If we'd told you back in the 1.16 or 1.17 days that Minecraft would shift to a quarterly content rhythm, dropping themed updates like seasonal episodes of a Netflix box set, you probably would have responded with a blank stare… or a creeper hiss. Yet here we are in 2025: four drops a year, each compact, curated, and just disruptive enough to get the community buzzing, arguing, and occasionally panicking about mods breaking.
2025 has been one of the most unusual and remarkable years in recent Minecraft history. We got underwater zoomies, airborne taxis, moss-covered metalwork, and even a zombie horse that finally escaped Creative Mode jail. And now, as we inch toward December, Mounts of Mayhem is officially on deck: the fourth and final drop of the year.
Here’s the state of Minecraft in 2025: what we’ve already lived through, what’s coming next, and why this year might go down as one of its most transformative eras.

We’re well past the point of debating whether the “drop” format is here to stay. Mojang committed to this quarterly update cadence, and 2025 proved that the studio is confident in this structure. For casual players, it brings delight. For modders chasing every technical change, it can feel somewhat challenging!
However, if you zoom out, this format has made Minecraft feel alive again. Each drop brings a self-contained theme, usually revealed during Minecraft Live, and lands with a pretty predictable cadence, roughly every three months.
So far in 2025, we’ve had:

Before we explore the up-and-coming Mounts of Mayhem, here's a quick tour of what we've had this year so far.
The first drop of 2025 quietly reshaped Minecraft’s atmosphere. New plants, firefly bushes, variant mobs, and improved villager behavior made worlds feel more alive without fundamentally changing gameplay. It wasn’t the flashiest update, but many players now look back on it as the moment 2025 found its tone: modest ideas, polished to a shine.
Then Mojang said, “You know what? Let’s make a ghast that smiles and lets four players ride it.” The Happy Ghast became an instant classic; a flying mount that felt like a mash-up between a roller coaster and an emotional support monster. Chase the Skies also expanded sky gameplay and traversal, laying groundwork for more mobility-focused systems that Mojang continued to explore later in the year.
This was the big one. Released on September 30, The Copper Age transformed copper from a decorative novelty into a full ecosystem of tools, armor, redstone gadgets, lighting, shelves, and, most importantly, the Copper Golem, whose little behaviors instantly made it a community favorite. Key additions included:
The Copper Age was a dense, mechanical update, and it successfully set up the final Q4 drop to lean more into adventure and mobility again.

Now for the headline of Winter 2025. Mounts of Mayhem is expected to launch in December 2025, and unlike some of the lighter drops this year, this one is full of gameplay impact.
Not enormous biome rewrites or End updates, perhaps, but a set of features that meaningfully expand how players traverse, fight, and explore. Here's some of what to expect:
Nautilus shells have existed forever. But, until now, they have had no origin story. Mounts of Mayhem fixes that with a bang. The Nautilus brings:
There’s also the Zombie Nautilus, typically ridden by trident-armed Drowned. They’re neutral mobs, but Mojang clearly wanted underwater areas to feel more alive and more dangerous.
As the first underwater mount in Minecraft’s entire history, this is a big deal.
For years, players joked about zombie horses being the game’s most forgotten mob. Now they’re finally getting their moment. Key details include:
This change isn’t just cosmetic. Survival worlds now have more variety in nighttime threats, as well as more personality in their passive mob rosters.
Mojang built this weapon around momentum. Here's how the spear works:
Between zombie cavalry and jousting potential, the spear feels like a weapon that will transform multiplayer minigames. Expect spear arenas and mounted PvP servers within weeks of release.
Players can already try the new features through:
But, as always, Mojang reminds players to back up worlds. These builds can corrupt saves, especially when worldgen or entity AI changes are involved.

Minecraft in 2025 feels faster-paced, more experimental, and more community-influenced than the old “one big update per year” era. Whether that’s a blessing or a curse depends on how you play. The majority of fans are energised by the steady drops, while others, especially modders, are feeling the strain of keeping up with constant under-the-hood changes.
What's clear is that, between the rise of themed drops, the expansion of traversal mechanics, and the creativity of updates like The Copper Age, Mojang has set a clear direction: Minecraft is getting busier.
Mounts of Mayhem will close out the year with two new rideable mobs, a new weapon class, expanded underwater exploration, and one of the most dynamic combat sandboxes the game has had in years. And if this is the new status quo, 2026 is going to be a wild ride.
A busy year!
If you’re loading up Call of Duty: Black Ops 7 and have paused mid-install, wondering why on earth there’s a mysterious download called “Worlds Collide”, you’ve stumbled onto perhaps Treyarch’s biggest curveball of the entire release.
It’s not a bonus map or a Battle Pass. It’s not even a marketing bundle disguised as gameplay. Instead, Worlds Collide (also known as the Co‑Op Campaign) is Black Ops 7’s entire Campaign + Endgame package wrapped into one gloriously chunky install. And it might just be the most interesting evolution the Black Ops story has had in a decade.
Welcome to your post-launch Black Ops 7 Worlds Collide explained. Trust us, this is worth your while.

Simply put, Worlds Collide is the Campaign, plus the co-op Endgame experience you unlock after finishing it. Treyarch slapped a name on the whole thing because the story and post-story are now fused into a single, evolving mode.
This means that if you head into your install options and see Worlds Collide, Multiplayer, and Zombies, you’re not missing some secret event. It's simply your chance to decide whether you want the narrative portion of Black Ops 7, including everything after the credits roll.
If you’re skipping the campaign this year, you can skip the download. But if you like innovative co-op, open-world structure, persistent loot, extraction tension, and a sweaty PvE sandbox… you’ll want Worlds Collide installed.

Black Ops 7 includes an 11-mission, four-player co-op campaign. Finish it, and you unlock a giant shared world called Avalon. This is where Worlds Collide stops acting like a campaign and starts acting like Treyarch’s love child of DMZ, Outbreak, a campaign epilogue that refuses to end, and a greatest-hits museum of Black Ops lore.
The Endgame is literally positioned as “where the narrative continues to unfold.” That is, the story keeps going after the campaign. Only, now you’re shaping it inside a live, PvE world with up to 32 players roaming the map at once. No PvP. No sweatlords sniping you as you load in. Just squads, missions, zones, loot, danger, and an extraction timer to make you sweat.

So, once the campaign is done, Avalon opens up. And this thing is huge. Here’s the loop:
Pick an Operator
Choose from up to 24 Operators, with abilities, style, and how you approach each zone all stemming from this choice.
Build Your Loadout
Guns, gadgets, and perks are all yours to tweak. Loadouts consist of Main Weapon, Melee, Field Equipment, and Field Acquisition from previous exfil runs. It’s not Warzone, but the progression feels close.
Drop In With a Wingsuit
Yes, a wingsuit. It’s awesome every single time.
Survive Avalon’s Zones
Avalon’s carved into escalating Combat Rating zones, essentially danger tiers that dictate how badly the world wants to delete you. Zone 4 requires a CR of around 45, with the overall maximum CR being 60.
Each zone has missions with rewards; optional challenges; environmental hazards; zombies aplenty; a mysterious toxin spreading from exposure zones; and, of course, combat escalation a la Black Ops.
Loot, Upgrade, Repeat
Everything you successfully extract stays in your inventory for the next run, including your CR and gear. Everything you fail to extract or lose by dying is lost, though some XP and overall Combat Rating progression persist
Push to Zone 4
Your ultimate goal is to hit Zone 4, which is the hardest region and home to the highest-value loot, as well as key story objectives tied to The Guild. This is where the real narrative “post-game” progression happens, and where you chase those exclusive Campaign weapon camos you can’t get anywhere else.
Skill Tracks
There are six Skill Tracks (e.g., Gunner, Surgeon) with Major and Minor Abilities, which unlock as you increase your Combat Rating. These abilities let you customize playstyle and approach to zones.

Worlds Collide is pure PvE, with zero player-vs-player. No ambush squads waiting near extraction. No gulags. No, “my teammate left because he died once”.
Instead, it’s squads of 1–4 in a world with up to 32 total players, all working separately on smaller objectives or teaming up organically to fight bigger threats. Think MMO-lite meets extraction-lite meets campaign-lite, with none of it requiring battling real players.

If you love a campaign with staying power, a giant PvE sandbox packed with missions and secrets, and progression that feeds straight into XP, weapon levels, camos, and your Battle Pass - Worlds Collide is absolutely worth your hard drive space. It’s the rare Call of Duty mode that works whether you’re dipping in casually or grinding like your Operator retirement fund depends on it.
If, however, you only touch Multiplayer and Zombies, avoid campaign content, or break out in hives at the words “open-world extraction,” you can safely skip the download and jump straight into the modes you care about.
But here’s the deal: Worlds Collide is the boldest shake-up the Black Ops formula has had in years. It’s inventive, replayable, and genuinely feels like Treyarch pushing the series somewhere new rather than repackaging what already works.
A new direction for Call of Duty, it blends the campaign and post-game into one evolving experience, with players filling its world with their own stories. And, now that fans have their hands on it, it’s proving to be one of the standout parts of the entire release.
So, there you have it; Black Ops 7 Worlds Collide explained without the patch-note vibes. Now, there's nothing left to do but wingsuit into Avalon with loot to earn, secrets to uncover, and hopefully a squad that remembers how to exfil!
PvE campaign + end game
Every new Resident Evil game comes with two guarantees: First, some sort of horrible biological mistake skulking in a dark hallway; and second, a timeline messier than your first attempt at a sliding-tile puzzle in RE3. Well, Resident Evil Requiem (aka RE9) cranks that timeline chaos up even further.
Dragging us back to Raccoon City (yes, that Raccoon City) while jumping further forward in the series chronology than any mainline entry before it, it's a timeline puzzle wrapped in zombies, mother–daughter trauma, and a suspiciously familiar police station. The natural question arises, therefore: When exactly does Resident Evil Requiem take place?

After months of trailer sleuthing, freeze-framing, and fans yelling “IS THAT LEON’S JEEP?” at YouTube thumbnails (more on that), the developers finally gave us the official timeline drop:
Resident Evil Requiem is set about 30 years after the destruction of Raccoon City in 1998.
That puts Requiem’s story right around 2028 (give or take a year, depending on where Capcom pegs the exact anniversary). It’s the furthest the main series has pushed forward - past Ethan Winters; past the BSAA-Wesker child drama; and straight into a world that’s had three decades to cover up, rewrite, or quietly misplace what happened on that fateful September night.
It’s easy to hear “30 years later” and go, “Cool, so everyone’s older.” But in Resident Evil, timeline jumps signify so much more.
Thirty years isn’t just a number. It means that Umbrella’s ghosts have had time to hide or fester; the U.S. government has had decades to rewrite its involvement; and a new generation, including Grace Ashcroft, is reaching adulthood in the ashes of a catastrophe they never witnessed firsthand. And that last part is key.

Grace Ashcroft steps into RE9 as the daughter of Alyssa Ashcroft. Remember the name? She was the fearless Raccoon Press journalist from Resident Evil Outbreak, who chronicled Raccoon City’s collapse from the inside.
Now, we know that Alyssa survived the outbreak thanks to her 2016 news article in RE7. But by the time Requiem begins, she is no longer alive, leaving Grace to navigate a world haunted by her mother’s past
Grace is no combat prodigy or action hero; she's an FBI intelligence analyst. Sharp-eyed and relentless, she's trained to see the patterns no one else notices. Her latest test? To investigate a death at the abandoned Wrenwood Hotel, the same hotel where her mother was murdered eight years earlier. It’s a case that drags our hero into the shadows of Raccoon City, forcing her to confront both the city’s hidden horrors and her own buried trauma.
In true Resident Evil style, the stakes are practically stamped on her badge: “Your mother vanished eight years ago in a haunted hotel, your family history is a biohazard crime scene, and you’re about to inherit every unresolved Umbrella-shaped nightmare she left behind.”

One of the stranger quirks in the Requiem trailers is the contrast between the bombed-out exteriors and the surprisingly intact indoor environments. The streets look devastated, irradiated, and long reclaimed by time. Yet the buildings appear untouched, as if pulled from the past as memories, flashbacks, or even playable investigative sequences set during the outbreak itself.
This odd disconnect has sparked a theory among fans that Requiem may actually be weaving together two timelines, bringing together old trauma with new and present danger.
Handing the floor to Leon Kennedy truthers, fans believe they’ve spotted Leon's jeep in the trailer outside the RPD alongside a line of dialogue that sounds suspiciously like Nick Apostolides. If correct, and Leon returns in Requiem, he'd be around fifty years old now. Still absolutely young enough to suplex a monster through a church window if the situation called for it.
While Capcom hasn’t confirmed Leon's appearance, we know that Resident Evil loves tag-team storytelling (think RE2, RE4, RE6, and Village’s DLC). And Requiem’s return to Raccoon City practically begs for a familiar survivor to show up.

In plain terms, Requiem takes place around 2028, roughly thirty years after the Raccoon City Destruction Incident. But the timeline is only half the story here.
More than just a “return to Raccoon City”, Requiem promises a collision between past and present. Grace chases answers about her mother, but she’s also investigating the last echoes of the world’s most infamous outbreak.
With the trailers hinting at overlapping perspectives, split memories, and buried truths clawing their way back to the surface, what's clear is that Requiem could become the most emotionally charged Resident Evil reckoning we’ve seen in years.
Bring on February 2026!
Every new Resident Evil game comes with two guarantees: First, some sort of horrible biological mistake skulking in a dark hallway; and second, a timeline messier than your first attempt at a sliding-tile puzzle in RE3. Well, Resident Evil Requiem (aka RE9) cranks that timeline chaos up even further. Dragging us back to Raccoon City […]
Launching today, it's the million-dollar question: Has Call of Duty: Black Ops 7 stuck the landing? With a day one score of 84 on PC, glowing critic praise, and a whole lot of “Call of Duty is back” energy, the Black Ops 7 Metacritic page responds with a definitive - 'yes!'
With Campaign, Multiplayer, Zombies, Endgame, and Dead Ops Arcade 4, all tied together with unified progression, we're talking the biggest and most ambitious Black Ops ever. So, let’s break down the biggest voices in gaming, what they’re saying, and why the hype is absolutely justified.
No review sets the tone quite like GamingTrend, dropping a rare and emphatic 100/100 with this opening mic-drop: "Call of Duty: Black Ops 7 is an incredible feat by all teams involved."
Yes, they pretty much liked, well, everything!—saying each mode “feels like it was crafted passionately,” and "Black Ops 7 is the pinnacle of modern Call of Duty, blending the past with the present in a way that’s worthy of the grind you’ll be putting into it." Now, if that isn't high praise, I don't know what is.
Hardcore Gamer doesn't pull any punches in acknowledging that the franchise walked into this release with baggage. Namely, “six years of pent-up resentment” and “increasingly abhorrent monetization”. But if anything, that makes this score of 90 even more significant.
Praising Treyarch for a full-on turnaround, they highlight that the game “vastly outshines recent Call of Duty releases” thanks to movement tweaks, open matchmaking, improved systems, and the strongest launch map set in years. They also praise Endgame and Zombies, with special mention for Ashes of the Damned and Dead Ops Arcade 4.
In summary, according to Hardcore Gamer, "Call of Duty: Black Ops 7 is the win the franchise has been looking for." Nice!
Carole Quintaine frames Black Ops 7 as Treyarch choosing polish over radical reinvention, but doing it exceptionally well: "Treyarch isn’t trying to revolutionize the series, it’s trying to master it, to make it more coherent and more generous."
Emphasizing the horror-tinged campaign, ambitious Endgame, sharper Multiplayer, and a “truly monumental” Zombies experience, for her, this is the 2025-tuned Call of Duty: modern, fast, intelligent, and forward-looking.
This review is all about how stuffed the game is. Calling it “a truly content-rich shooter,” it praises the co-op focus, shared progression, Zombies, and a competitive Multiplayer with tons of maps and modes.
And good news for competitive players looking for high-skill mobility, their appreciation of Absolute Movement is especially notable.

The Giga review emphasizes that while the campaign may not reach the heights of past entries, the multiplayer and co-op experiences are polished, engaging, and deeply satisfying, delivering fresh ideas without breaking the series’ formula: "Black Ops 7 offers solid co-op action and refined multiplayer with great maps and modes, but its campaign lacks Cold War’s brilliance. Bold, fun, yet not revolutionary."
Screen Rant drops the quick punch: "The biggest Call of Duty isn't the best." It’s a criticism, yes, but within the Metacritic context (80 is still solid), it’s more a tempered nod than a takedown. Even the skeptics admit the game is huge, ambitious, and impressive in scope.
TrueGaming focuses on the wild campaign structure, predicting that some players may feel mixed about its “unusual events,” but strongly praising Endgame, Zombies, and Multiplayer’s new QoL enhancements and unique maps. Their read: the game lands, even if it experiments.
IGN Italia calls it: "The biggest Black Ops ever: packed with content and fun, but with a weak campaign and a few aspects that need refinement." It’s balanced, but still lands firmly on the positive side thanks to sheer content volume and polish.
CGMagazine gives the lowest score so far at 70, with its biggest criticism aimed at the Campaign mode. However, it also nods to Multiplayer as fun, and Zombies as having interesting new additions - the gameplay pillars that matter most to many in the community.

With a Day 1 Metacritic score of 84, Black Ops 7 has earned a strong, consistent consensus: it delivers incredible depth and content; multiplayer is at its best in years; the Zombies experience is monumental; the Endgame, unified progression, and mechanical refinements have elevated the formula.
Critiques are consistent but minor: campaign writing is uneven; some experimental missions may divide players; and a few elements could use refinement. But having said that, even the lower-scoring outlets agree that Black Ops 7 is fun, massive, and, in many ways, excellent.
So, whether you’re shooting your way through Zombies marathons, sweating it out in Multiplayer lobbies, coordinating co-op chaos, or grinding through a packed progression system, the verdict is clear: Black Ops 7 is the boldest, most cohesive, and most rewarding Black Ops in years. And for that, we are truly excited!
Looking good!
When THQ Nordic teased us with that Halloween trailer back in October, we knew something big was brewing in Bikini Bottom. Now we have our answer: SpongeBob SquarePants: Titans of the Tide is launching November 18, 2025, and it looks like the most ambitious new SpongeBob game Purple Lamp has delivered yet.
Following the success of Battle for Bikini Bottom - Rehydrated and The Cosmic Shake, this third major entry promises to shake things up with a ghostly twist that has us genuinely excited. THQ Nordic officially unveiled the game during their August showcase, complete with a David Hasselhoff sea shanty that perfectly captures the nautical nonsense we love about this franchise.
The story centers around an epic ego clash between two of Bikini Bottom's most powerful residents: King Neptune and the Flying Dutchman. When these titans collide, their supernatural spat unleashes spectral mayhem across the entire underwater city. Only SpongeBob and Patrick can restore order to their chaotic world, which means we're in for one wild ride.
What makes this new SpongeBob game particularly interesting is the seamless character-swapping mechanic. Using their BFF rings, players can instantly switch between SpongeBob and Patrick at any time, with the inactive character appearing as a ghost companion. This cooperative gameplay element adds a fresh dynamic to the traditional 3D platforming formula Purple Lamp has perfected. And if we're being totally honest, we're long overdue a mascot-based platformer anyway.

This whimsical new adventure spans iconic locations throughout the SpongeBob universe, from the depths of Neptune's Palace to the icy peaks of Mount Bikini. We'll also explore all the familiar Bikini Bottom haunts, though they'll probably look quite different under the influence of all that ghostly chaos.
Purple Lamp has confirmed that epic boss battles await throughout the journey, which should provide some memorable encounters for both longtime fans and newcomers to the series. The developer's track record with boss design in previous entries gives us confidence these fights will deliver the right mix of challenge and humor.

The entire original voice cast is returning for Titans of the Tide, ensuring that authentic SpongeBob experience we've come to expect. Tom Kenny and Bill Fagerbakke reprise their roles as SpongeBob and Patrick respectively, bringing that genuine chemistry that makes these characters work so well together.
Even David Hasselhoff makes a musical appearance in the announcement trailer, performing a sea shanty that explains the supernatural predicament facing Bikini Bottom. It's exactly the kind of unexpected celebrity cameo that makes SpongeBob games special.

SpongeBob SquarePants: Titans of the Tide will launch simultaneously across PC, PlayStation 5, Xbox Series X/S, and Nintendo Switch 2 on November 18, 2025. This marks the first Nickelodeon game to debut on Nintendo's next-generation console, making it a notable milestone for both franchises.
The standard digital edition costs $39.99, while collectors can grab the Ghostly Digital Edition for $54.99. Note that both versions of the game currently have a special pre-order discount in place here at 2Game, so if you know you'll want to play it on day one, now's the time to splurge:
Pre-order customers also receive the Natural Costume Pack, featuring the hilariously named Butt Flap Bob and Birthday Suit Patrick outfits. Additional DLC packs are planned, including the Search for SquarePants and Double Deluxe costume collections.

With Purple Lamp's proven expertise in SpongeBob platformers and the promising supernatural theme, Titans of the Tide looks set to continue the studio's winning streak. The character-swapping mechanics and ghostly atmosphere should provide enough fresh elements to keep the formula feeling new while maintaining that classic SpongeBob charm.
For those wanting to test the waters first, a demo was available during Steam Next Fest and select gaming events throughout the year. Pre-orders are live now at 2Game, so don't dawdle!
Character swapping, epic boss battles, and a ghostly adventure through Bikini Bottom? Yep, that’s the new SpongeBob Game, alright!
Even though there's a point to be made that Assetto Corsa EVO is yet to deliver on its promise of an uncompromising, unrestrained racing sim, we're thrilled to report this hasn't distracted the developer Kunos from licensing the franchise to an entirely new dev. To that end, Supernova Games Studios' fancy new Assetto Corsa Rally has only just come out, and it's awesome.
Most often compared to - wait for it - the revered Richard Burns Rally from 2004, Assetto Corsa Rally stands out due to its astonishingly good driving model and skill-based gameplay. Seriously, if you held back from playing Dirt Rally games and the new WRC titles due to how sticky and predictable they were, ACR's your best bet at replicating the old RBR feeling. Great news, right?
Thing is, Assetto Corsa Rally has only just released in Steam Early Access, and this means it's pretty slim on content. Talk about needing a roadmap, eh? That's precisely what we're talking about here, though: the Assetto Corsa Rally roadmap isn't yet here, so we've summarized all the content available on Early Access day one, with confirmed incoming releases in tow. Here's the jig!

Assetto Corsa Rally launched into Steam Early Access on November 13, 2025, marking the beginning of an ambitious 12-18 month development journey that will transform the racing simulation landscape. Developed by Supernova Games Studios in partnership with Kunos Simulazioni, the roadmap promises substantial content expansion leading to the full 1.0 release.
The official roadmap outlines impressive growth targets for the 1.0 launch. We can expect the car roster to triple, reaching over 30 vehicles featuring historic and modern rally icons through partnerships with collectors and the Fondazione Giono Macaluso. Each vehicle will offer distinct handling characteristics for front-wheel, rear-wheel, and all-wheel drive configurations.Track content will see even more dramatic expansion, growing from the current 33km to over 120km of laser-scanned stages. The final release will include 10 Special Stages with more than 35 variants spread across five international rallies, providing diverse terrain and weather conditions.
Supernova Games Studios expects to reach the full 1.0 release between November 2026 and May 2027. During Early Access, developers will continuously add new roads and content while implementing community feedback for physics refinement, performance optimization, and overall polish.

All things considered, it should be no huge surprise that there's not a huge amount of content currently present. Here's the full list on day one of ACR's Early Access launch, November 14, 2025:
Rally Cars (10 Total)
Rally Stages (4 Special Stages, 18 Variants, 33km Total)
Rally Wales (Gravel)
Rally Alsace (Tarmac)
Game Modes (5 Total)

So, how do you feel about the state of Assetto Corsa Rally compared to Assetto Corsa EVO from early this year? We've got to admit that our initial impressions of ACR are substantially better than they were with ACE, and even though both are obviously unfinished games, there's a ridiculous amount of potential present with Rally in particular. After all, while there's a number of indie/AA-level racing sims, there's barely any such titles in the rallye niche, and so here's one at last!
If you're even remotely interested in playing a genuinely different and compelling new rally game, we believe Assetto Corsa Rally is your white rabbit right now. Do be prepared for a general lack of polish and content, at least for now, but man is this the dream come true for fans of Richard Burns Rally. Can't believe it's taken so long...
Even though there’s a point to be made that Assetto Corsa EVO is yet to deliver on its promise of an uncompromising, unrestrained racing sim, we’re thrilled to report this hasn’t distracted the developer Kunos from licensing the franchise to an entirely new dev. To that end, Supernova Games Studios’ fancy new Assetto Corsa Rally […]
If you've been PC gaming for any prolonged period of time, you will have had some amount of library management problems already. Even if you stick with, say, the Steam Deck, figuring out ways to integrate your Game Pass subscription with Steam licenses proper is no mean feat. This issue, though, we've kind of solved when we presented you with Playnite! For those with particularly large libraries, keeping track of your gaming backlog becomes a problem too, and that's why we're here with a fancy new solution: Infinite Backlog! But oh wait, there's more! Backloggd has been around for even longer still, and the big question is - which is better?
Both Infinite Backlog and Backloggd are comprehensive gaming library management platforms designed to help players track, organize, and discover their gaming experiences. Think of them as social cataloging services specifically built for video games, combining the organizational power of personal databases with the community features of social networks.
Backloggd positions itself as the more social-focused platform, emphasizing community interaction, reviews, and discovery through user-generated content. The service feels like a gaming-focused version of Letterboxd or Goodreads.
Infinite Backlog takes a more data-driven approach, focusing on detailed statistics, completion tracking, and personal organization tools. We find it appeals more to users who want granular control over their gaming data. It's also got the obvious boon of allowing users to straight-up import their PC game libraries, should they choose to do so.

Both Backloggd and Infinite Backlog operate through user-friendly web interfaces where users can search and add titles to their personal collections. Users can mark games with different statuses across both services, though the implementation differs, with the former being much more manual and involved in the grand scheme of things. Here's the lowdown:
The key difference lies in depth versus simplicity. Backloggd excels at social interaction and clean presentation, while Infinite Backlog provides more granular tracking options for data enthusiasts. Which are you leaning more towards?
From the perspective of UI and UX, Backloggd largely prioritizes ease of use and visual appeal, making it ideal for casual tracking. Infinite Backlog caters to power users who want comprehensive data management.
Both services support extensive ranges of gaming platforms, but their approaches differ significantly.
Backloggd Platform Support:
Infinite Backlog Platform Support:
For pure breadth, both platforms perform admirably. However, Infinite Backlog edges ahead for PC-focused users due to better launcher integration, while Backloggd excels for console gaming tracking. Once again, though, both of these will cover the vast majority of use-cases.

Starting with Backloggd: Create a free account and immediately begin adding games through the intuitive search function. The platform encourages rating and reviewing games you've already played to build your profile. Steam library import is available but limited compared to competitors.
The onboarding focuses on following other users and building your social network within the gaming community. We recommend browsing popular lists and reviews to discover your first follows.
Starting with Infinite Backlog: Account creation leads to a more comprehensive setup process. The platform offers extensive Steam integration, automatically importing libraries with detailed metadata. Users can configure custom categories, tracking preferences, and dashboard layouts from the start.
The initial setup takes longer but provides a more personalized experience immediately. We suggest spending time configuring your tracking preferences before adding non-Steam games.
Both platforms excel in different areas, making the choice dependent on your gaming habits and preferences.
Choose Backloggd if:
Choose Infinite Backlog if:
For most users, we'd recommend starting with Backloggd due to its approachable design and strong community features. However, serious PC gamers and data-focused users will find Infinite Backlog's additional functionality worth the complexity, and there's something to be said about the ability to instantly import your entire PC gaming libraries at the press of a button. Heck, if you've got hundreds of titles in your Steam library alone, getting it all into Backloggd is going to be a royal pain.
Both services have been immensely useful tools as we jump in and out of first-party Steam games, emulation, console gaming proper, and a variety of other licensing solutions. Whether you choose the social simplicity of Backloggd or the comprehensive tracking of Infinite Backlog, you'll have a powerful solution for managing your ever-growing gaming collection.
And there you have it! Backloggd has been an immensely useful tool for us as we jump in and out of first-party Steam games, emulation, console gaming proper, and a variety of other licensing solutions. Backloggd keeps track of it all, all at once, and it does so with a powerful, comprehensive feature-set you won't get anywhere else.
If you'd like to discover more similarly useful PC apps and websites, look no further: we've got you covered on that front as well. From performance improvements to heat and sound management, we've got an evergreen curated list of must-have gaming PC tools ready to go. With all of these items put together, you'll have the full gaming software stack that covers every single use-case under the sun. There's something to be said about the joy of that, too, isn't there? Have at it!
If you’ve been PC gaming for any prolonged period of time, you will have had some amount of library management problems already. Even if you stick with, say, the Steam Deck, figuring out ways to integrate your Game Pass subscription with Steam licenses proper is no mean feat. This issue, though, we’ve kind of solved […]
Ready your chainswords and brace for heresay. Fatshark’s gone wild with a three-day-only Warhammer sale that’ll make even a Tech-Priest short-circuit with joy!
Yes, from November 13th (7pm CET) to 16th (7pm CET) 2025, score legendary savings on Fatshark’s most iconic co-op carnage. Whether you’re purging plague cultists in the grimdark depths of Tertium or hacking through hordes of Skaven in Ubersreik, these deals are pure Emperor-approved madness you won't want to miss.

The Skaven-slaying, loot-chasing chaos that defined the series; it all started here. Step back into Ubersreik for Fatshark’s original co-op masterpiece.

Venture into the frozen Grey Mountains to battle hordes across three icy new maps.

Defend a crumbling fortress in one of the most intense Vermintide missions ever created.

The Skaven returned, and they brought Chaos with them. Expect deeper combat, more heroes, and unforgettable co-op carnage.

Face the feral Beastmen and test your mettle against new challenges in this explosive expansion.

Hunt corruption in the city of Bögenhafen with new levels, quests, and loot.

A love letter to the original Vermintide, this expansion lets you revisit iconic locations with a Vermintide 2 twist.

Fatshark’s bold evolution, step into the grimdark future and cleanse the Hive City in glorious 4-player chaos.

Purge corruption in a fast, visceral fashion. Join the Inquisition, create your character, and unleash righteous fury against the heretic hordes.
From Ubersreik to Tertium, Fatshark’s Warhammer worlds are bursting with co-op carnage, camaraderie, and chaos. This is your chance to own the complete saga at prices even Sigmar would bless.
So, grab your squad, load up your arsenal, and let the chaos begin.
Only 3 days. Only Fatshark. Only Warhammer.
Few video game franchises have left a mark like Call of Duty. Since 2003, what started as a gritty World War II shooter by Infinity Ward has exploded into a multi-billion-dollar juggernaut spanning decades, genres, and console generations.
Developed primarily by Infinity Ward, Treyarch, and Sledgehammer Games, with major support from Raven Software, Beenox, High Moon Studios, and Demonware, Call of Duty has grown from cinematic single-player campaigns into a global multiplayer phenomenon.
Below is a chronological list of all Call of Duty games in release order, focusing on the mainline releases that built one of gaming’s biggest legacies.


Call of Duty is a masterclass in evolution. From World War II battlefields to futuristic warfare, its secret is adaptability. Every era delivers something fresh while staying true to what fans love: tight gunplay, cinematic flair, and multiplayer that hooks players for hundreds of hours.
With Black Ops 6 shattering sales records and Black Ops 7 on the horizon, Call of Duty is a living testament to innovation, evolution, and enduring power in gaming. After more than two decades, it proves that even in a crowded gaming landscape, the franchise consistently sets the standard, thrills fans, and redefines what’s possible in the world of shooters.
All COD classics in one place
Indie game development is equal parts passion project and survival challenge: something Cloud M1 knows all too well. What started as a 3D animation studio back in 2008 quickly transformed into a full-fledged game development outfit when founder Xiu Liang and his team discovered where their true passion is.
Fast forward to today, and Cloud M1 has released Ayo the Clown, a charming platformer that's been winning hearts across multiple platforms, from Steam to Nintendo Switch. But getting noticed in an oversaturated market? That's been the real boss fight, in case you hadn't noticed the state of things as of late.
We sat down with Xiu Liang, Game Director at Cloud M1, to talk about the studio's origins (spoiler: it involves Final Fantasy VII and an actual real-world tank), the brutal realities of indie publishing, and what's cooking in their development pipeline. Join us as we discuss dystopian futures, pixel art, and a whole lot of existential dread! All in the context of a jolly new clown-themed 2.5D platformer!

"We actually started as a 3D computer animation studio back in 2008, but quickly realized our true passion was in games—so we made the jump to Unity that same year and never looked back. The name “Cloud M1” came from two personal favorites: Cloud Strife from Final Fantasy VII and the M1A1 tank I drove during my time in the army. So, it’s part nostalgia, part horsepower. Our mission today is to create story-driven games with a strong emotional punch—and that unforgettable “wow” factor that leaves layers inspired, unsettled, or completely blown away. We want to make experiences that stick with people long after the credits roll."
"A lot! During our Kickstarter campaign for Ayo the Clown, we had an incredibly active group of backers who weren’t shy about sharing their thoughts. Some even became playtesters, giving us hands-on feedback that directly shaped the game. The biggest takeaway? The difficulty level. We heard them loud and clear and added new difficulty options so everyone—from casual players to hardcore platforming veterans—could enjoy the experience without throwing their controller (too hard)."
"The biggest challenge today is simply being seen. The market is flooded with games, and with so many “asset flips” out there, it’s tough to stand out without a serious marketing budget. Ayo the Clown definitely felt that challenge. Even though it’s a charming, unique title, it’s easy to get lost in the crowd of cute platformers. Visibility is everything—and unfortunately, passion alone doesn’t buy ad space!"
"Definitely. There are a lot of behind-the-scenes technicalities when it comes to launching a game. You have to navigate ratings systems, research age restrictions, and be mindful about what content is appropriate for your audience. With Ayo the Clown, we wanted it to be an all-ages experience, which meant going back and adjusting a few details—like removing a scene where Bo, Ayo’s dog, was peeing into a bush. It was funny, but apparently not “E for Everyone” funny," they said.
"The Nintendo eShop also took some getting used to. The submission process and requirements were tricky at first, but once we spent time understanding how it all worked, it became much smoother. At the time, we thought focusing on the console launch would naturally help boost the Steam release—but it turns out each platform really needs its own tailored strategy. Another lesson learned for next time."

"We’re currently developing a point-and-click puzzle adventure set in a dystopian future—a mix of sci-fi, noir, and psychological horror. Think Blade Runner meets Silent Hill… with a dash of existential dread. It’s pixel art, story-heavy, and unapologetically weird—in the best way. We want players to feel a mix of unease and fascination, constantly questioning what’s real and what’s lurking around the next corner. Every moment is designed to keep them on edge—and eager to uncover the next piece of the story."
"It really depends on how this new adventure game performs. If players connect with it the way we hope, we may fully pivot to this genre and refine it even further. We love experimenting, but we also want to build a signature identity—something that says, “Yep, that’s a Cloud M1 game.”"
"To me, making a game is like painting or writing a novel—it’s art. Finishing it, putting it out into the world, and seeing someone actually play it… that’s success. Of course, commercial hits and glowing reviews are nice too (we won’t say no to that!), but the real joy is watching players connect with what we’ve created. That’s the magic that keeps us going."
Cloud M1's journey from animation studio to indie game developer shows that finding your niche isn't always a straight path—sometimes you need to pivot, experiment, and trust your instincts. With Ayo the Clown already making waves and a dark, story-driven adventure game on the horizon, it's clear this studio isn't afraid to take creative risks.
Want to keep up with what Cloud M1 is working on next? Follow them on Twitter to get the latest updates about their projects. And if you haven't checked out Ayo the Clown yet, take a look at the gameplay trailer (featured above) to see what all the fuss is about.
Here's hoping their next game hits that perfect balance of commercial success and creative fulfillment, because as Xiu puts it, watching players connect with what you've created? That's the real magic.
Join us for a new interview with Cloud M1, the creators of the delightful Ayo the Clown 2.5D platformer!