forms Union Representation
Doom Developer Studio Forms Union Representation
9:03 am

The group responsible for *Doom: The Dark Ages* has recently formed a union, highlighting a rising trend of labor organization in Microsoft-owned game development companies. By taking this step, they align themselves with numerous developers from renowned firms like Blizzard and Bethesda, striving to gain a voice in essential workplace matters, particularly those related to layoffs.

On Friday, about 165 employees at id Software revealed their unionization with the Communications Workers of America (CWA). This union is characterized as a “wall-to-wall” organization, which means it includes all non-managerial developers at the studio, irrespective of their positions, whether they are artists or engineers. The push for unionization came after substantial layoffs at Microsoft, leading to the cancellation of entire projects and the disbandment of the teams that worked on them.

Andrew Willis, a producer at id Software, highlighted the necessity for such a union, stressing the significance of developers uniting to challenge unilateral choices made by industry leaders. He remarked, “The union is a means for us, the developers, to regain control over the industry we cherish and to guarantee that it produces high-quality products from dedicated workers who receive health benefits and have longevity beyond mere quarterly profits.”

Union activities within the gaming sector have been gaining traction, with various protests, including one featuring around 40 game developers during the Game Awards, showcasing ongoing labor issues.

Founded in 1991 by trailblazers like John Carmack and John Romero, id Software is renowned for its groundbreaking advancements in 3D gaming, with landmark titles such as *Wolfenstein 3D* and the original *Doom*. The studio later merged into Bethesda’s parent company, Zenimax, in 2009, and was acquired by Microsoft in 2021 for over $8 billion. Earlier this year, the studio launched *Doom: The Dark Ages*, which earned several nominations at The Game Awards 2025, securing the honor for best accessibility options.

This recent union formation comes on the heels of earlier labor organization attempts at id Software, including the successful unionization of the QA team. In a noteworthy achievement this year, Bethesda Game Studios completed its initial collective bargaining agreement with Microsoft, which provides a blueprint for other teams within the company aiming to negotiate working conditions concerning pay, remote work, and severance.

Caroline Pierrot, a senior VFX artist at id Software, expressed her pride in being part of the organizing movement, highlighting the capacity of unions to empower employees and positively shape the future of the gaming industry. As labor organization continues to evolve in this field, workers are increasingly pursuing cooperative methods to tackle the volatile nature of their industry and advocate for improved conditions.

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