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iPhone 17 Pro Capable of Running Resident Evil 4 Remake At 1200p 30FPS

Story Highlight
  • Apple has launched its latest lineup of iPhones, and the iPhone 17 Pro features the A19 Pro SoC.
  • When tested in Resident Evil 4 Remake, the phone delivers a very solid 30FPS at 1290p.
  • This makes it significantly better for gaming than all past iPhones.

Apple officially unveiled the iPhone 17 lineup not too long ago, and by now, these phones are available worldwide. Among the many improvements, the new A19 Pro SoC boasts significant GPU uplifts over its predecessors.

Apple previously made its debut into the world of AAA gaming with the iPhone 15 Pro through titles like Resident Evil 4, Death Stranding, and Assassin’s Creed Mirage, but the results were often underwhelming. Fortunately, the iPhone 17 Pro shows how far Apple has come in just a few years.

Why it matters: Apple’s initial gaming debut was not the best, but the latest results show how quickly the company has evolved.

As tested by MrMacRightPlus, the iPhone 17 Pro and Pro Max, which feature the same A19 Pro SoC, are more than capable of handling Resident Evil 4 Remake at the default settings.

When tested at the default 720p settings, the phone is capable of delivering well over 40FPS in almost all scenarios, with frame rates typically staying in the mid-50s range. However, MrMacRightPlus also modded the game to run at 1290p.

This was done using Apple’s proprietary MetalFX upscaling at Quality settings. Once the settings were implemented, the game ran at a surprisingly stable 30FPS at this resolution during the opening section. Even in worst-case scenarios, the A19 Pro SoC maintained 27-28FPS.

A comparison with the iPhone 16 Pro also shows a difference of about 15FPS in like-for-like scenarios, highlighting how far Apple has come with its latest smartphones.

iPhone 17 Pro
The iPhone 17 Pro Breaks Through All Limits With A Striking New Look

It should be noted that the video only tested Resident Evil 4 Remake at these settings briefly, so sustained performance is still up for debate. However, taking the iPhone’s form factor into account and the AAA nature of Capcom’s latest remake, the results are nothing short of incredible.

Other games like Death Stranding have also been tested by MrMacRightPlus, and they tell a similar story. All in all, the iPhone 17 Pro and A19 SoC are a killer combination for gaming on mobile phones.

What do you think about these results? Let’s discuss in the comments and on the Tech4Gamers Forums.

Sucker Punch Apologizes For The Recent Controversy Ahead of Ghost of Yotei Launch

Story Highlight
  • Ghost of Yotei sparked controversy after a developer made a hateful comment.
  • The game faced growing backlash from the community as a result.
  • Sucker Punch confirmed firing the developer responsible for the comment, emphasizing that such behavior is unacceptable.

Ghost of Yotei, the successor to Ghost of Tsushima, has received significant backlash, mainly due to its main character. In addition to criticism of the lead, the game became the center of controversy after an employee made a hateful comment online.

The comment sparked widespread outrage and angered a large number of fans. As a result, the game’s recent trailer received more than twice as many dislikes as likes. Since then, the dislike ratio has continued to rise and is now close to three times the number of likes.

In response to the controversy, Sucker Punch has issued an apology and confirmed that the developer responsible for the comment has been fired.

Why it matters: Political controversies can have a significant negative impact on video games. The recent incident surrounding Yotei led many gamers to request refunds for the title.

Ghost of Yotei More Than One Playable Chara
Sucker Punch Hints At More Than One Playable Character In Ghost of Yotei.

In a recent interview with Stephen Totilo of the Game File, Brian Fleming from Sucker Punch addressed the ongoing controversy.

Stephen was unsure whether he would receive a response from Fleming on the issue, but as the situation had become too big to ignore, he felt compelled to ask. To his surprise, Fleming did provide a comment.

Drew’s no longer an employee here. I think we’re aligned as a studio that celebrating or making light of someone’s murd** is a deal-breaker for us, and we condemn that, kind of in no uncertain terms. That’s sort of our studio, and that’s kind of where we are.

Sucker Punch has faced a wave of backlash recently, so it is reassuring to see the developer finally address the situation, which has helped calm some of the fanbase.

However, the game has now found itself in yet another controversy, this time due to recent comments made by the main lead. It seems Ghost of Yotei cannot catch a break.

What are your thoughts on the developer’s decision to fire the employee responsible for the hate speech? Share your opinion in the comments section below, or join the discussion on the official Tech4Gamers forums.

Why Ultra-Light Mice Dominate FPS Gaming

Story Highlights
  • Ultra-light mice reduce wrist fatigue, allowing for longer gaming sessions.
  • Fast flicks and better tracking give esports players a competitive edge.
  • Wireless light mice are now on par with wired ones regarding speed and reliability.
  • The market is shifting from flashy designs to practical ones.

For the longest time, gaming mice were all about being flashy. They had more buttons, more weight (thought for stability), and more RGB. But today, if you look at any top-tier esports gamers or streamers’ setups, you will notice a stark difference. Gamers all over are taking to a minimalist trend, mice that seem like they are barely there.

Ultra-light mice, which were once undervalued, are now back in full swing and have become a new standard for FPS gaming. This isn’t just a mere coincidence but is a performance-driven revolution that is changing the way players interact with their digital battlegrounds.

Precision and Performance

The shift towards ultra-light mice isn’t just about providing comfort, though that is a viable factor. At its core, it’s all about reducing fatigue and maximizing precision in repetitive movements done while gaming. Every millisecond counts in first-person shooter games such as Valorant, CS: GO, and Fortnite, where the slightest difference in mouse weight could lead to a win.

Players are constantly making micro-adjustments, flick shots, and long sweeping movements to track targets. A heavier mouse demands more physical effort for these movements, which leads to fatigue in the wrist and forearm. This makes the accuracy and reaction time of players dull. 

Honey Comb Design
Honey Comb Design – Image Credits (Pinterest)

For a long time, players also believed that more weight equalled greater stability. But around 2018, the market started shifting to lighter mice. Companies such as Glorious and Finalmouse released mice under 70 grams in weight using honeycomb shells that reduced the weight significantly.

Gamers were quick to recognize the benefits, and now almost every major peripheral brand, such as Razer, Logitech, HyperX, etc., offers ultralight options, some up to 50 grams in weight.

The Engineering Behind Weight Loss

The earlier generations of these ultra-light mice came with certain trade-offs. They often include weaker builds, fewer buttons, and inevitably fewer features. Today, however, that is no longer the case as technology has advanced significantly.

CORSAIR Sabre RGB Pro
CORSAIR Sabre RGB Pro – Image Credits (Tech4Gamers)

Advancements in sensor technology, lightweight plastics, and high-quality switches have allowed manufacturers to deliver more in a smaller package. What this means is that new lightweight mice do not sacrifice performance for weight savings. Also, wireless mice that were once criticized for their latency are now on par with wired models thanks to low-latency connections, high polling rates, and extended battery lives.

Current Market Trends 

Aside from performance metrics, ultra-light mice have become a part of gaming culture. Major Esports gamers and streamers showcase their setups and encourage their audience to try them. They often emphasize the real value of peripheral ergonomics during long gaming sessions.

At the same time, esports tournaments are now dominated by players using models like the Logitech G Pro X Superlight or Razer Viper V2 Pro. The market demand has increased so much that manufacturers are now rushing to design lighter, stronger, and more options for professionals and gamers alike.

Logitech G Pro X Superlight Mouse – Image Credits (Tech4Gamers)

The Future of This Trend

The competitive landscape of FPS games has also played a significant role in spreading this trend. As player skillsets continue to evolve, competitors seek any advantage that they can get. When the margins are super thin and the difference between a win or loss could be a single missed shot, optimizing every last component becomes key.

It’s also important to note that while lightness is key, it is not the only factor. A mouse also needs to have top-tier sensors with high CPI, perfect tracking, low-latency switches, and a design that fits the player’s hand and grip style.

Final Thoughts

The competitive gaming market has always been about precision, speed, and endurance. Ultra-light mice match these demands perfectly, which has led to their widespread adoption. For anyone who is looking to improve their reaction time and accuracy, or just have more comfort, lightweight mice may be the right way to go. Ultra-light is no longer just an option; it is an expectation.

Xbox Series S|X Prices Going Up Second Time In 2025 Due To Tariffs And Economic Conditions

Story Highlight
  • Microsoft raises Xbox Series X|S console prices for the second time this year.
  • Xbox Series S now costs $400 while Series X is priced at $650.
  • Expect Sony and Nintendo to follow in Microsoft’s footsteps.

Getting hands on a gaming console is about to get a whole lot harder in 2025, despite being more than halfway through the current console generation. Recent inflation and tariff wars have led to price increases for Xbox, PlayStation, and Nintendo, causing frustration among fans; unfortunately, this is not the end of the challenges we will face this year.

In the face of ‘Macroeconomic’ factors and tariffs, Microsoft has officially raised the price for Xbox Series X|S consoles for the second time this year. The new adjusted prices for the US aren’t looking great at all and will result in a further decline in sales for these consoles.

Why it matters: With rising inflation and limited buying power, console sales were already stagnating. This further price increase is likely to lower sales and negatively impact the gaming industry as a whole.

Xbox Series S
Xbox Console Players Will Stagnate At 42 Million By Next Year, Which Is Half Compared To PlayStation Users

On their support page, Xbox announced these price changes, which will go live next month on October 3, specifically for US customers.

The Xbox Series S is now priced at $400 for the 512GB version and $450 for the 1TB version. The Xbox Series X digital version costs $600, while the disc version is priced at $650.

The Xbox Series X 2TB Galaxy Black Special Edition is priced at an astounding $800.

One might think that Microsoft would cut down prices for these consoles five years into their lifecycle, but instead, they’ve raised them far beyond what most consumers can afford.

We understand that these changes are challenging, and they were made with careful consideration. Looking ahead, we continue to focus on offering more ways to play more games across any screen and providing value for Xbox players.

In the published statement, Microsoft implies that it may be doubling down on Xbox Cloud Gaming, which it has now expanded beyond Game Pass Ultimate, and aims to compete with GeForce Now in the future, providing gamers with a cheaper alternative.

Xbox PlayStation
Console Sales In The US Hit An All-Time Low In The Last 8 Years

Anyhow, this price hike was already expected, and with Microsoft taking the first step, Sony and Nintendo are expected to increase prices for their consoles as well.

What are your thoughts on these price changes? Do you think Microsoft has taken it too far? Let us know in the comments below, or at the official Tech4Gamers Forums.

Resident Evil Requiem Already Showing Signs of Impressive Ray Tracing On Switch 2

Story Highlight
  • Resident Evil Requiem is launching on the current-gen consoles and Switch 2.
  • The game shows impressive ray-traced lighting when running on the Nintendo hardware.
  • Other elements, like the image quality, are downgraded, but ray-tracing is mostly preserved in this version.

Resident Evil Requiem is among the biggest third-party games lined for the Nintendo Switch 2. The console has already shown how well it can handle third-party releases with the likes of Star Wars Outlaws, so fans are excited to see what Capcom will do with the system.

Fortunately, initial impressions of the Resident Evil Requiem port are very encouraging.

Why it matters: The Nintendo Switch 2’s ray-tracing capabilities became a point of contention due to the older Ampere architecture and handheld form factor. However, it seems developers are making good use of the system already.

 

According to analysis from Digital Foundry, Resident Evil Requiem seems to have kept its lighting mostly intact on the Nintendo Switch 2.

This is impressive since Capcom’s upcoming horror title makes full use of ray-tracing. The game is essentially built around ray-traced lighting, and the Nintendo Switch 2 port maintains the essence of this experience.

Elements like the image quality and character models are still downgraded on the hybrid hardware, but the same is not always true of the ray tracing. It seems the ray-traced reflections show the biggest difference between the standard and Nintendo Switch 2 version of Resident Evil Requiem.

However, it is important to note that Capcom has confirmed full path-tracing for the PC version. Taking this fact into account, the comparisons are quite favorable for Nintendo’s hardware.

Resident Evil Requiem
Resident Evil Requiem Is Returning To The Series’ Horror Roots

The analysts also pixel-counted Resident Evil Requiem running at around 600p in the initial trailer. When upscaled to 1080p, this should make for solid results across the board.

What do you make of Capcom’s work on the upcoming horror game? Let’s discuss in the comments and on the Tech4Gamers Forums.

AMD Ryzen 7 9800X3D: New Overclocking Record Of 7.3 GHz On GIGABYTE X870 AORUS Tachyon

Story Highlight
  • The Ryzen 7 9800X3D, a best-selling processor, recently set a new overclocking record, achieving a frequency of 7.3 GHz.
  • The 7.3 GHz speed was achieved under idle conditions and is not sustainable for demanding tasks.
  • This record was set by an overclocker using specialized cooling techniques, including liquid nitrogen, on a high-end motherboard.

AMD introduced its first Ryzen CPUs roughly 8 years ago. It became a rival to Intel at the time, and while it competed on a similar performance level, the Ryzen X3D arrived years later and changed the tables in its favour. These AMD CPUs delivered unrivalled gaming performance and maintained their lead as new generations were introduced.

The best-selling Ryzen 7 9800X3D, which rarely exceeds 5 GHz as a maximum frequency, has now set a new overclocking record of 7.3 GHz on a GIGABYTE X870 AORUS Tachyon motherboard.

The Ryzen 7 5800X3D was the first X3D processor, with eight cores and a design similar to the normal 5800X, but with 3D V-Cache, which AMD described as a new way for increasing CPU cache. The gamers benefit from it, allowing it to become AMD’s fastest processor. However, it was still insufficient when competing with Intel’s top CPUs, which is where the Ryzen 7 7800X3D altered the game and became the fastest processor.

CPU Z 9800X3DThe Ryzen 7 9800X3D outscored the 7800X3D by 20-25% in games, giving AMD a significant advantage over Intel. This processor is a top seller and can generate up to a third higher frames per second than an Intel Core i9-14900K in CPU-intensive titles like Battlefield 6. While this processor is frequently left at factory clock speeds because it already outperforms all other processors, hobbyists and overclockers purchase it to push its limits.

Overclocker Hicookie achieved a new overclocking record of 7,313.05 MHz using the Ryzen 7 9800X3D processor. In CPU-Z, achieving this high frequency required intense overclocking using liquid nitrogen and a voltage of at least 1.631V. To get the desired frequency, he had to disable SMT (8 threads instead of 16) and use a bus speed of 101.57 MHz with an x72 multiplier. This was accomplished with a high-end GIGABYTE X870E AORUS Tachyon motherboard, allowing for such high performance.

9800X3D record cinebench

Although the speed record is impressive, it should be noted that the Ryzen 7 9800X3D’s 7.3 GHz was only reached in CPU-Z, which is idle with virtually no load. If a benchmark is run at such a frequency, the system will be unable to maintain it and will crash. HWBot not only achieved the frequency record but also set a performance record in Cinebench 2024, scoring 1,733 points in multi-core. This was accomplished by hitting Cinebench’s maximum frequency of 6.7 GHz.

For instance, a factory Ryzen 7 9800X3D scores roughly 1350 points, representing a nearly 25% gain, while its frequency is 30% higher than the stock one. The consumption of a 9800X3D in this benchmark is typically 90-100W, but with this high overclocking, it has reached 251W.

Fans Accusing Gearbox CEO of Using Fake Account To Defend Borderlands 4

Story Highlight
  • Fans are convinced that Gearbox CEO is using a burner account to defend Borderlands 4. 
  • A single Twitter user has been visiting various posts and praising the game’s optimization. 
  • Randy Pitchford, through his main account, has also tried to justify the game’s terrible performance. 

Borderlands 4 launched to a huge controversy regarding its optimization on all platforms. The studio tried its best to justify the situation, recommending different optimized settings and more, and is now even working on a patch. 

However, amidst all the issues, Gearbox CEO Randy Pitchford has been highly active in responding to players and addressing criticism. Things have gotten so out of hand that fans are now accusing the CEO of using a fake account to defend Borderlands 4

Why it matters: Tech experts concluded that Borderlands 4 runs worse than any Unreal Engine 5 game because of terrible optimization, but the studio has been constantly justifying that with bizarre reasoning. 

Recently, an X user, oscavich magillicuty, has been addressing various Borderlands 4 optimization complaints and defending the title. Many fans have accused the Gearbox CEO of using a different account to shield Borderlands 4. 

The performance of the game is so terrible that you don’t come across any person who doesn’t call it out for that. This is the only account that has been defending it and says it’s running fine for them on all platforms. 

Borderlands 4 Xbox Series X PS5
Borderlands 4 has poor optimization on all available platforms.

They even claim that they bought the game for two consoles and a PC and encountered no issues. Fans have been making fun of the situation and calling out Randy Pitchford. This is rather amusing if it is indeed him. 

The comments also align with the CEO’s comments regarding how older hardware won’t run the game properly. However, this isn’t just a PC problem; it’s worse on consoles. Nonetheless, there is no definitive way to say it is Pitchford, but fans are convinced.  

What are your thoughts on this situation? Do you think this is the Gearbox CEO using a burner account to defend Borderlands 4? Let us know in the comments or join the discussion at the Tech4Gamers forum

EA Sports FC 26 On Switch 2 Is Limited To Just 30 FPS

Story Highlight
  • EA Sports FC 26 on Switch 2 looks like a hybrid between a current-gen and last-gen version.
  • The game is capped at only 30 FPS on the handheld, which has upset many anticipated fans.
  • It features the lighting and hypermotion of the PS5 but loses visual quality, including details such as hair, textures, and physics.

Many fans have been excited to see how EA Sports FC 26 innovates the old formula seen in the past FIFA titles. While EA is focused on refining core mechanics and visuals, the Switch 2 version is making tremendous sacrifices in the process.

New testing reveals that EA Sports FC on Switch 2 is capped at a worrying 30 FPS, both in the docked and handheld modes. Many fans are upset, as even uncapped frame rates would have been preferable to the 30 FPS limit.

Why it matters: EA Sports FC 26 has many fans of the franchise excited, but the game is being limited to just 30 FPS on Switch 2 for smooth performance, which is definitely lower than the rest of the platforms.

Testing by YouTuber ElAnalistaDeBits reveals that the Switch 2 version is a hybrid port, falling somewhere between current-gen and last-gen standards. It achieves the lighting and hypermotion of PS5 but loses visual quality in hair, textures, and physics.

Visually, Switch 2 is considerably better than PS4. However, while Sony’s console aims for 60fps, Switch 2 settles for 30fps at the same resolution.

EA Sports FC 26 is shaping up to be quite different from the past few games, as the developers are aiming for higher visual fidelity instead of gameplay fluidity, a move that could prove to be quite risky.

The game will feature a competitive mode with faster passing and tighter controls, as well as an authentic mode with slower pacing and grounded animations, catering to both arcade and realistic playstyles.

Many fans are hoping that EA Sports FC 26 will innovate over the previous games.

Improvements in movement, dribbling, AI-based positioning, and goalkeeper mechanics will also make EA Sports FC 26 stand out from the last game. 

It is set to launch on September 26, 2025, for PC, Switch 2, and both current and last-gen Xbox and PlayStation consoles.

Do you think EA Sports FC 26 will live up to the expectations of fans, or will it end up being a carbon copy of the last few titles? Let us know your thoughts in the comments below, or join the discussion on the Tech4Gamers forum.

Fans Still Hoping For Bloodborne Remake, But Insider Claims Sony Has No Plans

Story Highlight
  • A Bloodborne remake or remaster has been rumored to be in development for years.
  • Several insiders have made such claims over time, keeping fans hopeful.
  • However, a reliable insider now reports that Sony has no plans for either, as FromSoftware is currently focused on other projects.

Bloodborne is arguably the most requested Sony game that fans want to see on PC. Even longtime PlayStation fans have been begging the company to release a 60 FPS patch, but Sony has yet to acknowledge their concerns.

Over the years, several insiders have claimed that a Bloodborne remaster or remake is in development. However, there has never been any official confirmation. Now, a reliable insider has shut down those hopes, revealing that Sony currently has no plans for Bloodborne.

Why it matters: This gothic horror game by FromSoftware remains in high demand, but for unknown reasons, Sony seems unwilling to move forward with it in any form.

There appears to be no movement on anything related to Bloodborne. According to a reliable insider, Jeff Grubb, nothing is happening behind the scenes, so fans should not expect any Bloodborne news in the near future.

Checked in on it relatively recently, and kinda continued to hear nothing is happening with Bloodborne, so don’t expect that.

-Jeff Grubb

The insider further revealed that no progress can be made without FromSoftware’s direct involvement, and the studio is currently busy with other projects.

Additionally, FromSoftware reportedly has little interest in collaborating with Sony on a Bloodborne update or remake at this time. Any potential project would still require the studio’s input, and that’s not something they’re willing to commit to right now.

Bloodborne
Unfortunately, There Are No Current Plans for Bloodborne.

As expected, the fanbase is not happy with the update, having held out hope for years that some positive news about the game would eventually surface. Unfortunately, that doesn’t appear to be the case.

I was having a nice day, you know?

So you just wanted to ruin my day today or what?

-Dissapointed Fans

What are your thoughts on the insider’s recent statement? Let us know in the comments section below, or join the official Tech4Gamers forums for discussion. 

Everwind Interview – Aiming To Deliver More Than Just Building

Story Highlight
  • Everwind will prioritize combat and exploration over building. A customizable airship serves as the player’s mobile base.
  • There is no dynamic seasonal system. Instead, different regions are themed to feel like a specific season, and the game includes dynamic weather.
  • A sandbox mode will be available, giving players access to all resources for building.
  • The game is planned for current-generation consoles. PC Early Access is targeted for the first quarter of 2026.

Everwind might look like it belongs in the same camp as Minecraft or even the now-canceled Hytale, but it’s trying to do its own thing. Instead of just being about building blocky worlds, it puts a big focus on combat, exploration, and flying ships that double as your home and base of operations.

The idea is to make survival feel more exciting, with every island offering new challenges, enemies, and rewards.

We had the chance to chat with Michał Baraniak, CEO at Enjoy Studio S.A., to get a better idea of what makes Everwind different. He talked about everything from the game’s unique combat system and modular world generation to how multiplayer, PvP, and even pets (yes, capybaras) will fit into the mix.

If you’re curious about what this skybound survival game has in store, here’s what he had to say.

Everwind Interview
Everwind’s multiplayer will start with a 4-player mode. Optional PvP, including airship combat
Everwind is shaping up to be a great survival game, but it's clear that comparisons with Minecraft, the now-cancelled Hytale, and even Vintage Story are inevitable. How does Everwind stand out from these games in the same art style and genre?

Michał Baraniak: What sets Everwind apart is, first and foremost, the combat system. We’ve invested a huge amount of time into making combat feel dynamic, impactful, and fun, far beyond what you’d expect from typical voxel survival games.

Additionally, exploration plays a key role. Our floating islands are diverse, filled with different biomes, enemies, and wildlife. Each offering unique challenges and rewards, and, unlike games that focus primarily on building, our emphasizes character progression, base development, and engaging combat.

Players have their own customizable flying ship, which acts as both their mobile base and their primary means of exploration. Building exists in the game, but it’s designed to support your journey, not become the main focus. Helping to expand and upgrade your ship and survive in increasingly dangerous environments.

Will the game have any premium content after launch, including DLCs and in-game items, etc., or are the developers opting to keep everything free once you purchase the game?

Michał Baraniak: The game will most likely include some additional paid content after launch, but it will focus on delivering substantial new content, for example, a large new gameplay area. That said, we also plan to release free DLCs and updates regularly, so players can expect new content with each major patch.

How developed is the procedural generation part of Everwind? For example, will we see rivers running down mountains and naturally mixing into the land?

Michał Baraniak: Our world generation system is very advanced. We can create diverse, naturally looking islands with hills, valleys, cliffs, and an extensive system of underground caves. We put a lot of effort into making sure that the structures generated on the islands look natural and fit well with the terrain. A special feature is our system for generating underground dungeons, which offers players complex and interesting exploration challenges.

On the surface of the islands, there is no liquid water, so there are no lakes or waterfalls. We want to work on this in the future, but at the same time, we are looking for a way to make water behave and look different from other games of this type.

Thanks to the powerful tools of Unreal Engine 5, we have built a highly modular and dynamic procedural generation (PCG) system that fills the world with meaningful content, making each island feel unique, immersive, and worth exploring

Will we have different seasons in Everwind, or will each biome be dedicated to one season, like in Minecraft?

Michał Baraniak: Unfortunately, Everwind doesn’t feature a dynamic seasonal system at this time. However, each biome is designed to reflect a specific theme or a season, so players will still experience a sense of seasonal variety. For example, we have snowy biomes that feel like winter, warm lush islands that resemble summer, and others that evoke an autumn vibe.

Additionally, the game features dynamic weather systems, which further enhance the atmosphere and help reinforce the feeling of different seasons across the world.

Beyond survival mechanics, how much focus is being placed on player creativity? Will players have tools to shape the world in expressive ways (architecture, customization, and storytelling), or is survival the main focus?

Michał Baraniak: For now, players will have access to two game modes. The standard Survival Mode, and a Sandbox Mode designed specifically for creative expression. In Sandbox Mode, players have access to every resource in the game, allowing them to build advanced structures and experiment with items that would normally be hard to obtain in survival.

In the future, after the full release, we’d love to introduce a comprehensive modding editor, giving players the tools to reshape the world, bring their own ideas to life, and share them with others. However, that’s still a long way off. Right now, our focus is on delivering the core experience.

Once players have mastered the survival basics, what's the long-term hook? Is it exploration, building mastery, narrative-driven quests, or something entirely unique?

Michał Baraniak: For players who have already mastered the survival basics, the main motivation becomes exploring new islands and dungeons, where they can find notes and environmental clues that gradually reveal the background and history of the world of Everwind.

It is divided into vertical layers we call Altitude levels, and progressing through them allows players to access new biomes, tougher enemies, and more hidden pieces of lore. There are no cutscenes or direct dialogue, but instead, the story is told subtly through scattered notes, ruins, and exploration-based discovery.

This approach keeps the focus on gameplay, while still offering a sense of mystery and long-term curiosity for those who enjoy piecing together the world’s past on their own terms.

The game is confirmed to have multiplayer elements. But will it have PvP? I understand it is too early to talk about how exactly it will shape up, but I want to know how you would like to see it ideally in the game.

Michał Baraniak: Yes, Everwind will include a PvP option, but it will ultimately depend on the player or server owner. At launch, we’ll offer a peer-to-peer multiplayer mode for up to 4 players, where one player hosts the session.

During Early Access, we plan to introduce dedicated server support, which will allow for more players in a single world. This willopen up more possibilities for PvP and interactions between multiple airships in one game.

We’ll share more details with the community once the time is right. As mentioned earlier, our current focus is delivering the core version of the game.

Everwind features beautiful sky islands and airships, but what sort of challenges will we face across our vast voyages? Can we expect moments like having to navigate through dragons or facing tough weather like tornadoes during flight? And going on from the last question, imagine airship vs. airship PvP or even NPC pirates.

Michał Baraniak: Everwind will feature PvP in the form of ship vs. ship combat, but this will only become available after dedicated servers are introduced. It will allow the server to handle all calculations directly. As for in-flight moments, we’re not ruling out the addition of flying creatures or smaller floating islands with enemies (such as pirates who shoot at you).

However, this is still a plan we aim to implement during Early Access, as we continue developing the game together with the community.

Will Everwind encourage multiple playthroughs, or is the vision more about a single, long-lived world where players can continually evolve their character and builds?

Michał Baraniak: Everwind is designed as a long-term, evolving experience where players can continuously develop their characters, refine their builds, and shape their journey over time. Rather than encouraging multiple playthroughs in the traditional sense, our focus is on creating a persistent world that grows with the player, offering new challenges, biomes, and systems as development progresses, particularly during Early Access.

That said, players who enjoy starting fresh won’t be left out. Thanks to our procedural generation system, each world reset results in a completely new configuration of floating islands, enemy encounters, and environmental conditions. This ensures that no two playthroughs will ever feel the same, making replayability a natural part of the experience.

During Early Access, players will likely need to reset their world with each major update in order to access new content. However, we plan to allow players to continue playing on older versions of the game if they prefer to stick with their current progression.

Will we have pets or NPC companions to accompany us during gameplay?

Michał Baraniak: Yes, but they will be added during Early Access. There will be various animals, including capybaras!

Is Everwind targeting console platforms for launch? And can you share a potential release window for Everwind?

Michał Baraniak: Yes, Everwind is planned for current-gen consoles. We’re aiming to launch Early Access on PC in Q1 2026. As for the full release… who knows? It’ll happen when both we and our community feel the game is truly ready.

Will Everwind have similar wiring and power mechanics to Minecraft's redstone to allow for advanced builds?

Michał Baraniak: Everwind features a completely different approach. Instead of traditional wiring systems, we use steam-based mechanics. With our custom steam generators, players will be able to create complex machinery comparable to systems seen in similar sandbox games. The depth and complexity of these mechanics will expand over the course of Early Access. For now, their primary function is to power and operate your airship.

Everwind looks like it’s going to offer a survival experience that really stands out. Between the focus on combat, the endless sky islands to explore, and the promise of airship battles down the road, it feels like there’s a lot here for players to sink their teeth into.

And with features like sandbox mode, pets, and modding planned for the future, the game seems built to keep evolving as the community plays it.

Big thanks to Michał Baraniak, CEO at Enjoy Studio S.A., for taking the time to chat with us about the game. Everwind is packed with ambition, but let’s be honest, the real star of the show might just end up being the capybaras.

If you’ve ever wanted a chill survival buddy that just vibes while you’re fighting sky pirates, this might be your moment. Keep an eye on Everwind; the islands look promising, and so do the capybaras.

US Console Sales In 2024 Dropped To All-Time Low of Last 8 Years

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  • Console gaming is no longer the dominant force it used to be.
  • Analysts report that US console sales in 2024 were at their lowest in the last 8 years.
  • The PlayStation and Xbox user base is also expected to be 20 million behind its last-generation counterpart by next year.

The console gaming market has been through a slew of changes recently. Between third-party releases, more open ecosystems, and a greater focus on active players, the market has never been more different.

This seems to have been a direct result of the stagnating console sales lately. In fact, a new report reveals that console sales hit an all-time low in the US last year when looking at data from the last 8 years.

Why it matters: These figures raise questions about the future of consoles in the rapidly evolving gaming industry.

PlayStation 5
The PS5 Is Still Tracking Slightly Behind The PS4’s Sales | Image via Tech4Gamers

According to a report from The Game Business, around 12 million consoles were sold in the US last year. This figure is significantly lower than the average sales of consoles during the last generation.

Moreover, analysts expect the discrepancy between PS5/Xbox Series S|X and PS4/Xbox One sales to continue growing further as the years go by. Currently, the two consoles are behind by about 14 million units, but this gap is expected to grow to 20 million by next year.

Admittedly, the Xbox Series S|X’s declining popularity is mainly to blame for the growing gap between the last and current generations. However, analysts believe that the future is not the brightest for consoles, even when taking this fact into account.

PC gaming is also growing further with each passing year, and the fact that most console exclusives are now available on the platform has likely left a dent in unit sales.

Console Gaming Hasn’t Been As Popular Since The Xbox 360/PS3/Wii Era

On the plus side, the Nintendo Switch 2 is showing a lot of promise. With upcoming releases like the Super Mario Galaxy Bundle and Metroid Prime 4, the console segment could still bounce back in a major way.

Anyhow, it is certainly interesting to see console evolution, or lack thereof, over the last few decades.

Do you still think of consoles as the predominant platform for gamers? Share your thoughts in the comments below, and visit the Tech4Gamers Forums to stay updated with the latest news.

Sega Plans to Use Generative AI in Game Development

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  • Many major companies are heavily investing in AI, despite growing backlash from fans.
  • Sega, the publisher behind games like Yakuza, has confirmed a strong commitment to AI.
  • In a new job posting, Sega revealed plans to use generative AI in game development.

Many people fear losing their jobs because of AI. This technology is developing rapidly, and that is becoming increasingly concerning. Even prominent figures like Bill Gates have warned that everyone except programmers could eventually lose their jobs.

With how AI is revolutionizing industries, that prediction doesn’t seem far-fetched.

Many companies are now heavily investing in AI, and another one has just confirmed its strong commitment. Sega has revealed plans to use generative AI in game development through a new job posting.

Why it matters: Many oppose generative AI because it creates text, images, music, and code by learning from existing works. As a result, some argue that this approach may limit true innovation.

Sega Generative AI
Sega Confirms Plans to Use Generative AI.

In a new job posting, Sega has provided a roadmap outlining what the role will focus on, and everything is centered around AI.

The position involves driving AI projects across new and live games, helping shape Rovio’s long-term AI strategy, and collaborating with teams in areas such as marketing, transmedia, and technology.

It also includes exploring emerging AI technologies and working closely with Sega of Europe and Sega of Japan to integrate their generative AI efforts.

Fostering collaboration with SEGA of Europe and SEGA of Japan to leverage their Gen-AI work for Rovio.

Yakuza Dev RGG Summit
Sega Is Well Known for Publishing the Yakuza Games.

Fans are not taking it lightly, especially since Sega is behind the highly popular Yakuza series. Some have even claimed they will stop supporting the publisher.

Public opinion toward AI remains largely negative, and that is unlikely to change anytime soon, particularly when it comes to generative AI.

Welp. There goes another game company that I’m no longer going to support.

RIP Sega (again)

-Frustrated Fans

What are your thoughts on Sega using Generative AI for game development? Let us know in the comments section below, or join the discussion at Tech4Gamers forums.