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The developer behind Russian roulette anime game Drunken Goddess Reflux has canceled its plans for a public Steam demo, citing concerns over potential AI copycats.
Alliance Arts and Who You's path to launch has seemingly been mostly bump-free since it was announced back in April. Featuring ghostly pinks and purples and a gameplay premise described as "shot glass Russian roulette with a demon who loves you enough to kill you," the recent reveal that it would launch this December only made its future feel clearer.
Part of that release date announcement included the promise that a demo would launch October 19, but as explained in an update post on Steam, those plans have changed. What was originally intended to be a public release for the Drunken Goddess Reflux demo has now been canceled in favor of a "closed play session for a limited number of participants." It's a last-minute move Alliance Arts apologized for, but its concerns related to rapidly advancing AI technology were simply too great to ignore.
"We are concerned that, based on the content of the demo, works imitating or replicating this game's presentation and gameplay could be quickly produced using AI or other tools and released ahead of the game's launch," the developers said in their list of concerns.
In other words, sending a demo out into the wild could open the door for nefarious individuals to use AI to generate a low-effort clone or copycat experience. For a team hoping for a successful launch in just a few months, someone coming in to steal its thunder could potentially throw a wrench into things.
Alliance Arts' fears emerge amid a time when AI is seeping into the gaming industry in ways most may not have ever expected. For example, mods – including mashups of Elden Ring and Super Mario 64 or Call of Duty: Modern Warfare 2 and Skate – have regularly gone viral on social media in recent weeks. With the controversial technology expanding in new, unforeseen ways every day, it's a risk the Drunken Goddess Reflux weren't willing to take.
Another bullet point concern listed in its message detailed restrictions on posting and streaming gameplay videos, but as the team explained, they "are not currently in a position to properly handle and manage those restrictions." With limited resources to keep nearly unrestricted access to a demo in check, Alliance Arts is moving forward with that closed demo.
"We will therefore hold online play sessions in a closed environment," the developer added, "open to those who have reviewed and agreed in advance to the participation requirements and the rules on posting and streaming gameplay videos."
Players interested in trying the demonic drinking game out were encouraged to join the Discord server presented in the Steam post. Otherwise, Drunken Goddess Reflux is still scheduled to launch on PC via Steam December 8, 2026.


The Battlefield 6 team has responded after players took aim at a few controversial cosmetics added in Season 5.
Battlefield Studios took to its official Discord server to offer background information on two skins that caused a stir with the launch of Battlefield 6 Season 5 this past week (via MP1st). The full text confirmed at least one of the issues has a fix in the works, while the other will seemingly remain the same.
The cosmetics – one with what appeared to be a typo in the word "security" and another featuring infantry sporting a whopping five pistol holsters – were officially added October 13 and almost immediately drew ire from fans. It's that pesky misspelling, which took the shape of the non-existent word "security" on the armband of a McNeil skin, that the developers say will be fixed when Battlefield 6 Season 5 launches in November.
Secuty 😭 It's AI
#Battlefield6 https://t.co/8DVphghCSU
"You called it out clearly, and we hear your concerns," the message, acknowledging the memes and conversations surrounding the new skins, said.
The note continued: "To be completely frank: Items that miss the mark like this do not reflect the quality standards you expect from us, or that we set for ourselves. We take pride in the craft of our world and our gear, and seeing visual oddities slip through is frustrating for everyone. We are currently examining our internal processes and workflows to pinpoint how these issues occurred and to see how we can tighten our quality control process going forward. Thank you for holding us to high standards."
It's a quick acknowledgement – and a promise for a quick fix – that should calm some concerns in the community. The communication from BF Studios and EA, however, did not address how exactly the typo happened in the first place or if there is any merit to the new generative AI accusations launched by fans in the aftermath.
💀 BRO IS CARRYING 5 PISTOLS! WHO APPROVED THIS SKIN? 😭
#Battlefield6 https://t.co/b6o94OkV1o
The other cosmetic that caught fans' eyes this week was the Midnight Mirage skin and its incredible five pistol holsters. It…felt like a bit much at the time, and its presence alongside the typo skin didn't do it any favors. Battlefield 6 players have kept the first-person shooter's outfits in the conversation since it launch last October, so mistake or not, an outfit like this was bound to draw some attention. As far as BF Studios is concerned, though, that design was not a mistake at all.
"This is an intentional creative concept—a nod to over-the-top action movie tropes where an operative inexplicably has another backup weapon strapped to every spare inch of gear," the message explained. "That said, we understand how this could look unintentional when released alongside other cosmetic anomalies."
That's where the conversation surrounding Midnight Mirage seems to end, so don't expect any of those pistols to be dropped anytime soon. The team then signed off promising to keep an eye on community response in the future.
"As we continue to try out new ideas to see what interests the community, you help us continue to evolve our cosmetics in Battlefield," they said. "Thank you for your continued feedback and support."
Battlefield 6 Season 5 launched last week and, like the seasonal content drops before it, will roll out over three waves. The first is already out and added the Vegas Strip and Area 51 maps, as well as a Dead Space crossover. New map European Casino will then arrive alongside a new event and tools come November 10. December 8 will see the addition of map updates for Blackwell Fields and New Sobek City, with more content and other changes also on the way.
IGN gave Battlefield 6 multiplayer an 8/10 review. At the time, we said, "With well-layered action and dynamic destruction, Battlefield 6’s multiplayer hits in all the places where it counts most."


A new weekend has arrived, and today, you can save big on Pikmin 4, Cyberpunk 2077 for Switch 2, Doom: The Dark Ages, Star Wars Zero Company, and more. Check out our top picks for Saturday, October 17, below.
Pikmin 4 for $39.88Walmart has digital copies of Pikmin 4 for Nintendo Switch on sale for $39.88 today. This is just in time before next month's release of Pikmin 4 – Nintendo Switch 2 Edition + Dandori Academy. If you grab a copy today, you'll be able to score the Switch 2 upgrade pack for $9.99. That beats paying $70 for a copy any day.
Cyberpunk 2077: Ultimate Edition for Switch 2 Hits 365 Day LowToday, you can score a physical copy of Cyberpunk 2077: Ultimate Edition for Switch 2 for $53.42, which is a 365 day low for the platform. This version of the game packs in both Cyberpunk 2077 and the Phantom Liberty expansion. To date, I find this to still be one of the best third party ports for the Switch 2, and it's all on cart!
Doom: The Dark Ages - Premium Edition for $31.49Fanatical has Doom: The Dark Ages - Premium Edition on sale today for $31.49. This edition packs in the base game, this Summer's Revelations DLC, and a few other bonuses, too. If you have not had a chance to check out id Software's latest, it's hard to beat this deal. The Revelations DLC is a great time.
Star Wars Zero Company for $47.97Star Wars Zero Company is one of the biggest sleeper hits of the year, and you can save $12 off a physical copy today at Amazon. In our 9/10 review, we wrote, "Star Wars Zero Company is an excellent tactical game that does a fantastic job of slathering on the same cinematic look and feel we saw in Respawn's Star Wars Jedi games, incorporating strong characters and a storyline that's refreshingly centered on non-Force users and a non-traditional villain."
007 The Daniel Craig Collection 4K Blu-ray for $30.81If you've been looking for a fantastic new 4K Blu-ray to add to your collection, look no further than 007 The Daniel Craig Collection. You're getting Casino Royale, Quantum of Solace, Skyfall, and Spectre all for $30.81. The unrated and extended version of Casino Royale is even included.
Dragon Quest I & II HD-2D Remake for $30Dragon Quest I & II HD-2D Remake is a very ambitious pair of remakes, breathing new life into these classics. Dragon Quest II especially saw huge additions to its story, making this the definitive version of the game. Amazon has PS5 copies for $30, which is the best price we've seen since release.
Trails in the Sky 1st Chapter for $39.99Trails in the Sky 1st Chapter is the first entry in the beloved Trails series, and last year's remake brought new life to the original game. With 2nd Chapter out now, today is a great time to dive into this wonderful RPG series.
Save $10 off Ocarina of Time Remake Physical CopiesSimilar to previous Nintendo Switch 2 physical releases, Amazon has The Legend of Zelda: Ocarina of Time available for $59.99 right now. This deal will end on release date, which is quickly approaching with us now in October. If you've yet to experience this masterpiece or are diving back into Hyrule, the Ocarina of Time remake is sure to be one of the most talked-about games of 2026.


Barry Sloane, the actor behind Call of Duty's Captain Price, has shared a message with fans as praise for Modern Warfare 4's campaign rolls in.
Early reactions to Call of Duty: Modern Warfare 4's story mode have filled social media feeds in the first 24 hours since early access players dived in – and most of them seem to be quite positive. Fans online have called it one of the more "brutal" and "intense" campaigns the series has ever seen, with many going as far as to say it holds its own against classic stories featured in games like the original Modern Warfare 2 and Black Ops.
It appears to be a winner for publisher Activision and developer Infinity Ward that critics like, too. While Steam reviews paint a "Very Positive" picture, IGN awarded this year's set of story missions an 8/10. Our reviewer said the Modern Warfare 4 campaign made them "feel something for the series again," adding that it managed to send the reboot saga series out "on a high note."
"The MW4 campaign was a 10/10 for me, they made a good story and ended it," one recent Steam review said. "Damn near almost cried at the end LOL."
As reviews continue to trickle in, many have taken the time to praise Sloane's work as Captain Price, specifically. The star behind Activision's most recent incarnation of the Task Force 141 leader took to social media to respond to the "kind words" he's received.
"Thank you for all the kind words," he said. "I see them. I read them. And I am grateful."
As Infinity Ward sought to end this Modern Warfare storyline with the 2026 Call of Duty game, it should come as no surprise to see that the developers took big swings in its story. With that said, full-on, untagged Modern Warfare 4 campaign spoilers have already started to show up across feeds, too. There's not much Activision can do about that, but Sloane used his message as an opportunity to ask fans to keep unfiltered reactions to themselves, at least for now.
"Remember," he continued, "let's allow people to enjoy the game in their own time. No spoilers. Bravo 6 – Dark."
Call of Duty: Modern Warfare 4's campaign is out now for early access players. Its DMZ mode will drop Tuesday, October 20, with the full release set to follow Friday, October 23, for PC, Nintendo Switch 2, PlayStation 5, and Xbox Series X/S. For a full debrief on the events of the FPS franchise's latest story mode, click here. You can also check out the full breakdown of release times here.


Dungeons & Dragons: World of Warcraft is less than a month away, and it already looks like it's going to be a massive expansion to the tabletop game. But there are still a lot of questions about whether this new expansion is going to lean more towards the combat-oriented approach of the MMO or just be a traditional D&D game on Azeroth.
At New York Comic Con, I got a chance to sit down with Wizards of the Coast principal game designer James Wyatt to talk about the first Universes Beyond expansion for D&D. From how he was talking about the expansion, it really does sound more like a D&D game taking place on Azeroth than trying to shove WoW's complicated mechanics and combat focus on the TTRPG.
IGN: I know that there are a lot of people who play both WoW and D&D, and I've heard some WoW players say that this is going to get them into D&D. Does the Expansion have a good on-ramp for those players?
James Wyatt: That is not its purpose, but I think it is a fantastic on-ramp in terms of someone who's a WoW player. Sitting down to make a D&D character, you're like, "Okay, what's a Tiefling? What's a Dragonborn? And what do these classes mean?" Whereas if you have that foundation of here's the WoW species, here's the WoW classes, you know the kind of character you want to make right away. This can help you steer and make those choices as a new player. We also have a very brief introductory "What is D&D?" just in case you don't know or for people who aren't familiar with it. And we steer you to D&D Beyond in particular as a place to find resources to help you get started.
So yeah, we took this down for a playtest at Blizzard last fall in the early stages, and Blizzard employees who had signed up, they signed up blind for a playtest of something. They didn't know what.
And so some of them were like, "Woo, D&D. Yes, I love D&D." And others are like, "Okay, I've never played it before. How does this go?" And I always love playing with new players because they don't know what they're supposed to do. So they are more willing to try anything they can imagine, which to my mind is really what the game is all about.
I was just telling the story of the guy who was playing the Forsaken Warlock who decided that, because he had no lower jaw, he couldn't properly cast spells. So his first spell backfired and knocked him down the stairs. And so then he tore off his own arm and threw it at the monster.
And, awesome! That's Dungeons & Dragons in a nutshell. It's not "What buttons do I have to press?" It's "What can I imagine and how do I do that? What does it look like?"
IGN: Yeah. Speaking of the combat, I know that there's a selection of dungeons that have been poured into the game, but obviously there are just too many dungeons in World of Warcraft to bring all of them over. So why did you pick the dungeons that you picked?
Wyatt: There were a couple of factors that went into that. One of them is that we started with this section on conflicts of Azeroth, which outlines the six conflicts that really have been the driving forces behind most of the expansions of WoW and talk about how they shape the world, and how you might bring them into a campaign.
All of the dungeons, I think, tie into these themes. That was one of the things that we used as a selection criteria is, does it reflect the themes of the conflicts that we're trying to emphasize here? So that was one. I was looking at popularity ranking on some wiki as another factor, just trying to get at what Dungeons people love and what's resonant for them. We started with a much larger list, made it smaller. So then it was what can we do in the space that we have and what works for the various level ranges of characters and that sort of thing.
IGN: There are some people who are probably going to want to see more of the raids. I think the only raid that I saw on the list was Onyxia's Lair, I might be mistaken. But will people be able to create their own Icecrown Citadel?
Wyatt: Icecrown Citadel, we are doing as a digital download adventure. We have a separate map pack that has five double-sided poster maps that are the boss fights from Icecrown Citadel. And that comes with a code for a digital download of the Icecrown Citadel adventure. So you can play through that. But I ran Blackfathom Deeps 20 years ago. It was just downloading the map from the internet and making up stats for Nagas at the time. And so using the tools in this book, you can absolutely adapt any dungeon you want to.
IGN: I saw some people concerned that this will be too focused on combat and having prescriptive dungeons. What would you say to that?
Wyatt: I think that's kind of the opposite of what we were going for, because the beauty of D&D is that when you walk into Shadowfang Keep, you can talk to anybody you meet, you can interact with anything you can see. And so the possibilities just open up tremendously over what a developer can program into any game, no matter how much care they're putting into it, because you have a DM at the table who can improvise and decide what happens.
So the dungeons that are presented here are given a pretty light touch and it's sort of like, okay, here's the dungeon map, here's the pins in the map that mark the bosses that we know you're going to encounter at some point. And what happens in between is largely a matter of improv and that you can roll on tables to generate encounters if you want a combat encounter, but you can also do something where you're exploring the environment in a way that you can't necessarily do in the MMO.
IGN: I take it that even the adventure hooks that you have open on that page there of Dire Maul, I'm sure people can create their own adventure hooks and assign their own reputation rewards and everything like that.
Wyatt: Yeah.
IGN: So this is for people who are familiar with Dungeons & Dragons at large. This is more of a guideline of how to play a game within World of Warcraft than anything else.
Wyatt: Yes, exactly. It is a great big toolbox. I mean, that's how I describe most of the books that I work on. I don't write a lot of adventure products. I do a lot of source books, and really there's that sense of we've got character options, we've got monsters, we've got dungeons you can explore. We've got guidelines for crafting your own campaign, and we've got just a big blank slate for you to play with.
IGN: World of Warcraft's obviously an evolving game that never really sits in one place. This goes up to the beginning of Midnight. Obviously, there's going to be more stories that come out over time. Are there going to be supplemental products or will it just be like, we gave you the tools, you know the story, kind of do your own thing with it?
Wyatt: Who knows? Okay, I keep saying that if I get to do another World of Warcraft book, I might postpone my retirement a little bit in order to work on it because I had so much fun working on this, loved it so much. And that depends entirely on my relationship with Blizzard and how things go from here, but I would love to do more.
And honestly, the book doesn't spend as much time on the War Within and Midnight as it could have. There's almost nothing about Xal'atath in here. Would've loved to give her a stat block, but she didn't sort of make the cut. And I'm not sure we could give her a stat block.

IGN: She does play into that Old Gods and the Void conflict pretty heavily.
Wyatt: Yeah. There's absolutely more we can do even with the story that exists now, as well as future stories. And I'm keeping a list that will be my outline as soon as I get the go-ahead and start working in another book if that ever happens. But for now, absolutely, if those are the next expansion is all about, give me something that they might focus on.
IGN: The next expansion is going to be The Last Titan, so I assume it's going to be about the Titans.
Wyatt: Right. Well, we can tell you a little bit about the Titans in here somewhere, beginning of chapter five. And honestly, my expectation is that anybody using this book is also going to spend a lot of time on the wikis because that information is there.
So yeah, we've got lots of resources for making a character that probably is not going to change significantly. I mean, the next time they give us a new class, it would be fun to do that in another D&D book.
IGN: Tell me a little bit about working the Devourer Demon Hunter into the book.
Wyatt: Pretty much as soon as I got access to the Midnight beta, I went and made a Devourer and started playing around with it and was reading what was, again, on the wikis about it. And so we already had the Demon Hunter set up with Havoc and Vengeance and just added some more spells and some direction about how to steer your Demon Hunter in that spec. They've got their own column of spells here with all the consuming soul stuff.
IGN: How did you work the WoW classes into D&D without kind of putting a wrench in the way classes traditionally work in Dungeons & Dragons?
Wyatt: The word I keep using is, rather than translation, paraphrase, that for each class I sat down and I looked at their abilities and their talent trees and all the things they can do. And I sort of cut off around level 60, I think. I don't remember now. I'd have to look at my spreadsheets. I have spreadsheets. Nobody told me that being a writer was going to involve so many spreadsheets.
And I looked for things that are already in D&D that we want to make sure to highlight in that specialization and that class, and look for opportunities to create new spells or feats or battle master maneuvers, or anything else to help evoke the most iconic flavor things.
Talents are really fiddly in WoW and D&D mechanics are not that fiddly. We don't deal with math at such a granular scale. And so again, evoking the flavor is more important to us than reproducing the mechanics in any way.
So each specialization has a selection of feats that would be good to help you do that. There is a fundamental difference though, that if you're playing a healing spec Paladin, you are a healer as opposed to a tank spec Paladin, who is a tank.
And in D&D, no matter what Paladin and subclass you choose and what feat you choose, you're both, you're a healer and a tank. And so you're not as narrowly defined by your role. So that remains true. And if you're playing a Priest, you can be wearing more than cloth armor because we couldn't easily take something away from the Cleric class to fit, and you're still casting the spells that you expect a WoW Priest to be casting.
So all of the classes I think are a little broader and give you more range of options while still helping you focus in on the role you're supposed to be playing.
IGN: I feel like in WoW stories, characters that embody those classes follow those rules anyways where it's more broad.
Wyatt: Yeah. They keep saying Anduin is a priest and there he is in plate armor with his sword.
IGN: Yeah, he is a special Priest, isn't he? So what about the mechanics for bosses? I know you described the Litch King Arthas fight, and I progressed that fight when it was current on Heroic 25, and it was hell, with mechanics like defile where you stand in it and it gets bigger. Is it as fraught or as dangerous, or is there kind of...
Wyatt: I mean, he's challenge rating 25, where D&D characters go up to level 20. So you know, it's going to be a tough fight. It's different because D&D combats are shorter in terms of the number of things you or the boss can do in the fight because they often take long enough even at three or four rounds compared to how quickly an MMO raid battle plays out, relatively speaking. So again, that idea of paraphrase rather than translation, we're trying to evoke the feeling of that fight without reproducing it exactly. But there's a lot going on here that will feel very familiar.
IGN: Could you go in and talk Arthas out of invading Azeroth with the Scourge or sneak in and steal the Helm of Domination and put it on yourself?
Wyatt: Theoretically. You can certainly try. And that's again the beauty of it, that you can talk to anybody.
IGN: Can you tell me a little bit more about the reputation system? Why did you think that was such an important thing to work into a Warcraft tabletop game?
Wyatt: So the renown system in the Dungeon Masters guide is sort of an optional rule. It's not something that we spend a lot of time with in the base game, but it is a great tool for giving factions in the world some kind of heft, a significant impact on characters' lives.
And so given particularly the importance of the Alliance and the Horde, and also the other factions in the game, I thought it would be pretty cool to use the renown system to reflect, to give characters some investment in those factions.
But fundamentally, you start caring about the welfare of the Horde if you're fighting for the Horde, and you're getting renown with the Horde, and you're getting benefits for that devotion to them.
So it's not load bearing. You can ignore it if you want to. The campaign that I'm playing in right now, it's weird because we've time traveled. We've gone back from Midnight to Classic. And so I'm not sure any of us are fully rooted in the world yet, but I'm really curious to see how that plays out over time.
I think we might have just gotten a renown reward in our last adventure, but I can't remember for sure. So yeah, it's fun. It's a way to root characters in the world and it's not essential. In the Icecrown Citadel adventure, we do a whole separate thing for your Renown with the Ashen Verdict, which goes up more quickly than you might expect Renown to go up in the core book.
But then you can get your rings improved by Armis the Penitent as your renown increases, and you're also collecting things that can make Shadowmourne and doing all of that in the context of working through the raid once rather than working through it repeatedly.
IGN: I think that's where the friction in my head is at. Because of all the time I've spent in WoW, I associate reputation with these massive grinds.
Wyatt: Yeah. That really is the key difference that even in Icecrown Citadel, I planned it out so that you get to, I think you get to 50 just about the time you kill the Lich King.
But it's like every single encounter in the Citadel, your renown increases by one or two, which is bigger than the rate we expect for most of these factions. The general idea is, and in the DMG, we even give you a conversion. If you don't want to track renown points, you can just use character level so that by the time you're 17th level, we assume you're exalted with your home faction.
IGN: On the time travel thing you mentioned earlier, the Chromie time. So for me, in the actual video game World of Warcraft, Chromie Time always felt kind of shoehorned in as "we need to get you to end game as fast as possible." And Chromie Time was just kind of the method to do that. Why Chromie Time?
Wyatt: Well, two things going on. The first is that Chromie wrote a little introduction to the book.
IGN: I love that.
Wyatt: Me too. Thank you. Where she's basically saying, "I put this book together to let you visit whatever part, basically to give you your own timeline to play in."
It's a way of expressly giving the reader permission to ignore Canon, fundamentally. That's all it is. The specific example of the campaign I'm playing in, that's our DM's concoction of, okay, the campaign I want to run is modern characters.
We started off in Silvermoon City. We've just repelled Xal'atath. We're eight characters. We've just helped support the effort to repel Xal'atath. And then suddenly the time stream changes and we're in a Silvermoon city that is run by dragons. And what has happened?
So we fight some dragons and get to safety and meet Chromie who says the time stream's gone amuck. I've got to send you back 20 years to before this to prevent whatever the Infinite Dragonflight has done to mess up the timestream. So that's the story we're playing, not essential to what's in the book.

IGN: Okay. So it's not some scheme for Chromie to become the Bronze Aspect?
Wyatt: Who knows? Maybe in your campaign.
IGN: She deserves it.
Wyatt: It's true. She's also got little notes scattered throughout the book.
IGN: Oh yeah?
Wyatt: Not very many of them, but wherever we had space on a page, she wrote a little note. "All these King Gorducks, or is it King Gordock? Anyway, I think all Big Ogres would benefit from spending some time small."
IGN: I think they would. That's a great addition. My final question is about Forever. I know you mentioned that it came out too late to get added to the book in any meaningful way, but if somebody wanted to add the Skyborne race or add the new zones that were added in, which I think a lot of the new zones in Forever were kind of cut content that existed in vanilla anyways, like Mount Hyjal.
Wyatt: Right. Yeah. I remember seeing that big blank spot on the map because I was playing early on. Yeah. Adding a new Elven lineage is not super complicated. It might be fun for us to talk to Blizzard about maybe doing that in a D&D Beyond drop or something.
But anything else that they've added content-wise, I think the content that they're adding is very easy to just port into the D&D campaign you're playing. And again, you can do anything you want. You can go anywhere you want.
IGN: I have to ask: Would you rather play Forever or Retail?
Wyatt: I wish I had time to do both. Right now I really don't have time to do either. So I've been dabbling with forever just a little bit, but I'm anxious to... I haven't finished the Midnight storyline yet, I think. So I'm anxious to get back to that, too.

Sturmgrenadier is more organised, more active, and more structured than most guilds you would come across in WoW. We believe this gives us a distinct advantage in being the best guild we can be for our members, because everyone knows where they stand, and are treated equally. Players with negative attitudes will not be tolerated. That means that there is no epeen measuring, no belittling of other players, and no trolling.

EVE Online is Sturmgrenadier’s longest-played game, with over 16 years of continuous influence throughout New Eden. Traditional hallmarks of our gaming syndicate; organization and leadership, have propelled our in-game history to include participation in many of the defining moments of EvE gameplay.

New World is an upcoming massively multiplayer online role-playing video game by Amazon Game Studios set to release in May 2020. Set in the mid-1600s, players colonize a fictional land modeled after British America in the Atlantic Ocean. Players scavenge resources, craft items, and fight other players.




