How Obsidian became Xbox's most prolific studio: "There's not a lot of studios at Microsoft that have an entire external developer making the whole game for them"
When you buy through links on our articles, Future and its syndication partners may earn a commission.
2025 is the year of Obsidian Entertainment. Formed 22 years ago, the legendary RPG maker responsible for Pillars of Eternity, Fallout: New Vegas, Alpha Protocol and countless other video games is on something of a hot streak.
Microsoft Gaming purchased Obsidian in 2018, folding the team into the Xbox Game Studios group. Since then it has wrapped production of The Outer Worlds; released Grounded, supporting it through years of early access and regular content drops; released Pentiment in 2022, and Avowed in 2025 following a short delay; and managed to bring Grounded and Pentiment to PS4, PS5, and Nintendo Switch as part of Microsoft's multiplatform initiative. If that weren't enough, it also has The Outer Worlds 2 and Grounded 2 set to release this year.
It's a lot, particularly for a first-party studio operating within the Xbox ecosystem. I was keen to understand how the studio has managed this flood of new releases, and thankfully the teams at Obsidian Entertainment were only too happy to answer.
When Xbox revealed Grounded 2 at the Xbox Showcase, it announced that "Obsidian and Eidos Montréal have joined forces to bring you the next chapter with even more depth, danger, and discovery to experience." The way development responsibilities have been split between the two award-winning teams says a lot about the flexibility Obsidian has been afforded by Xbox Game Studios.
"Grounded 2 is actually a good example of our growth as a developer. We could not do what we're doing right now if we didn't have great development partners and co-dev partners," says Feargus Urquhart, studio head and CEO at Obsidian. "That's one of the big transitions for us"
Urquhart says that it has long been his ambition for Obsidian to scale beyond the boundaries of a traditional studio, simply shifting from one project to the next. "With Pillars of Eternity 2, we signed up a publisher late because we really wanted to start publishing games ourselves. We didn't really have the people internally, so we hired some people in but it didn't really work out. So unlike CD Projekt RED, BioWare, and others who were on the cusp of becoming publishers we weren't getting there."
"We wound up talking to Eidos about some other stuff and it turned out that they had a small team who absolutely loved Grounded"
Chris Parker, game director
"This isn't me saying that Microsoft is allowing us to become a publisher," he laughs. "It's more that the acquisition has allowed us to become a more multi-faceted developer, which is what I've always wanted to do." This is a key component behind how Obsidian has been able to scale so quickly, and maintain such a rapid-fire release schedule. Urquhart adds: "It's allowed us to sign up external teams. There's not a lot of studios at Microsoft that have an entire external developer making the whole game for them."
Grounded 2 has been in development for just under two years, meaning it entered production around a year after the release of Grounded 1.0 and a year before the survival-adventure made its way to PS5, PS4, and Nintendo Switch. Around this same time, Obsidian was juggling development of Avowed and The Outer Worlds 2. Grounded attracted over 25 million players into the backyard, it's popular and there were demands for more; but how could Obsidian have possibly squeezed in a sequel?
"The Grounded team was relatively small, it maxed out in the 20s," says Chris Parker, Obsidian co-founder and Grounded 2 game director. "When we started thinking about doing Grounded 2 it was fortuitous how it worked out, actually, because we wound up talking to Eidos about some other stuff and it turned out that they had a small team who absolutely loved Grounded. They were almost pitching us on the sequel."
From there a "significant team up at Eidos" and a "relatively large group at Obsidian" came together to push Grounded 2 through production. Grounded 1's game director Adam Brennecke, its lead programmer Roby Atadero, art director Kazunori Aruga, along with six other principal leads and a small internal steering group at Obsidian joined Parker to collaborate closely with Eidos. "We are constantly at each other's offices. We're talking about stuff daily. It's a really healthy relationship. And because they actually love the game at Eidos, it's not like this dispassionate contractor that we've hired. They are bringing all their own stuff to the table," says Parker.
Grounded 2 producer Miles Winzeler adds: "Obsidian and Eidos have similar design goals as studios. We mesh really well together. It's also the difference between the two of them that's been a big strength. It means Grounded 2 will feel like its own piece, as they are able to flex what they're best at, too."
Urquhart uses Voltron as his point of reference to describe how external teams join together with Obsidian to create something bigger, more powerful. He tells me that before the 2018 acquisition into the Xbox Game Studios group, Obsidian largely handled work in-house outside of VO, QA, and localization departments. But support from Xbox has allowed the studio to expand here in all areas of design, and reconnect with friends and former developers from across the years.
Obsidian is collaborating with Aspiring Unicorn, UI and UX experts working across The Outer Worlds 2. There's a relationship with Digimancy Entertainment, founded by Obsidian veteran George Ziets, and with Beamdog – co-founded by Trent Oster of BioWare, who Urquhart first encountered while working on Shattered Steel at Interplay two decades ago. Urquhart is quick to shout about these relationships (and plenty more of them). Both as an example of the ensuring legacy of Obsidian and how the studio is able to grow the scope of its projects without growing the studio too quickly.
"The idea is not to be doing way more than what we're doing right now"
Feargus Urquhart, studio head and CEO
Still, I wonder whether an increasing reliance on co-dev and outsourcing risks diminishing the identity of an Obsidian game. Urquhart says it's better to think of it as augmenting. With the right people in place, scaling this way is only to the benefit of the games coming out of the studio. "The person in charge of the day-to-day collaboration with Eidos Montreal is Chris Parker, right. He was the producer on Baldur's Gate 2 and he has this length of experience working with external developers. It comes back to this question of, 'What are our strengths?' 'Do we have the people who do these things?'"
"The idea is not to be doing way more than what we're doing right now, but I think we've hit a really good size and a really good amount of things we can do. I can still be involved in all of it too, and not lose my mind – at least no more than I already have," he laughs. "You know, Obsidian was founded by three producers, a designer, and a programmer. The intent was always to do this with our projects. Back then it was a little bit more for survival, now it's because I think it makes us better game makers."
Working with external development partners is one piece of the puzzle, but not the entire picture. One way Obsidian is able to unleash Avowed, Grounded 2, and The Outer Worlds 2 within a single year is partly because of its ethos as a group: "Perfect is the enemy of the good," says Urquhart. "Our job is to make amazing games, not perfect games."
In a world where six-to-eight years is threatening to become the standard timeframe for AAA, first-party game development, seeing Obsidian become so prolific has been great to watch from a distance. Taken at an individual level, the studio is delivering exceptionally fun titles that share a consistent quality – they aren't necessarily changing the video game industry in a fundamental way, but then I suspect that they aren't supposed to.
"We've made sure to never lose the muscle memory of having multiple teams, and of having the teams build off of each other"
Justin Britch, executive producer
"There was a big push for a long time of everything needing to be bigger, better, and perfect, and 'ahhhh'," screams Urquhart, before chuckling: "hey, you know what 'ahhhh' means." What he's saying here is that this need for first-party studios to be operating on a level above the rest of the industry "can lead to trying to move on too many fronts at once." He adds: "That's the biggest thing for us, identifying what we are good at, what we can do with the time that we have, and then just focus on the content that we're creating – because that's what the player actually plays!"
The sentiment that "our job is to make amazing games, not perfect games" feels like a healthy outlook to have. The industry is in a bit of a difficult position right now. The cost of video game development is spiralling, with some of that cost starting to come back on the consumer – The Outer Worlds 2 will be Xbox's first game priced at $80. The playerbase is increasing, albeit focused on a smaller selection of titles thanks in no small part to the live-service explosion in 2017. And it seems like we're barely able to go a month without some prominent, legendary development studio suffering layoffs (something the Xbox Game Studios group hasn't been immune to either). Is there not a pressure to deliver "perfect" in this environment?
"Nobody at Xbox is putting that pressure on us," says Marcus Morgan, executive producer of Grounded 2. "But it's there in the back of our minds, right? It's something we think about, and something we talked a lot about early on. There were even some moments of like, teenage years, growing through becoming a first-party studio where we wrestled with that pressure."
"In one of the first meetings that we had with [Matt Booty, president of game content and studios] and the rest of Xbox after the acquisition, they asked us to continue being true to who we are and they have given us the space to do that. We've made sure to never lose the muscle memory of having multiple teams, and of having the teams build off of each other. We haven't lost that rhythm post-acquisition," adds Justin Britch, executive producer of The Outer Worlds 2.
"Every studio has its own role to play in the industry, and its own role to play within the organization that it's in… We want to make games that we're really proud of and get them out into the world. That's our role, and we've been really fortunate to be able to do that within the Xbox ecosystem."
Both Morgan and Britch point to Obsidian operating with multiple teams shifting between projects as a point of pride. "We've always been a multi-project studio," says Morgan. "We always have multiple teams working on multiple games, which is somewhat unique – especially in the first-party ecosystem."
This way of operating, Britch tells me, intersects directly with another focus for Obsidian: "We have a principal at the studio about building on past success. Some of the studios who I really admire have this iterative approach and keep building on a formula. We try to do the same. We try to keep pushing things forward while recognizing what really worked well; we don't need to reinvent the things that really matter."
"That's a component of how we're able to ship multiple games and keep shipping them, because we're so focused on building on our past successes, making them better while making sure that we aren't throwing everything out and starting over every time, because that can make it take a really long time to bring out new games," he adds.
"We're just becoming what we've always wanted to become"
Feargus Urquhart, studio head and CEO at Obsidian
"Another major thing is that you learn when you ship," says Urquhart, speaking to Obsidian's dedication to shorter development cycles. "Not only do you learn because you actually finish a project, but you learn because your game goes out there and people tell you what they really think of it. The longer you go between those cycles, the less you're learning."
At this point Urquhart points to Baldur's Gate 3 as an example, something that happens countless times during our conversation – clearly the Larian RPG is on the veteran RPG maker's mind. "The only reason Baldur's Gate 3 can exist is because Divinity Original Sin 2 existed. If Larian took 10 years to develop Original Sin and then 10 years to develop Original Sin 2, then there's no Baldur's gate 3. That's what's super important to me. The idea is that when we ship, we learn; the pursuit of perfection leads to not shipping."
A phrase that Urquhart likes to wheel out is "constraints breed creativity." What's interesting here is that, for Obsidian, the constraints seem self-imposed. There's a strong impulse to continue iterating on its foundations, rather than rip them up to try and build something more audacious. A desire to work with external developers and partners rather than grow too quickly, a mind-share of expertise internally and across the industry. And it's in the combination of all of these things which has allowed Obsidian to become the most prolific studio within the Xbox Game Studios group.
"Remember, even the work that's done outside of Obsidian comes back inside the building, and that builds on what we're doing" says Urquhart. "There's technology from Grounded that's in Avowed, technology from Avowed that's in Grounded 2, and so on. I'm super thankful that Microsoft has allowed us to build out this group of developers and support networks, and that it just lets us be… Obsidian. We're just becoming what we've always wanted to become, which is this more well-rounded group who is able to take on a lot more of the stuff that we've always wanted to do."
The upcoming Xbox Series X games lineup includes Grounded 2, which launches into Game Preview, Game Pass, and Steam Early Access on July 29, 2025. It is followed by upcoming Obsidian game The Outer Worlds 2 on October 29, 2025 where it will release for PC, PS5, Xbox Series X, and Game Pass. Avowed launched on PC and Xbox Series X on February 13, 2025.
Exclusive | Inside Xbox Play Anywhere: As Xbox Play Anywhere takes center stage, the future of Xbox has never been clearer. To learn more about the initiative, we spoke to leaders from across Xbox Game Studios: "Our plan is to keep making amazing games and have them reach as many players as we can"Gears of War: Reloaded campaign preview: If playing this classic campaign co-op with one player on a PS5 and the other on an Xbox Series X is wrong, then we don't want to be right. This is shaping up to be the terrific and loving re-release that builds on the success of Gears' 2015 Ultimate Edition.Gears of War: Reloaded multiplayer preview: Both the best and worst thing we can say about returning to the multiplayer mode that once defined our lives is – it's still Gears of War. Chunky, uneven, and punishing. It's a tricky proposition in 2025, but we're so glad Gears is back in action.Ninja Gaiden 4 hands-on preview: It's clear from slicing and dicing waves of enemies that, yes, the joys of the best 3D games in this series are back (and yes, we did manage to beat the boss fight). Talking to the devs, we reflect on the evolution of the action game genre over the last decade.Ninja Gaiden 4 interview: Team Ninja and PlatinumGames say that "Soulslikes have kind of taken center stage" since the last installment to the Ninja Gaiden series, but the devs promise that "we are going against the trend in that way" with the upcoming 2025 release of Ninja Gaiden 4.Grounded 2 hands-on preview: 30 minutes with a survival game like Grounded 2 is just scratching the surface, but we are already hooked. Talking with the devs, they explain why now was the right time to jump into a full, numbered sequel.Is Grounded 2 an Xbox exclusive? Obsidian won't rule out bringing Grounded 2 to PS5 and other platforms in the future (just as its predecessor did in 2024), but says that this initial release is "all about being in Game Preview and Early Access"Grounded 2 player count: Everything is bigger in Grounded 2, but Obsidian never considered stretching beyond four-players. Speaking to GR+, the studio says doing so "would have undermined what Grounded was really about."Grounded 2 roadmap: Obsidian is targeting updates every "four to five months" after the studio learned the hard way: "When we started with Grounded 1 in early access we were trying to do monthly updates – that was a hassle and it didn't work"ROG Xbox Ally X hands-on preview: With its first handheld, Xbox's 'Play Anywhere' strategy is coming into sharper focus. And I'm not saying I regret buying a Nintendo Switch 2 at launch... but the ROG Xbox Ally X is almost everything I want from a new Xbox handheld.The Outer Worlds 2 hands-on preview: This sequel feels like one of our favorite RPG devs (they also made Fallout: New Vegas and Avowed) finally got the resources to make a new sci-fi adventure with the scope they deserve. Full of details, choices, and great action, this is shaping up to be exceptional.The Outer Worlds 2 exclusive interview: With The Outer Worlds 2, Obsidian Entertainment is dedicated to making sneaky playstyles truly viable in its upcoming sequel: "We have a strike team going room-by-room to see if we can stealth properly through each location"The rising cost of video games: The Xbox Showcase confirmed that The Outer Worlds 2 will be the first video game out of Xbox Game Studios in 2025 to cost $80. Obsidian Entertainment says we don't set the prices for our games" and wishes "everybody could play" its new RPG.
Hashtags

Try Our AI Features
Explore what Daily8 AI can do for you:
Comments
No comments yet...
Related Articles


Digital Trends
an hour ago
- Digital Trends
Windows has a major AI problem, and it's pushing me closer to Apple
Just over a year ago, Apple Intelligence was announced. It continues to be somewhat of a 'meh' affair compared to other rival products like Microsoft's Copilot and Google's Gemini. What was not 'meh' was the support for Apple's generative AI bundle, which extended all the way back to the M1 silicon introduced in 2020. Even the fresh batch of AI features — such as live translations and intelligent Shortcuts — are fully supported on the machines that will soon be five generations old. I can't say the same about Windows and its AI-powered rebirth with the Copilot package. Before confusion ensues, let me clear things up. Recommended Videos Copilot is a suite of AI features, just like Gemini or Apple Intelligence. Then we have Copilot+ machines, which is a branding for PCs that meet certain hardware-level requirements to enable AI-powered features on Windows laptops and PCs. Here's the weird part. A healthy bunch of Intel silicon launched in 2025 — even those in the powerful 'H' class — don't meet those AI processing requirements. All of it has created a weird kind of divide in the Windows ecosystem where certain advanced AI features are locked to a handful of cheaper machines, even if you paid a much higher price to get a laptop with a far more powerful processor. Oddly, it's not just the hardware, but the software experience that now feels different. Copilot+ is not merely AI hype Before we get into the hardware limitations, let's break down the features. Copilot+ machines require a powerful hardware chip for AI acceleration to enable certain features, down to the OS level. For example, in the Settings app, Microsoft is pushing its own Mu small language model (SML) that runs entirely on the NPU. The NPU on a chip, however, must meet a certain performance baseline, something not even Intel and AMD silicon launched in 2025 fulfill universally. Let's start with the AI-powered Settings app interactions. It can now understand natural language queries and make suggestions so that users can directly take action with a click. If you type something like 'My screen doesn't feel smooth,' the Settings app will show a dialog box underneath the search bar, where you get an actionable button to increase the refresh rate and make the interactions smoother. Apple is chasing something similar and has implemented it within the Spotlight system in macOS Tahoe. Next, we have Recall. It's like a time machine system that takes snapshots of your PC activity in the background and analyzes them contextually. In the future, if you seek to revisit or find something, you can simply type a natural language query and find a record of the activity, complete with a link to the webpage or app you were working with. It almost feels magical, and you can read more about my experience here. The crucial benefit is that a healthy bunch of Copilot+ AI features will run on-device, which means they won't require an internet connection. That's convenient, but in hindsight, it's a huge sigh of relief that all user activity remains locked to your device and nothing is sent to servers. Copilot+ hardware also enables a bunch of creative features such as Cocreator and Generative Fill in Paint, Super Resolution, Image Creator, and Restyle in the native Photos app. But there are a few that are meaningful for day-to-day PC usage. With Click to Do in the Snipping Tool, the AI analyzes the text and image on the screen, somewhat like Google Lens and Apple Intelligence. You can select text, look it up on the web with a single click, send email, open a website, summarize, rewrite, and take a wide range of image actions such as copy, share, visual search in Bing, erase objects, remove background, and do more — without ever opening another app. On the more practical side of things, we have translated Live Captions that cover over 40 languages. The translation and captioning happen in real-time and work during video calls and video watching, too. Finally, we have Windows Studio Effects, which can perform chores such as automatic frame adjustment, portrait lighting tweaks, switch background effects, minimize noise, and even make gaze adjustment. The Copilot+ hardware wall Even if you splurge $4,899 on a Razer Blade 18 with an Intel Core Ultra 9 275HX processor and Nvidia's top-of-the-line GeForce RTX 5090 graphics, your beastly gaming laptop still won't be able to run the Copilot+ features in Windows 11. That's because the NPU on this processor can only manage 13 TOPS, but a pint-sized $800 Microsoft tablet with a Qualcomm Snapdragon X processor can handle all the exclusive Copilot+ features just fine. It's disheartening, because the Copilot+ experiences in Windows 11 are meaningful OS advancements. Most of them, at least. I have used a few of them extensively, and they feel like a practical evolution. Yet, depriving machines that merely miss out on a powerful NPU, despite packing plenty of compute and graphics processing power, is simply unfortunate. Microsoft has laid out tight hardware requirements for machines that can bear the Copilot+ badge — 256GB of storage, 16GB DDR5 RAM, and a processor with a dedicated AI accelerator chip that can output a minimum of 40 TOPS performance. That's a bottleneck from both ends. First, there are still a healthy bunch of machines that ship with 8GB of RAM, and that too, the DDR4 type memory. Take, for example, the Asus Vivobook 17, which costs $700 and ships with 8GB of DDR4 memory on the entry-point configuration, even with the variant that packs a 13th-generation Intel processor. Let's say you pay up to reach 16GB of RAM. Despite that added stress on your wallet, you are still limited by the RAM type and won't be able to run Copilot+ tools on the machine. It's worth mentioning that there are a LOT of Windows machines that still pack 8GB of RAM, and even when they go up to 16GB capacity, they still rely on the DDR4-type memory. Now, it's time to address the elephant in the room. The silicon situation. The latest from Intel is the Ultra 200 series processor family, which is bifurcated across Arrow Lake and Lunar Lake lines. These Ultra 200 series processors are available in four formats: V-series, U-series, H-series, HX-series, and H-series. Out of the four brackets, only the V-series processors support Copilot+ experiences on Windows 11. Even the enthusiast-class H and HX series processors don't meet the NPU requirements, and as such, they are devoid of the Copilot+ AI features. As perplexing as the situation remains with Intel Core 200 series silicon, the situation with AMD and its Copilot+ readiness isn't too different. At the moment, only AMD's Ryzen AI 300 series processors fall under the Copilot+ bracket. That means if you invested in a top-shelf AMD silicon in the past few years, or even aim to build an AMD gaming rig this year, you either lose out on Copilot+ perks or must pick from the Ryzen AI 300 series line-up. Even older Macs do better The situation with Copilot+ is weird because it has created fault lines in the Windows 11 experience that don't make sense, neither from a price perspective, nor from a firepower angle. It even makes one feel bad about spending a fortune on a top-tier Intel processor, only to find it locked beyond next-gen AI features in Windows 11 because the NPU isn't up to the task. The only other option is to pick a Qualcomm Snapdragon X-series processor. But in doing so, you run into the compatibility hurdles that come with Windows on Arm. Plus, the GPU limitations rule out gaming or other demanding tasks where you need a powerful GPU. Right now, it seems like Copilot+ is a bag of serious caveats. And as Microsoft's team comes with more AI-first experiences, the gulf within Windows 11 is only going to widen. An $800 Copilot+ machine will run native AI experiences that even a powerful desktop won't be able to handle in the near future. The situation within the Apple ecosystem is just the opposite. Even if you have a nearly five-year-old M1 MacBook Air, you can run all the Apple Intelligence features just fine. Now, one can argue that AI is not the deciding factor for picking up a laptop. But as companies like Microsoft, Apple, and Google deeply integrate AI packages such as Copilot, Siri, and Gemini across their OS at the native level, these AI features will essentially serve as a key computing evolution. Google has already given us a glimpse of how tightly interweaving Gemini across its Workspace tools can flesh out, and somewhat similar is the progress of Apple Intelligence within maCOS. But when it comes to the OS-level AI progress, it's Microsoft that finds itself in an odd place where a huge chunk of Windows 11 users are going to feel left out, while macOS users will move forward just fine even on aging hardware.


Gizmodo
an hour ago
- Gizmodo
Meta's Xbox-Branded Quest 3S Just Sold Out for All the Wrong Reasons
Everyone loves limited-edition stuff. There's Sony's 30th anniversary PS5, or Analogue's many limited edition Pocket handhelds, or— I don't know—the Shamrock f***ing Shake. But there's one type of person who loves limited-edition stuff more than your average consumer, and it's a scalper. For proof of that, see Meta's recently released Xbox-branded Quest 3S. See Meta Quest Xbox Edition at Best Buy In case you missed it, Meta's new limited-edition Quest 3S bundle just recently sold out, which on the surface sounds like a great thing for VR and XR. You may be tempted to say, 'Oh, wow! People really like XR headsets, huh?' But before you do that, it may also be worth taking a short gander at eBay, because the resale market over there paints a slightly more cynical picture. It's full of Xbox-branded Quest 3S bundles, folks—and they ain't just giving them away. This bundle, for reference, retails at $399, and the average price I'm seeing on eBay is about $600, though sometimes a little more or a little less. Here is the sad state of affairs on eBay as of the time of typing these words: The list goes on and on, unfortunately, which tells me one thing: the scalpers had a field day with this thing. And that's just kind of sad. It's not sad that someone would want to make money from reselling a limited-edition gadget—as annoying as scalpers are, I can't blame anyone for having a side hustle in this economy. But it is sad that Meta seemingly didn't do much to preserve its limited-edition Quest 3S for XR nerds who unequivocally deserve first dibs. It's also maybe a little sad—as someone who borders on said XR nerd identity—that the race to being out of stock may not actually be driven by real demand. XR headsets, while not the most crucial gadget in the world, are pretty cool and deserve more shine than they get, in my humble opinion. It would have been nice to see them really break through with a little help from an Xbox marketing gimmick. But as always, the almighty aftermarket prevails. To be fair, I'm sure not all of the sales were scalpers trying to make a buck off the XR headset's rarity. Some people, I presume, bought it because it's a pretty good deal for getting into XR—you get a sleek black headset with Xbox green details, Meta's Elite Strap for your head, and a limited-edition Xbox controller to top it off. Based on the retail price of all of that, this bundle saves you somewhere in the ballpark of $95. Some people bought this bundle because of Xbox, too. Here's one instance in which someone seems to have pulled the trigger on this bundle just for the controller. Honestly… respect. That's much more pure than trying to spin the whole thing around for $200. The idea that someone buys the new Quest colorway just to nab the limited edition Xbox Controller and sell the rest is really comical.. — SadlyItsDadley (@SadlyItsBradley) June 27, 2025Listen, scalpers are an inevitable fact of life nowadays when you're buying any gadget that's even slightly in demand. Like it or not, that's just the world we live in—one colored by bots and dropshipping. But I'd be lying if I said that it wouldn't have been nice to see a little effort on Meta's part to prevent that. It can be done! Just look at the Switch 2 launch. People have been resorting to cartoonish levels of robbery to get their hands on it—that's how in-demand this thing is—but Nintendo, with a little bit of forethought, has kept the scourge of scalpers to a dull roar. I guess Meta probably doesn't care that much either way, though. A sale is a sale, whether it ends up on eBay or on your dorky XR- and Xbox-loving head. Sadly, if you're in the latter camp, it looks like the aftermarket is your only option right now. Thanks, Zuckerberg. Just because you look like a dropshipper doesn't mean you have to act like one. See Meta Quest Xbox Edition at Best Buy


New York Post
an hour ago
- New York Post
This $199 Windows 11 Pro license is only $15 through tomorrow
Discover startups, services, products and more from our partner StackCommerce. New York Post edits this content, and may be compensated and/or receive an affiliate commission if you buy through our links. TL;DR: You have one day left to score Microsoft Windows 11 Pro for only $14.97 (reg. $199) through June 29. We could all use a summer refresh — even our dusty old electronics. Give an old PC an upgrade with this Microsoft Windows 11 Pro license. But you're going to have to act fast — it's only on sale for $14.97 (reg. $199) through tomorrow. Skip shelling out for a brand new computer. For just $15, you can modernize an older device with this Windows 11 Pro license. This new operating system was made with the modern professional in mind, so you can take advantage of plenty of perks created to streamline your workflow. Advertisement Enjoy a seamless interface, snap layouts, improved voice typing, and a more powerful search experience with Windows 11 Pro. This license also gives you access to Microsoft Teams, Azure HD, Hyper-V, and Windows Sandbox. And when you want to take a break, DirectX 12 can take your gaming experience to the next level. Want to travel lighter? Windows 11 Pro supports touchscreen functionality, so you can leave the mouse and keyboard behind. And if you've got a question, just ask Copilot, your very own AI-powered assistant right on your desktop. Windows 11 Pro prioritizes your cybersecurity, featuring advanced security measures such as biometric logins, encrypted authentication, and enhanced antivirus features. Be quick to secure a Microsoft Windows 11 Pro license for only $14.97 (reg. $199) through June 29. StackSocial prices subject to change.