The nightmares are back — but this time, you don’t have to face them alone. Little Nightmares III, released on October 9, 2025, marks the series’ first major entry under Supermassive Games, the studio best known for Until Dawn and The Quarry. Critics agree: while it doesn’t completely reinvent the franchise, it’s a hauntingly well-crafted sequel that expands the formula in smart, emotional ways.
The game currently holds a Metascore of 73 on Metacritic, based on 48 reviews — a mix of cautious praise and admiration for how faithfully Supermassive captures Tarsier’s nightmarish tone.

Taking over a beloved series is no small task, but Supermassive Games seems to have handled the transition deftly. GamingBolt (90/100) commended Little Nightmares III's “unique brand of horror and platforming puzzle action”, noting that it “builds on the franchise’s best features.”
Gamesurf (85/100) highlighted how the studio “expands [the saga] intelligently,” translating the horror of solitude into the fear of losing a partner: “Fear no longer stems from isolation, but from the possibility of losing the one beside you.”
It's this emotional shift that defines the sequel — a horror experience that’s less about loneliness and more about connection, even in the darkest corners.

Co-op is Little Nightmares III’s big innovation (check out Little Nightmares III Co-Op Gameplay – How It Works and What to Expect), and critics have largely praised how naturally it fits.
GamersRD (85/100) called it a “haunting co-op adventure” in which “familiar mechanics take on a new life” through creative teamwork and eerie puzzle design. The publication also applauded its “renewed narrative focus” and described it as a “highly recommended and chilling experience.”
PlayStation Universe (75/100) agreed that the introduction of co-op is a strong addition, writing: “Little Nightmares III is generally a successful sequel thanks to its refined mechanics and the integration of co-op to its particular brand of horror experience.”

Even the more measured reviews acknowledge the game’s strengths in atmosphere and design. Metro GameCentral (70/100) praised how Supermassive “perfectly recreates the art direction and atmosphere of the originals,” while noting that the sequel plays it a bit safe in terms of innovation.
IGN (60/100) offered a similar perspective, recognizing the “pair of new protagonists” and “two-player support for the first time in the series,” but concluding that Little Nightmares III “doesn’t do enough to distinguish itself from the previous two adventures.”
GameSpot (70/100) described Little Nightmares III as “faithful to the series under its new leading studio,” commending its audiovisual design and worldbuilding. The review also highlighted the addition of co-op as a seamless, welcome change, and concluded that it’s “a good sequel that I’m glad to have made the time for”.

The general consensus? Little Nightmares III may not revolutionize the series, but it succeeds where it matters most — maintaining its haunting atmosphere while deepening its emotional core by adding co-op. Hey, if it ain't broke...
Critics also agree that Supermassive Games proves a worthy new caretaker, successfully capturing the surreal horror and fragile innocence that define the franchise.
To sum up - from its dreamlike environments to the masterfully layered sound design, Little Nightmares III is a beautifully twisted tale best shared with someone you trust. Or at least someone who won’t freeze when the monsters come!
Signature stuff
We'll be honest here: Roguelites are a-dime-a-dozen nowadays, and it's pretty damn hard to stay on top of them all. It sometimes feels like every other modern game has a Roguelite (not to be mistaken for Roguelike, mind) mechanic of this or that sort, and whether that's for the better or not is for each and every one of us to assume. Absolum, though, makes its presence very well known, and we cannot recommend it enough.
Not to toot anyone's horn, but it's not often that a genuine Hades-level Roguelite comes out. From what time we've spent with the game so far, Absolum absolutely (ha!) feels up-to-par to Supergiant Games' usual output, all the while doing things its own way. The right way, really.
That's not by accident, either: published by DotEmu and developed by Supamonks and Guard Crush Games, known respectively for their impeccable art-work and phenomenal beat' em up gameplay loops, this is the Roguelite you'll want to play this season. Here's why!

Let's get the obvious bits and bobs right out of the way: Absolum looks astonishing. And hey, sure, it looks great on screenshots, but it gets even better in motion. Supamonks' trademark style of animation comes to life in a way that simply looks and feels a notch above virtually any other competitor, and this is all underlined further by the underlying combat loop.
If you're really looking for a solid comparison, think of Absolum as of a wombo-combo of Hades and Streets of Rage 4, with all the tropes this might otherwise entail. Add a dash of Castle Crashers to the mix, for good measure. You're getting a rapid, chunky, and satisfying beat 'em up that is thrilling to play and to look at. And it all runs astonishingly well on the full range of modern hardware: from the humble Steam Deck all the way to the toppiest of notches that run RTX 5090 and the like. No matter the medium, Absolum is a joy to behold.
And to listen to, too. Absolum sounds great, from the shockingly swell soundtrack to the meager punch sounds, every single effect put into your audio processor of choice is very satisfying to listen to, and it all works out to be a delightful experience across the board.
The level of polish present in Absolum is remarkable, too. In our time with the game, we've not come across a single major bug or problem, and though balancing is its own concern, the game offers more than a-plenty accessibility options to get over any hurdle. Should you choose to do that, of course.

Gameplay-wise, it seems plainly ridiculous that no one's come up with the idea of an honest-to-goodness Roguelite beat 'em up yet, but here we are. Absolum sits more-or-less alone in this particular niche, and it's set any potential future usurpers up against an incredibly high bar to clear.
Really though, the comparisons to Hades are not by accident: this isn't an entirely randomized game by any means, and the structure of each subsequent run can be fairly similar to any other run. The biggest differences won't come to light until later on, by the time you've managed to bifurcate enough to reach some of the strangest, most obscure regions and biomes present in the game. This isn't a huge deal, though, because the meta-progression layer is engaging and satisfying, and each character has plenty of time to shine.
The dialogue can't really hold a candle to the likes of Hades or, say, Children of Morta, but that's not a huge concern when the gameplay is as good as it is. Each of the four combatant mages you can choose from comes with their own array of skills and abilities that can be customized as your run progresses. It's relatively straightforward elemental magic, yes, but the way it interacts with dashes, jumps, and sprints is unique compared to most anything else. This is the first proper beat 'em up of its ilk, after all.
In fact, considering just how incredibly good Absolum is, we'd wager that this is the kickstart of a new kind of Roguelite. It's a fairly obvious idea that no one's really handled beforehand, but now that this conglomerate of studios has left a mark on the genre, we only see it growing ever-more popular as time goes on.
Give it a shot! The sooner the better, and preferably on a good OLED display. Like the Steam Deck OLED, say.
Is Absolum our next go-to Roguelite? May be! Here’s our take on it.
Because sometimes, nightmares are better shared… Or are they?
Little Nightmares has always thrived on isolation: a slow, creeping descent into surreal horror, where you're completely, achingly alone. That isolation is the fear. But in Little Nightmares III, everything changes. With full online co-op, for the first time in franchise history, the nightmare is shared.
We're talking two protagonists, the opportunity for two players, and one horrifying experience. Here's how Little Nightmares III works and what to expect.

Yes, you can play Little Nightmares III in co-op, and it’s not just an add-on mode. The entire game is built around two protagonists, Low and Alone, who are children desperately seeking escape from The Spiral - a vast, twisted reality with zones like the shadow-choked Necropolis and a grotesque, factory-like nightmare of sweets and teeth that are woven into the terror itself.
You can either play solo, with the game’s AI controlling your co-star, or pair up online for the full co-op experience.

Little Nightmares III is online-only. No split-screen, no couch co-op. And that’s intentional. The series thrives on atmosphere, tension, and visual storytelling. Squeezing that into half a screen? You kill the immersion.
There’s no in-game voice chat, either. You’ll communicate like Low and Alone do—through gestures, movement, and gut instinct. There's no yelling “RUN!” over the mic. Just tension, silence, and hoping your partner gets the message. The basic message? Yes, you're in this together. But you're also very much alone.
Every level in Little Nightmares III is built for two, not just in bodies, but in brains. It’s more than platforming. You’ll hide, lure, boost each other up, and solve puzzles that react differently depending on who’s interacting.
For example, Low’s bow and arrow are great for distraction - triggering distant mechanisms, maybe even lighting the path ahead. Alone’s wrench? Better for breaking things open or forcing your way through spaces that don’t want you inside.
This isn’t a simple buddy system. It’s asymmetric survival. Two tools, two roles, and no second chances. If you don’t work together, you don’t make it out.
Despite introducing cooperative gameplay for the first time in the series, Little Nightmares 3 does not support local co-op, split-screen, or couch play. The game exclusively offers online multiplayer for two players, which means you and your friend will each need your own device and an internet connection to play together. While the game includes a Friend's Pass feature that allows one player to invite another without requiring a second purchase, this convenience only applies to online sessions.
According to game director Wayne Garland in a 2023 interview, Supermassive Games deliberately chose to skip local co-op because split-screen gaming is often associated with a party atmosphere that would clash with the immersive, dark tone the developers wanted to maintain. However, this decision has proven controversial within the player community. Many fans have noted that both characters typically remain on screen together during gameplay, making the absence of local co-op feel like a missed opportunity.
We recommend that anyone planning to experience Little Nightmares 3 with friends ensure both players have compatible devices and stable internet connections before diving into Low and Alone's twisted adventure through the Spiral.Retry

It’s easy to worry that co-op might dilute the tension. But Supermassive knows what they’re doing here. After all, if anyone understands horror with multiple perspectives, it’s the team behind Until Dawn and The Dark Pictures Anthology. Indeed, they’ve built entire games around asynchronous decisions and cooperative tension.
In Little Nightmares III, co-op doesn’t mean comfort. It means multiplied dread.
Imagine splitting up in a place where every shadow moves. Watching your friend get grabbed through a wall, and knowing you’re next. Knowing you should help, but not knowing if you can. It doesn't always feel better having someone with you, not when their survival is in just as much danger as yours.

Here’s where things get fascinating for returning fans and lore theorists alike. You see, not only do the two protagonists have different tools, they feel like they've had different journeys. Different traumas.
In this way, the asymmetry isn't just mechanical, it's emotional. Playing through the game as one or the other won't just affect the gameplay; it might just change what you understand about the world of The Spiral.

Little Nightmares III isn’t just a bold evolution of the series. It’s a complete reimagining of how we experience fear. With online co-op at its core, this entry doesn’t soften the horror by letting you bring a friend. It intensifies it. Because the only thing more terrifying than being trapped in a nightmare is being responsible for someone else inside it.
What makes this journey even more compelling is its potential depth. Playing as Low or Alone not only provides different tools, it reveals unique insights — different reactions, and maybe even different truths. Combine that with the upcoming Secrets of the Spiral expansion pass (included in the Deluxe Edition and scheduled for 2026), and you’ve got a game that’s not just playable, it’s built to be revisited.
Indeed, this isn’t just “beat it once and move on.” It’s the kind of haunting experience that lingers, begging to be revisited, re-explored, and reinterpreted. Can you deal with the horrors of the Spiral? One way to find out!
A nightmare shared is a nightmare halved? Doubled more like!
We've officially stepped foot into spooky season here at 2Game, and Little Nightmares 3 is one of this year's prime spooks! A premiere co-op horror sidescroller, Little Nightmares 3 may look somewhat indie, but it sure as heck isn't, and since it's backed by none other than Bandai Namco, you may be wondering about Little Nightmares 3 Denuvo, specifically.
Denuvo is one of the most infamous modern DRM solutions, and though we won't delve much into the topic of whether it's warranted or not, the fact remains that it is a bit of a pain for the regular users. Having it on-board often leads to connectivity issues, faulty performance, and other assorted problems that the game might not have if Denuvo wasn't installed. Yet, being the go-to anti-piracy option for AAA publication companies, we can't avoid Denuvo no matter what we do. So, does Little Nightmares 3 have Denuvo or not?

We're thrilled to report that Little Nightmares 3 does not appear to have Denuvo at all. The feature needs to be listed on the game's official Steam page if it's present, and there's no such listing available. Further, having looked through the game's PC installation files, there's no sign of Denuvo being present. Good news for those of us who aren't keen on excessive DRM!
It's possible that the lack of Denuvo might lead to increased piracy rates due to it being comparatively easier to crack Little Nightmares 3 than it is to crack Borderlands 4, for example, but good games persevere no matter what. Remember, for example, that The Witcher 3 and Cyberpunk 2077 released without any excessive DRM in place at all, yet both succeeded far past anyone's wildest imaginations.
Considering Little Nightmares 3's burgeoning review scores, we're not particularly concerned about the game or its developer, Supermassive! So, consider this a win across the board - for now.
Does Little Nightmares 3 have Denuvo or not on PC? We’ve got it figured out already!
It's the talk of the gaming world. Call of Duty: Black Ops 7 is nearly here, and Treyarch’s latest looks like the wildest psychological rollercoaster the series has pulled off yet.
So, the big question: When does Call of Duty Black Ops 7 come out?
The answer: November 14, 2025.
That’s when we all collectively vanish from society for “just one more mission.” Here’s everything you need to know — from release date and early access to pre-order bonuses and the glorious return of Zombies.

Black Ops 7 lands on PS4, PS5, Xbox One, Xbox Series X|S, and PC (via Battle.net, Steam, and Microsoft Store) on November 14th, 2025. Powered by an upgraded IW Engine, expect slick visuals and smoother movement on current-gen systems. Don’t panic, though: your trusty old PS4 or Xbox One hasn’t been abandoned just yet.
Set in 2035, ten years after Black Ops II, David Mason returns to lead a team of operatives knee-deep in mind games, covert missions, and the occasional identity crisis. Think spy thriller meets “wait... is this real or am I hallucinating?”

If you've already pre-ordered digitally, you probably dove into the Open Beta between October 2 and 9, (extended 24 hours), and immediately wall-jumped into chaos.
The beta gave us a taste of:
The verdict? Mostly positive. Even better, Treyarch is listening to the community and has promised to tweak perks, movement, and balance before launch. Refreshing, right? Yes, the vibe is looking solid.

Pre-ordering Black Ops 7 doesn’t just make you feel on top of life; it also comes with some serious perks:
And here’s a fun twist: Game Pass subscribers on Xbox and PC also get the same pre-order bonuses. That’s a first for Call of Duty — and a big win for anyone who likes “included with your subscription” energy.

Black Ops 7 drops with three full-fat modes — no “coming soon,” just pure chaos. The campaign is fully co-op, so grab friends (or go solo) as you sneak across Tokyo’s neon rooftops, the Mediterranean city of Avalon, and the darker corners of your own psyche. It’s basically a spy movie… directed by someone who clearly doesn’t sleep.
Launch day brings 18 maps — 16 for classic 6v6 chaos and 2 massive 20v20 battles. Reimagined classics like Raid and Hijacked meet futuristic 2035 locales. Movement is smoother, perks are smarter, and Overclock upgrades let you buff gear mid-match. Fast, fluid, and forgiving — even if your reflexes are fueled by coffee.
Treyarch flexes hard here. Ashes of the Damned is the biggest Zombies map yet, packed with secrets, lore, and enough chaos to make you scream-laugh simultaneously. Plus, Cursed Mode lets you dial difficulty and modifiers to your liking — chill run or nightmare mode, your choice. Classic Zombies, but smarter, darker, and fully player-driven.

Black Ops 7 isn’t trying to reinvent the wheel — it’s just making sure the wheel has rockets, lasers, and a Reznov voice line yelling “For Mother Russia!” every five minutes.
So mark November 14, 2025, in permanent marker, grab your squad, prep snacks, and pre-order ready for chaos, co-op, and Zombies like you’ve never seen before. This is going to be good!
Zombies!
Call of Duty: Black Ops 7 launches with 30 weapons on November 14, 2025, bringing a mix of futuristic firepower and returning favorites to the 2035 battlefield. The arsenal includes 16 brand-new weapons never seen before in the franchise, alongside 14 returning guns from previous Black Ops titles.
It's a relatively slim offering given that we're doing away with all the accrued weapons from the prior Call of Duty titles. Conversely, they are also decidedly sci-fi arms that only share a passing resemblance to the classic COD guns of yore. At the same time, this should allow for much improved balancing and a bespoke combat loop that the devs couldn't accommodate for beforehand. A give and a take, really.
The game brings 30 weapons to Campaign, Multiplayer, and Zombies at launch. While only 16 of these weapons have been confirmed for the beta period running from October 2-8, the remaining 14 will be available when the full game releases. This number will grow significantly throughout the game's lifecycle as seasonal updates typically introduce three to four new weapons per season.

Assault Rifles combine power, accuracy, and handling into a versatile package that performs best in mid-range fights. Six Assault Rifles will be available at launch.
M15 Mod 0: An adaptable full auto Assault Rifle combining well-rounded damage, range, and handling for a weapon that performs admirably across a variety of combat scenarios. Your sci-fi AR-15 derivative.
MXR-17: A full auto Assault Rifle with excellent accuracy and range, offset by its more modest mobility and rate of fire. Titanfall, the weapon.
Peacekeeper Mk1: Full auto Assault Rifle delivering exceptional mobility and handling for its class, but at the cost of high recoil and limited range. The Peacekeeper Mk1 blurs the line between AR and SMG, offering higher than average recoil but exceptional close-range shredding power.
Three additional Assault Rifles will be revealed at launch.

These compact weapons pair a fast fire rate with quick handling, perfect for Operators on the move. Six SMGs will be available when the game launches.
Graz 45k: A versatile full auto SMG offering a solid balance of CQB power, handling, and recoil. The starting SMG functions as a solid workhorse with relatively low recoil for its rate of fire and good damage within its optimal range.
Dravec 45: A full auto SMG that's highly stable and effective at longer ranges, but with less raw CQB power. The Dravec 45 can hold its own against Assault Rifles at mid-range, making it an incredibly versatile option similar to the LC10 from Black Ops 6.
Razor 9mm: Full auto SMG with an extreme rate of fire, but limited range and slower handling.
Three additional SMGs will be available at launch.

The rulers of close-quarters combat, Shotguns deliver a spread of shot that devastates nearby targets. Three Shotguns will be available at launch.
M10 Breacher: A pump action charge Shotgun where holding the trigger improves hip and ADS spread for a tighter pellet spray. The M10 Breacher offers incredibly consistent one-shot kills at close range.
Echo 12: Rechambering double-barrel Shotgun that fires two semi-automatic shots between rechambers, offering great range and high damage potential with back-to-back shots.
One additional Shotgun will be revealed at launch.

LMGs more than make up for their slow handling and mobility with large magazines outputting solid damage. Two LMGs will be available when Black Ops 7 launches.
MK.78: Full auto LMG with great damage and a high ammo count, limited by slower mobility and handling.
One additional LMG will be available at launch.

Marksman Rifles combine power and precision for a weapon class that performs well at middle and longer distances, typically offering burst or semi-auto fire. Three Marksman Rifles will be available at launch.
M8A1: A four-round burst Marksman Rifle with very high damage and an extremely fast rate of fire within the burst, balanced by a moderate burst cooldown. The M8A1 can kill in one burst out to an absurd distance and feels great to use at any range. Black Ops 2 veterans will remember the M8A1's dominance, and it returns just as potent, capable of two-burst kills at range or one burst up close with accurate headshots. A personal favorite.
Two additional Marksman Rifles will be available at launch.

Sniper Rifles inflict devastating damage at long range, offering precision and power at the cost of handling and mobility. Three Sniper Rifles will be in Black Ops 7 at launch.
VS Recon: Bolt-action Sniper Rifle with a quick rechamber and moderate recoil and stability.
XR-3 Ion: A three-round burst Sniper Rifle with high power and low recoil but slower handling and a short pre-fire delay.
One additional Sniper Rifle will be revealed at launch.

Swapping to your Pistol is always faster than reloading your Primary Weapon. Three Pistols will be available as secondary weapons at launch.
Jäger 45: Semi-auto Pistol offering a reliable sidearm with a very fast rate of fire and low recoil. The FNX in all but name.
CODA 9: Full auto Pistol with high damage and rate of fire offset by strong recoil and a shorter effective range. Another Black Ops 2 returnee, more-or-less.
One additional Pistol will be available at launch.

Launchers are your best counter against enemy Scorestreaks and vehicles, delivering a powerful payload against armored targets. Two Launchers will be in the game at launch.
A.R.C. M1: Charge Launcher where holding the trigger charges up a devastating energy beam that can pierce through enemies and deals high damage to vehicles and Scorestreaks.
One additional Launcher will be revealed at launch.

Every Operator deploys with a Dedicated Melee Weapon. Two melee weapons will be available at launch.
Flatline MK.II: Melee weapon with high damage and moderate attack speed.
One additional Melee weapon will be available at launch.
For the first time since Black Ops 4, Weapon Prestige deepens the weapon journey wherever you play. After maxing a weapon, enter Weapon Prestige to reset the weapon, unlock an exclusive Prestige Attachment and Universal Camo, and continue the grind. Each weapon has 2 Weapon Prestiges to complete before reaching Weapon Prestige Master, featuring 250 levels with unique milestones and a final Universal Camo to obtain.
The system works by resetting your weapon level and attachments (except optics) when you enter Weapon Prestige 1, but you gain a unique Prestige Attachment, the ability to permanently unlock one attachment, and a Universal Camo. The same benefits apply when entering Weapon Prestige 2, along with a weapon-specific charm. Finally, reaching Weapon Prestige Master permanently unlocks all attachments and lets you grind to Level 250 for the ultimate camo reward. You can learn more about BO7's Mastery Camo challenges here.
All 30 weapons confirmed for Call of Duty: Black Ops 7 on November 14. Full list of ARs, SMGs, Shotguns, LMGs, Marksman Rifles, Snipers, and Secondaries at launch.
Call of Duty: Black Ops 7 is bringing 16 Mastery Camos to the franchise when it launches on November 14, 2025, marking the largest camo collection in series history. For players who live for the grind, Treyarch has expanded the Mastery Camo system beyond anything we have seen before, introducing four distinct categories across every major game mode. Could this possibly be too much grind for the average player, though?
Campaign mode features Mastery Camos for the first time ever, adding four exclusive weapon skins that can be earned through the new Co-Op Campaign Story Missions and Endgame mode. This addition takes the total count from the 12 Mastery Camos we saw in Black Ops 6 to a staggering 16, divided equally between Campaign, Multiplayer, Zombies, and Warzone.
Each mode's final Mastery Camo is reactive, meaning the weapon's appearance changes dynamically whenever you fire bullets. This feature adds an extra layer of visual appeal that rewards players who complete the most challenging grinds in each category. Arguably, none of these hold a candle to Modern Warfare 2019's top-notch Mastery Camos, but we won't judge!
The Campaign Mastery Camos represent a bold new direction for the franchise. Players can unlock Molten Gold, which simulates recently cooled melted metal covering the weapon. Moonstone features a primarily white and blue design with rainbow shine appearing in triangle shapes that mimic the facets of the actual stone. Chroma Flux is an animated camo that creates the illusion of colorful molten metal flowing across your weapon's surface. Genesis serves as the pinnacle Campaign camo, offering the reactive finish that changes as you engage enemies.
Shattered Gold reimagines the classic gold camo by making it appear broken and pieced back together, with black repair lines accenting the golden shine. Arclight represents the Black Ops 7 take on diamond camo, designed to give the illusion that your weapon is one giant gem being moved around a large light source. Tempest covers weapons in constantly moving arcs of lightning and the clouds generating them. Singularity continues the gem influence with a Dark Matter-style twist as the ultimate Multiplayer reward.
Zombies mode maintains its tradition of visceral designs. Golden Dragon adorns weapons in the scales of a great golden dragon, with light playing off the burnished scales. Bloodstone makes guns look like their core was carved from a massive purple gem filled with strange energies waiting to escape. Doomsteel appeals to clockwork enthusiasts by covering weapons in gears and wheels being turned by mysterious blue-green energy. Infestation serves as the reactive pinnacle camo with frequently shifting colors that highlight the corruption of the Dark Aether.
The four Warzone Mastery Camos will not arrive until the Black Ops 7 integration occurs with the Season 1 update, expected sometime in early to mid-December 2025. Golden Damascus floods weapons in rich gold with swirling Damascus steel patterns etched throughout. Starglass reflects like stained glass, with silver and green shards layered together in a fractured mosaic. Absolute Zero coats weapons in cracked silver ice with bright blue lightning streaks frozen across the frame. Apocalypse covers guns in a black, twisted organic design with glowing red veins pulsing underneath.
Weapon Prestige returns to Call of Duty for the first time since Black Ops 4, featuring two Prestige levels per weapon followed by Weapon Prestige Master with 250 additional levels. Black Ops 7 launches with 30 weapons, including 16 brand-new pieces of kit and a few select Black Ops 2-inspired armaments tuned for 2035. These, specifically, should be extremely interesting from a nostalgia point-of-view. From the XM8 all the way to the MSMC, we've got lots we're looking forward to.
The path to unlocking Mastery Camos follows the traditional structure, as you'd expect. Players must first earn base camos on weapons by completing challenges like headshots and longshots before unlocking the first Mastery Camo. After earning the first Mastery Camo for every weapon in a category, the second becomes available. The final two Mastery Camos require earning two Mastery Camos on every weapon in the game.
For more details on the Black Ops 7 Weapon Prestige system and complete Mastery Camo showcase, check out the official Call of Duty blog, and for a more granular look at in-depth gameplay mechanics, guides, and other BO7 tidbits, stay tuned to 2Game!
We know about all 16 Mastery Camos in Call of Duty: Black Ops 7, including Campaign, Multiplayer, Zombies, and Warzone skins.
Borderlands 4 is massive. We're talking open-world mayhem, 10 billion guns, countless enemies, and a ton of side content that can easily eat up 50+ hours if you try to do everything. If this is your first Borderlands, or your first in a long time, the sheer scale might feel overwhelming. But don't fear, with the right approach — a mix of veteran insight and community-tested wisdom — you’ll be looting, shooting, and laughing through Kairos in no time. And that's where we come in.
Here’s a guide to Borderlands 4 tips and tricks that will help you get the most out of your adventures.

The story is your guide, but don’t treat it like a corporate PowerPoint — pause, explore, and try out different weapons. Early experimentation helps you figure out what feels fun before you start specializing.
That said, there are a few key milestones to prioritize early:
Along the way, keep an eye out for backpack upgrades (tied to Safehouses and Silos; Evocariums; Vault symbols; Lost capsules; Propaganda speakers; Order bunkers; Abandoned Auger mines; Ripper drill sites;
Ancient Crawlers) and other quality-of-life perks — they make exploration feel rewarding instead of tedious.

It’s easy to chase guns with the highest damage stats, but raw numbers don’t tell the full story. Pay attention to:
Don’t go all-in on one weapon type — ammo management matters. And remember: rarity isn’t everything. Some unique blues or purples outperform early legendaries. Equip, test, and stash gear that suits your playstyle.
Pro tip: Test gear in combat rather than assuming rarity equals performance. Equip, experiment, and stash what suits your playstyle. Red-text items exist, but their effects are subtler — test them to discover hidden perks.

Each Vault Hunter — Vex, Harlowe, Rafa, and Amon — has unique abilities and playstyles, and there’s no single “right” way to play. Take a look at your skill tree before spending points, but don’t stress — respecs are cheap, and half the fun is discovering what works for you.
Early-game tips inspired by community experience:
At the end of the day, your first playthrough is all about experimenting and finding your own combos and synergies. After a few epic wipeouts, maybe peek at meta guides — or don’t, and just embrace the chaos.

Read - Borderlands 4 Loot Farming Tips: Smarter Routes, Faster Legendaries

Side quests are tempting, colorful, and full of surprises, but, like candy, you shouldn’t binge too early. Tackle the main story first, then swing back to side missions. Why?
Even while focusing on the main story, you’ll naturally run into high-level mini-bosses, rare loot zones, and challenging world events embedded into campaign progression — a built-in taste of endgame without having to wait.
This doesn’t mean you should ignore everything on the way, though. Early side quests, bounty boards, and open-world activities are perfect for:
Tip: Store low-level legendaries in shared storage for future playthroughs or other Vault Hunters. Just don’t hoard everything — your stash isn’t infinite.

Borderlands 4 truly shines with friends:
Work together to share gear, experiment with team synergies (elemental combos, coordinated specials), tackle Contract Boards efficiently, and celebrate those “did that just happen?!” moments in glorious, explosive fashion.

Ultimately, Borderlands 4 is about having fun. Don’t stress too much about builds, gun stats, or what others say online. Shoot, loot, explore, and experiment. The humor, wild weapons, and unpredictable combat are the heart of the game.
So, pick a Vault Hunter, grab weapons that feel good — maybe a Jakobs sniper for high single-shot damage, a Vladof SMG for elemental spraying, or a shotgun that spins like a tornado — and loot like no one's watching.
And remember: if all else fails, shoot first, loot later, and blame the robots!
How best to embrace the chaos!
Developed by independent game studio Koffeecup, Hoomanz! flips the script on traditional stealth gameplay. Instead of playing as a hardened operative sneaking through enemy territory, you control Shoo, the mythical guardian of Planet Erf, whose job is to scare away the overly affectionate human invaders before they love the planet to death. The twist? Light transforms Shoo into a slow, vulnerable fluffball that humans desperately want to cuddle, while darkness unleashes a fast, stealthy predator capable of delivering proper scares.
This duality between Light Shoo and Dark Shoo creates a constant push and pull throughout each level. You need to stress out the humans first by creating environmental distractions without being spotted, then swoop in during your dark form to finish the job with a well-timed scream. Get caught in the light? Prepare for an unwanted hug and a quick respawn. The game promises zero combat, zero game-overs, and zero punishing checkpoints, making it genuinely accessible for players of all ages while still offering enough challenge for seasoned gamers.
We sat down with Lukasz Rynski, Game and Technical Director at Koffeecup, to dive deep into the creative chaos that birthed this project. From the studio's journey into Unreal Engine 5 to the countless redesigns of Shoo himself, the development story behind Hoomanz! proves just as entertaining as the game itself. Lukasz walks us through the challenges of creating a non-violent stealth experience, the community feedback that shaped the final product, and why darkness has never felt quite so cozy.
"Scare away all the invading Hoomanz! A stealth-adventure game packed with coziness and humour, featuring non-combat gameplay & family-friendly content. Play as Shoo, the mythical guardian of Planet Erf, with a hidden dual nature. Darkness is nature's friend, light is its enemy."
"It all started with our internal little secret project called “Area 51”. There wasn’t that one spark, the light bulb over someone’s head that lit up and said: “HOOMANZ!”. We knew we finally wanted to create our own game, we had created multiple games and experiences already, but they were all for clients. We wanted a baby of our own, a platform to just go nuts with our ideas, our own creative freedom. And since we were heavy on Unity, we wanted to expand our expertise into Unreal Engine. Furthermore, we dived in detail on this topic in our first devlog about Hoomanz."
"Short explanation: The mechanics are simple – In each level, your mission is to stress the Hoomanz before scaring them away for good. Shoo is slow, cute and vulnerable in light, and Hoomanz will do anything to hug him! But in the dark, Shoo is fast, stealthy and can scare away Hoomanz with a scream."
We've been provided with a more comprehensive look at how it all works in action, too:

"A pretty surprising challenge was keeping our imagination and creativity in reasonable brackets, as there was no client telling us what to do. A client is usually what gives us those creative boundaries, but now we were able to work as free spirits. Eventually we had to come back down to Erf Earth to deliver the game."
"The prey to predator is the core of the duality - it's not quite "prey but also predator", it's the constant back and forth between being the prey (Light Shoo) and slowly becoming the predator (Dark Shoo), and repeat, on a micro level within a specific group of hoomanz, but also on a macro level on the whole level.
Lastly, the really interesting thing is that dark is cold and dim, but it's where you feel comfortable, while light is warm and colorful but is where you feel vulnerable. We've put a lot of effort into making the player feel that way, from sound muting when you enter the light, so subtle changes in gameplay like movement speed, dash distance etc"

"Not without spoiling anything for possible future content! But, regardless of the cheeky tease, we rethought the main character design countless times. Shoo actually had quite a lot of “final” versions.
We go more in-depth about the evolution of Shoo’s design in our 2nd devlog on Hoomanz."
"It's hard to pick one, we love them all, but probably the very first interaction will always stay in our hearts. It all started with just throwing a bottle from the bush to scare-stress some hoomanz. NO LITTERING!"
"Since day 1 we knew we wanted this game to be super accessible and family-friendly, easy enough for anyone to pick up and have fun, but at the same time challenging enough for the more seasoned gamers. We’re confident that we found the right balance."

"Quite a healthy amount actually. We’ve shown Hoomanz! to the public for the first time in 2024 at Gamescom and took a lot of that feedback to heart. Seeing the super positive reactions this year at Gamescom, it was definitely worth it!
If you’re interested in how our first Gamescom went, we covered it in our blog post. Also has a kick-ass aftermovie! And of course we also have one covering this year’s Gamescom. We added Shoo to the aftermovie this time, too!"
"Hahaa, nice one! When players step into the shoes of Shoo’s shoes to shoo away Shoo’s enemies, they hopefully feel humoured, in awe, whimsical, cuteness overload and just generally make them feel happy."
"Technically Hoomanz! is not a huge challenge for an experienced team, while this was our first project with Unreal - learning and adapting to a new environment was the real challenge."

"Our favorite one was actually discovered by one of the players at 2024’s Gamescom, where they somehow managed to bug out Shoo so it kept walking backwards; like a Smooth Criminal! It took us quite a while to actually replicate it."
"Shoo, and how the Hoomanz excessively hug Shoo to a point it has to respawn. That’s definitely the top one we get positive feedback from the community."
"That entirely depends on how well the game will do. We don’t want to spoil too much, but the community has been yearning for co-op. If the game does well, we’d really love to work on making that happen!"

"🐾😱🌓 - paws of Shoo, stress/scare, duality of dark and light"
From its origins as a secret internal project to its upcoming Q4 2025 release, Hoomanz! represents everything we love about independent game development. The team at Koffeecup took their expertise, their creative freedom, and their passion for accessibility to craft something genuinely unique in the stealth-adventure space. The constant interplay between vulnerable Light Shoo and powerful Dark Shoo creates a gameplay loop that feels fresh, while the non-combat approach and forgiving design ensure that players of all skill levels can enjoy the experience without frustration.
What stands out most from our conversation with Lukasz is the care and intention behind every design decision. The environmental interactions that let you stress out humans without violence, the way sound mutes when you enter the light to make you feel exposed, the decision to make hugs annoying rather than punishing. These choices reflect a studio that truly understands how mechanics communicate feeling, and how accessibility does not mean sacrificing depth or challenge.
Whether you are a stealth game veteran looking for something different or a newcomer who wants a gentler entry point into the genre, Hoomanz! looks poised to deliver something special. Wishlist Hoomanz! on Steam and follow Koffeecup on your preferred platforms to stay updated on the latest news. Planet Erf needs its guardian, and those overly affectionate humans are not going to scare themselves away, will they now?
We interview Koffeecup’s Lukasz Rynski about Hoomanz!, the cozy stealth-adventure where you play as Shoo, a creature with a dual nature who must scare away overly affectionate human invaders. Releasing Q4 2025!
Getting Legendary loot via Gearbox-provided Golden Keys is good and all, but let's be honest: that should never be your primary source of gear in Borderlands 4. Instead, this game is the single most user-friendly Borderlands we've ever seen when it comes to boss farming, and you can very easily target-farm whichever Legendary weapon you might be interested in. Heck, you might even squeeze out a Phosphene piece of kit every so often! That's where Borderlands 4's Region Boss encounters come into the picture, with drops from Vile Lictor, for example, being particularly interesting.
Borderlands 4 has three major Region Bosses ahead of its final Timekeeper fight: Vile Lictor, Idolator Sol, and Callis, the Ripper Queen. Down below, we've assembled a comprehensive loot table for each of these fights, and given you a few tips and tricks on how to get as much usable gear out of them as possible. Have fun!

Likely the first Region Boss you'll have to deal with in Borderlands 4, Idolator Sol is a relatively straightforward fight that nevertheless delivers a thrilling and dynamic, mechanic-heavy encounter with some sweet loot as the carrot-on-stick to keep coming back to it. Here's the gear you might get from Idolator Sol in Borderlands 4:
| Goremaster | Legendary Shotgun | +30% damage to enemies under 30% of their total health. |
| Golden God | Legendary Shotgun | Upon overheating, the Golden God's Bullet Forge doesn't break, but continues consuming more and more ammo instead. |
| Onslaught | Legendary SMG | 30% chance for every fired round to deal extra DMG and not consume any ammo. |
| Dancer | Legendary Rafa Class Mod | +100% Overdrive bonus; Overdrive ends when your Action Skill ends. |
| Furnace | Legendary Amon Class Mod | Adds Incendiary effects to Fellfrost, Hoarcleave, Fulminating Fist, and Stormcutter abilities. |
| Technomancer | Legendary Vex Class Mod | Adds extra Ordnance damage to Eldritch Blast; kills reset the cooldown. |
| Bio-Robot | Legendary Harlowe Class Mod | Adds an alternating Cryo and Radiation hazard effect to Entanglement. |
From our testing, we've come to believe that there's about 10% chance for Idolator Sol to drop a Legendary item upon his death, and you can keep farming him for as long as it takes using the handy Moxxi Encore stations just outside the arena.
With that in mind, an obvious point of concern here is that each Legendary item comes with a bevy of secondary stats, parts, and attachments that you may or may not like the look of. In other words, even when you finally do get that Onslaught, it's possible you might want to keep farming for a different roll. That's just how it is!

Ideally the second Region Boss you come across in Borderlands 4, Callis is an impressive cyborg monstrosity that you'll quickly learn to hate on. Her loot drops, though, may end up being some of your favorites:
| Queen's Rest | Legendary Pistol | Rounds fly out faster; instances of damage have a 30% chance to spawn a homing sticky projectile. |
| Pandoran Memento | Legendary Shield | When damaged, you get +15% elemental resistance and +50% additional resistance to the last type of damage that you received. |
| Esgrimidor | Legendary Rafa Class Mod | Melee attacks get an additional 10% Crit Chance; Crit attacks with melee attacks restore an additional 5% of Rafa's Action Skill duration. |
| Viking | Legendary Amon Class Mod | Adds 2 extra charges to the Crucible, increases its duration, and grants Amon bonus Damage Reduction while the Crucible is active. |
| Illusionist | Legendary Vex Class Mod | Specters and Reapers can spawn as Badass mobs; this effect will apply at least once every 90 seconds. |
| Skeptic | Legendary Harlowe Class Mod | Whenever Harlowe casts a Slam on a Stasis affected enemy, she fires Radiation and Cryo darts that home-in on other enemies. Shooting enemies with an active Status Effect restores 5% of Harlowe's Action Skill cooldown. |
Callis's Class Mod offerings in particular are going to be interesting to Harlowe and Vex players, though do be warned: her boss fight is a fair bit more... dynamic than that of the other Region Bosses. Still, it's well worth the effort considering just how much more powerful your Vault Hunter might be in the end!

Finally, arguably the third consecutive Region Boss you should fight (given how the story develops), Vile Lictor comes with his own set of frankly awesome goodies that range from top-notch Legendary Class Mods all the way to Legendary Grenades. There's lots to choose from, really:
| Super Soldier | Legendary Energy Shield | Grants an Overshield when your shield is charging up; upon being fully charged, your Energy Shield grants you additional 25% bonuses to fire rate, movement speed, and ammo regeneration. |
| Blockbuster | Legendary Grenade | MIRV Grenades that split into bouncing micro-MIRVs. |
| Ruby's Grasp | Legendary Pistol | Fires homing micro-rockets upon reload. |
| Instigator | Legendary Rafa Class Mod | Adds a stack of Instigator whenever Rafa's Peacebreakers fire; lose all stacks of Instigator when Peacebreakers fire at a new enemy; Rafa gets +2% Gun Damage for every stack of Instigator active. |
| Blacksmith | Legendary Amon Class Mod | Partially restores all active Forgedrones' duration on kill. Amon gets bonus Gun Damage for each active Forgedrone. |
| Undead Eye | Legendary Vex Class Mod | Sniper Rifle kills trigger Blood Shot; Sniper Rifle Crit Hits have 33% chance to trigger Blood Shot. |
| Generator | Legendary Harlowe Class Mod | Flux Generator activation decreases the remaining Action Skill duration by 50%, but adds 200% of Action Skill power. |
On a final note, when was the last time you backed up your Borderlands 4 character saves? Yeah, we highly recommend you get on that as soon as possible. Y'know - just in case! Better safe than sorry, isn't that right?
Full list of all Region Boss loot drops found in Borderlands 4, featuring Legendaries and lots more!