Supergiant Confirms Hades 2 Will Be a Nintendo Switch 2 Console Exclusive at Launch
The Nintendo Switch 2 remains gaming's hottest topic following last week's Nintendo Direct, which revealed key details about the once-enigmatic console. Supergiant Games made a surprise announcement today in a post from Nintendo of America on X (formerly Twitter), confirming that its next big title, Hades 2, will be a timed Nintendo Switch 2 console exclusive at launch. The Creator's Voice video post can be viewed below:
The first instalment in the Creator's Voice series featured FromSoftware's game director Hidetaka Miyazaki, who revealed that The Duskbloods — also announced during the Nintendo Direct — would be a Nintendo Switch 2 exclusive as well. In the post above, a message appears near the end of the video stating: 'Hades 2 launching first for consoles on Nintendo Switch 2. More information coming later this year.'
It's worth noting that Hades 2 has been in early access on Steam since 2024. The message specifically refers to a 'console exclusive,' suggesting the game will likely exit early access on PC at the same time it launches on the Switch 2. As for Xbox Series X/S and PlayStation 5 versions, players on those platforms will have to wait an undisclosed amount of time after the Switch 2 launch.
CGMagazine's Hades 2 preview reads: 'Hades 2 is not only a blast to play, but easily justified as a follow-up to arguably the best game in their repertoire,' so fans of the original Supergiant Games release will want to keep an eye out for the sequel's full launch. For those who want to dive into early access now, Hades 2 is available via its Steam page.
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WIRED
3 hours ago
- WIRED
Gamers Are Furious About the Censorship of NSFW Games—and They're Fighting Back
Jul 30, 2025 2:51 PM As industry groups decry censorship, players are flooding Visa and Mastercard with complaints and sharing the titles of delisted NSFW games to support developers. The logo of Steam, a video game digital distribution service and storefront developed by Valve Corporation, shown on a smartphone. Photograph:Trade organizations across the games industry and gamers are speaking out against censorship campaigns taking place across Steam and in an effort to help developers who have been unfairly impacted. The push against adult content is being driven by Australian conservative group Collective Shout, whose pressuring of payment processors has forced platforms to mass deindex NSFW content. In the wake of these delistings, which remove games from search, developers are scrambling to understand if their games have been impacted and why. On platforms like Bluesky, users are compiling lists of 'censored artists' with NSFW pieces and unsearchable Itch pages, whether it's games or comics, many of whom identify their work as LGBTQ+ or kink friendly. WIRED was able to find several of these pages via Google, all of which were tagged by their creators in that document as LGBT and NSFW, but not with Itch's search tools. According to the International Game Developers Association, a nonprofit that supports game developers, this kind of censorship disproportionately affects developers who are queer, trans and people of color, on top affecting a creator's income and reputation. 'The right to make mature games with legal adult content is a creative right, just like the right to tell stories about war, death, or love.' In a statement given to WIRED, executive director Jakin Vela says that the IGDA is 'seriously alarmed' by the delistings and payment disruptions of adult-themed games on Steam and Itch. 'Globally and politically, we are at a crossroads for developer rights, creative freedom, and platform accountability,' he says. 'The right to make mature games with legal adult content is a creative right, just like the right to tell stories about war, death, or love.' Over the past few months, Collective Shout has been campaigning to get 'rape and incest' games removed from online platforms. The group began applying pressure to payment processors such as Visa and Mastercard; Valve removed hundreds titles, some of which included incest. Other developers, however, such as the creators of horror game Vile: Exhumed , say their games did not violate these standards. ' Vile: Exhumed was not banned for its use of gore in storytelling, or violent themes,' wrote developer Cara Cadaver in an update. 'It was banned for 'sexual content with depictions of real people,' which, if you played it, you know is all implied, making this all feel even worse. I refuse to censor or make changes to the game, I will not retell a story about these topics in a way to make people who don't understand feel more comfortable.' Valve did not respond to a request for comment. Meanwhile, Itch has deindexed all adult NSFW content. According to GameFile, that applies to over 20,000 games. 'Our ability to process payments is critical for every creator on our platform,' founder Leaf Corcoran wrote at the time. 'To ensure that we can continue to operate and provide a marketplace for all developers, we must prioritize our relationship with our payment partners and take immediate steps towards compliance.' Itch did not respond to a request for comment. The company has suspended its Stripe payments on 18+ content 'for the foreseeable future' and is 'actively reaching out to other payment processors that are more willing to work with this kind of content.' Reached for comment, Stripe spokesperson Casey Becker said that the company does not comment on users. 'Generally speaking, we take action when we conclude that users violate our terms of service,' Becker says. 'We do not support adult content." The company has a longstanding policy of not working with adult content services. In a previous statement to WIRED, Collective Shout campaigns manager Caitlin Roper said the organization had had 'no communication with payment processors' outside of an open letter. In a blog posted July 28, however, Collective Shout says it 'approached payment processors because Steam did not respond to us.' According to experts, this is a powerful tactic known as financial censorship that weaponizes financial institutions' aversion to anything controversial. It essentially sidesteps a platform's own rules for what it will allow and puts that decision directly in the hands of payment processors, which impacts what companies are allowed to sell. 'Platforms have long had terms of service restricting content such as non-consensual acts, rape, incest, and material that violates payment processor guidelines,' says Vela. 'The concern today is not the existence of these rules, but rather that their enforcement is adversely impacting games that do not actually violate these restrictions, often without warning or explanation.' In response to one developer on Bluesky, Corcoran said the team is considering 'adding an update to the dashboard to more explicitly show indexing status when the dust settles.' Corcoran did not respond to a request for comment. The German games industry association, game, has called developers' artistic freedom 'fundamental to games as a cultural medium.' Managing director Felix Falk said in a statement that restrictions from payment service providers and gaming platforms should not override what's legally allowed, and that service providers like Visa, Mastercard, and PayPal's terms and conditions should not conflict with free expression. 'Creative forms of expression or certain themes as games, such as diversity, must not be targeted by individual interests or campaigns from particularly vocal groups, as is currently being observed on Steam or Falk said. The Entertainment Software Association, which represents the game industry in the US, declined to comment. The UK's trade organization for games and interactive entertainment, Ukie, did not immediately respond to a request for comment. In response to the Collective Shout's campaign and the subsequent fallout, the IGDA is gathering information from affected developers, which it says will guide its future actions. 'Games that feature consensual adult content, including queer, kink-positive, or romantic narratives, are easily targeted under vague or overly cautious enforcement, often forcing developers into silence or self-censorship because platforms fear perceived risks associated with hosting legal adult content,' says Vela. The IGDA is advocating for concerned parties to contact financial institutions like Mastercard and Visa directly, as well as support online petitions that ask these companies to stop interfering with entertainment and sex work. 'Mastercard and Visa have increasingly used their financial control to pressure platforms into censoring legal fictional content,' reads the campaign for a petition with over 185,000 signatures. 'Entire genres of books, games, films, and artwork are being demonetized or deplatformed—not because they're illegal, but because they offend the personal values of executives or activist groups' Mastercard and Visa did not respond to requests for comment. Since the delistings, gamers have been organizing on Bluesky, X, and Reddit, encouraging people to call companies like Visa, Mastercard, and Stripe to protest. One artist who makes adult content, who asked to remain unnamed out of fear of their financial accounts being affected, tells WIRED that they were 'hung up on twice by Visa' on Tuesday. 'The first time I was left on hold for about 10 minutes only to have the call suddenly disconnect. The second time I was told by a clearly frustrated rep that he would not connect me to a supervisor, and that Visa is no longer answering questions about policy.' The artist says that while they're approaching these calls as a consumer, because they sell comics on Itch, they're also directly impacted by the new policies. 'My audience, my friends, and my colleagues are all LGBTQ+, and are being overwhelmingly affected by this kind of censorship, where merely existing as a queer person is seen as inherently pornographic and fetishistic,' they say. 'I also want to stress that all of us are working and creating art well within the bounds of the law." The artist describes Collective Shout and Morality in Media as 'puritanical groups using the very real and legitimate fears of child exploitation to push through their right-wing policies.' In the adult entertainment industry, platforms have faced similar pressures involving anti-porn groups claiming to fight sexual exploitation by using payment processors to get content banned. Visa and Mastercard previously cut off payments to Pornhub; OnlyFans briefly banned, and then reversed a stance on sexually explicit content due to bank influence. Just this week, new child online safety laws in the UK kicked in that now require millions of adults to submit to ID document uploads, face scans, credit card checks, and more to access pornography; similar age-verification laws have been implemented in over 20 states. Critics say although these measures are aimed at protecting kids, they open the door for a mountain of privacy and surveillance problems. On its website, Itch has added an additional FAQ to address complaints, including addressing the difference between Itch and Valve's responses. Because Itch is not a closed platform like Steam, the post reads, it has minimal barriers to platform users publishing content. 'We could not rely on user-provided tagging to be accurate enough for a targeted approach, so a broader review was necessary to be thorough' the post reads. '…If we lose our ability to accept payments from a partner like PayPal or Stripe, we impact the ability of all creators to do business. Losing PayPal, for instance, would prevent us from sending payouts to many people.' The company says it is still waiting for final determinations from its payment processors.


The Verge
3 hours ago
- The Verge
PUBG's plan to beat Fortnite, Roblox, and every other game
Roblox and Fortnite are two of the biggest games around, and a huge part of why is because they aren't just one game: instead, they're vast platforms where you can party up with your friends, dress up in ridiculous digital outfits, and quickly jump from one experience to another. Back in the day, Fortnite copied PUBG by making a battle royale, and now, PUBG is mimicking Fortnite by trying to become more of a platform than a game. As part of a roadmap released earlier this year, PUBG developer Krafton said that it would let players create their own modes as part of an alpha, and it revealed more details about the alpha this month. This week, Krafton CFO Dongkeun Bae also discussed the company's vision for 'PUBG 2.0' in an earnings call. 'It will not just simply be a battle royale game per se,' he said through a translator. The game will also be 'a gameplay platform' and Krafton is developing 'wide-ranging modes under that objective.' It seems like this approach will be a lot like Fortnite's, which offers a mix of Epic Games-made modes and user-created experiences. Krafton also isn't just doing user-generated content (UGC) because it's 'currently the mainstream,' Bae said. With UGC, if it's opened up to the broader playerbase, players will be able to 'create many different things' with PUBG. The shift makes sense. By opening the PUBG — which is still one of the most-played titles on Steam — to different kinds of experiences, it could grow beyond just hardcore shooter fans. Fortnite's battle royale modes are still quite popular, but you can also play lower-stakes modes themed around Lego, navigating obstacle courses, racing, and playing music together. Epic has put a lot of effort behind expanding from just being a battle royale experience, even some of them, like a combat-free party island, haven't been big hits. And Roblox's user-made Grow A Garden, which is a farming simulator, has been breaking concurrent player records. In some ways, adding user-generated content is a continuation of PUBG and Fortnite following similar tracks. Like Fortnite, PUBG has big crossover events, for example. But PUBG's creator tools have a long way to go to catch up with what's possible with Fortnite and Roblox, though. Roblox was first released in 2006, and the company offers the Roblox Studio for making games and extensive resources for Roblox developers. And Epic is investing heavily in its Unreal Engine-level tools for making Fortnite experiences. But like with Roblox and Fortnite, PUBG players may have already invested time and money that makes switching over to a new game that much more difficult. By letting players make their own experiences, Krafton can keep those players interested in the PUBG universe and potentially pull in new ones. One thing Krafton may also learn from Fortnite: this kind of player-driven expansion can take a long time. Epic has been working and iterating for years to build up Fortnite's ecosystem of user-made experiences, and even then, Epic's own modes are usually the ones with the most players. It will probably take a while to know if Krafton's PUBG 2.0 plan is a winner winner chicken dinner. Posts from this author will be added to your daily email digest and your homepage feed. See All by Jay Peters Posts from this topic will be added to your daily email digest and your homepage feed. See All Analysis Posts from this topic will be added to your daily email digest and your homepage feed. See All Features Posts from this topic will be added to your daily email digest and your homepage feed. See All Fortnite Posts from this topic will be added to your daily email digest and your homepage feed. See All Gaming


Gizmodo
4 hours ago
- Gizmodo
Next-Gen Xbox and PlayStation Might Not Bore Us In the Switch 2 Era
Let's forget about the mudslinging that occurs when anyone brings up the two big console makers who don't have a big 'N' in their name. Instead, let's ask a simple question: what do we actually want from a next-gen Xbox or PlayStation? The latest rumors suggest 2026 could be a big year for Microsoft and Sony, as both may pump out new consoles with PC-level graphics capabilities and handheld gaming platforms to compete with the Steam Deck and Switch 2. The only caveat that's going to deflate our rising enthusiasm is the inevitable sticker shock of significantly more powerful consoles. First, let's look at what we know, what we don't know, and what's churned out from the ever-grinding rumor mill. Sony has yet to provide a hint of a next-gen PlayStation device, though Microsoft has effectively confirmed there's a new Xbox console coming. Sony won't be far behind. Reliable rumors from sites like Windows Central have mentioned that Microsoft was working on its own Steam Deck-like handheld device, but that's been pushed to 2026. In the meantime, our first taste of Xbox-branded hardware will come with the aid of Asus in the form of the ROG Xbox Ally and Xbox Ally X. Sony's only official nod to handhelds was it adding game streaming to its perfunctory PlayStation Portal. Xbox may be rushing out a whole new console for 2026, according to normally reliable leaker 'Moore's Law is Dead' on YouTube. The new console is reportedly codenamed 'Magnus,' and it will use AMD's latest Zen 6 CPU microarchitecture alongside new RDNA 5 graphics capabilities. Without actual specs, we can't say just how good it will be, but 'Moore's Law is Dead' suggested Xbox is aiming for twice the graphics performance of the PlayStation 5 Pro. It could have ray tracing capabilities, which offer more realistic lighting in games, and a stated graphics performance of up to 120 fps at 4K resolution. The leaker mentioned the next-gen Xbox GPU could have 68 compute units, the core clusters that normally define how capable an AMD processor is. With supposed specs stating the chip will be a 3nm processor with a 192-bit GDDR7 memory bus, it could be a fast and efficient chip for console gaming. 'Moore's Law is Dead' mentioned it could offer performance on par with an Nvidia GeForce RTX 5080, but we seriously doubt users can expect performance equal to a PC with those stated specs. What will give it a serious leg up is AMD's FSR 4 upscaling. Compared to earlier versions of AMD FidelityFX Super Resolution, the latest version is a proprietary technology for AMD chips that takes a frame at a lower resolution and massages it to look higher resolution—offering better performance. PlayStation's lead architect, Mark Cerny, has said Sony plans to bring FSR 4 to the PlayStation 5 Pro. That PS5 with the upgraded GPU could simply be a stopgap for what's coming. Multiple reports have stated PlayStation is crafting a handheld alongside a PlayStation 6, which rumormongers have dubbed 'Project Orion.' Previous rumors suggested that the PS6 is functionally complete, though whether it will come in 2026 or 2027 is still up in the air. We don't yet know if the PlayStation is working with AMD on similar chip microarchitecture for its console, but the handheld may be able to play PS5 games at lower power. Last week, Sony rolled out a console update that enabled a power savings mode. This change has leakers crowing that this will be the same technique used for a handheld to run at a lower resolution and save on battery. Imagine if the next-gen PlayStation and Xbox offered a PC-like experience without the obtuse cost of a modern gaming PC. Xbox President Sarah Bond has already suggested Microsoft's gaming arm is crafting something that will feel more like a PC. Sony will still be more constrained considering its love for its exclusive ecosystem, but even that's slowly changing. Sony has pushed most of its high-profile games to PC. A job listing for PlayStation suggests Sony wants to bring its games to Xbox and Nintendo consoles. The end result is more games will be available to both platforms. Even if these devices are cheaper than third-party PCs, they likely won't be cheap. Already, the Xbox Series X and PS5 are pushing the bounds of what players are willing to pay at $500 each. The $700 PS5 Pro initially sold well, but sales reportedly lagged behind the PS4 Pro in the beginning of the year, according to industry analyst Mat Piscatella. How much are players really willing to pay? If the 2026 consoles cost even more, they'll make the $450 Switch 2 seem like a bargain. Nintendo's sequel Switch has become the fastest-selling console ever in U.S. history, according to data from Piscatella's analyst firm Circana. At the very least, next year's hardware releases will be far from boring.