Feature

When a lot of words gather in one place, be careful. It might be a feature.

The device I want Valve to make

What if the Steam Deck was smaller and less powerful?

If you want a more powerful Steam Deck designed solely for playing games on your television, good news. On Monday, Valve revealed prices for the Steam Machine, a companion cube designed to bring PC gaming into your living room. All of the reviews pretty much agree: they're cool, small, quiet machines that offer a gateway to the platform, but feel too expensive because everything is too expensive now.

That's great and I've added my name to the waiting list. Now Valve should make what I really want: a less powerful Steam Deck that's still handheld but half the size.

I've owned a Steam Deck since launch and I like it a lot. I don't take for granted how wonderful it is to be able to play PC games on the go - or in my case, while lying in bed or on the couch - and it's great that it's powerful enough to play a surprising number of the games on Steam. I could run Elden Ring on that thing, or Resident Evil Requiem, or with the right settings even multiplayer shooters like Arc Raiders.

I could watch No Country For Old Men on

Blueprints is dead, and so is my unfinished game about cats

Goodbye to the only way I know to code

Coding is hard. Show me lines of C# and I will curl into a ball and weep. I have tried many times to learn a programming language and every time I only get as far as learning about arrays before my entire neocortex dribbles out of my nose like a rejected milkshake. But that was not the case with Blueprints. Unreal Engine's visual scripting noodles let you sorta-code entire game systems using dinky little wires and pleasing flow charts. Finally, I can make the game I have always dreamt of: a broken walking sim about collecting bodega cats that will get two downloads on Itch.io. 

Except now all my grand dreams are being swept away. Unreal Engine is retiring the relatively accessible Blueprints in favour of a bizarre, vaguely culty coding language called "Verse" that Epic is calling a "system for building metaverse experiences." Still going on about the metaverse, I see. Fantastic.

To understand the minor upheaval that is going on in the world of Unreal developers, you need only hear about the most recent State Of Unreal address, in which the company showed off plans for Unreal Engine 6. The decisions announced in this

Saying goodbye isn't easy

How do you let go of game characters you adore - especially when developers won't let you

Your final session with a game rarely registers as such. A new release turns your head and eventually you notice that months have gone by since you last pressed the big green button on Steam. By which point, any muscle memory has atrophied, or been muddled by different sets of keyboard shortcuts. Playing that game again will be difficult and, really, how good was it in the first place? This is the most common kind of gaming goodbye: an apathetic drift towards other distractions.

But there's another type: the goodbye to the game you've fallen in love with, in which the characters are fond companions and trustworthy accomplices. At a certain point, the rhythms of their conversation tapped their way into your brain, becoming a song you're happy to have stuck in your head. A welcome and soothing accompaniment to everyday life. Bidding adieu to characters like that takes careful management.

On the one hand, you value their company, and don't want to part too soon. On the other, they deserve proper closure, and that typically comes with the developer-mandated ending to the game in question. Spend too much time mopping up side-quests and

The Lie-In

Links worth clicking

Good morning, videogames. My kid has wanted to get into chess for a little while and I finally got round to setting him up on Chess.com. He played some challenges and some matches and, in the afternoon, came to me triumphant. "I am getting good at chess," he said, clearly proud. "That's great," I said, "I hope you are having fun." Later that evening, right before bed, he urged me to get my own Chess.com account so we could play together. I beat him three times in a row and he went to bed sad and quiet. Will he ever play chess again? Will I ever stop feeling guilty? It's clear to me that games were a mistake, but here are some links to words, videos and podcasts about them.

A picture went around the internet last week of the actor Jack Quaid wearing a mocap suit and wrapped in PVC piping, seemingly for his role as the gelatinous cube in the upcoming God Of War: Laufey. For Kotaku, Rebekah Valentine spoke to animators, actors, and a mocap technician to puzzle out the benefits of recording motion capture for a cube.

“There’s definitely a case

The Lie-In

Links worth clicking

Good morning, videogames. The World Cup is now underway, which means I can spend the next several days complaining that England's opening game is on at a comfortable 9pm BST while Scotland's opening game was on at 2am. Bloody typical, isn't it. No wonder I need a lie-in today, so let's quickly gather some articles about videogames worth reading.

I love Spore, a grand and ambitious everything-game that doesn't quite work, but which is fascinating to play and to read about. For Design Room, Jay Castello interviewed Will Wright and and seven other members of its development team to put together an oral history.

"He was like, I want to do a game about all the things that had to happen for humans to exist, improbability upon improbability upon improbability," says Trottier. "I want people to have an innate, marvelous sense of how amazing it is that we ever happened in the first place. And they'll do it by experiencing one failure after another after another."

For Manifesto Jam 2026, Mike Cook writes what a lot of people need to hear.

  1. THE DREAM OF SELLING GAMES IS KILLING THE DREAM OF MAKING

Let us discover a new world

With insight from the developers of Mina The Hollower, Spelunky 2, Citizen Sleeper, and Tales From Off-Peak City

I have discovered a crab that cuts off its own eyes. It was a small moment in the warm waters of Subnautica 2, but it reminded me why I loved the first game so much. This crab has regenerating eyestalks that mimic the anemones of the seabed. "If the stalks grow too long," says a lore blurb about the critter, "the clowncrab will trim them to avoid drawing attention." Every animal has a note like this, earned when you scan them - a growing encyclopedia the player is encouraged to build to help discover the world around them. 

In a fluffy way, every game is about discovery - you are finding out the rules of a world as you go along. In a non-fluffy way, some games are shit at this, and others are masterful. Inspired by a single crab, I've spoken to a handful of devs on this topic. How do the makers of Spelunky, Mina The Hollower, Citizen Sleeper, and Moves Of The Diamond Hand make sure their worlds are worth discovering? And do I reckon Subnautica 2 has hit the mark?

Crabs - life's ultimate form.

"The best thing a game can do to create a

12 upcoming games that give me hope for the future

Triple-A showcases are the thief of joy, but luckily we secured joy to your belt with a wallet chain

Not-E3 and its exhausting cavalcade of marketing showcases has drawn to a close, leaving behind the hangover of disdain and regret I feel every year. Do I even like videogames anymore? Did I ever? How could anyone possibly appreciate this dour medium? Let me summarise the blockbuster games thus: Coca-Cola announced new Coke flavours for the Coke drinkers, Pepsi announced new Pepsi flavours for the Pepsi drinkers, and those of us in desperate need of a sip of water rasped for it all to end.

Do not, as I almost did, give up hope. The rains will come. In the meantime, I have harvested the morning dew and dug under the dry riverbeds. I have found water in the desert. Here are the only games from Not-E3 that were actually worth your time.

Carcass Clad

I love clunking machinery and a diegetic interface, and I love steering tanks through desolate landscapes. Carcass Clad is about both, as you and your co-op partners operate the cranks and levers of the Yksiö, your Soviet (or Soviet-inspired) tank which has the husks of (mutated?) livestock messily nailed to its armour. That this is also from Wrong Organ, the

The Lie-In

Links worth reading

Good morning, videogames. I am hosting a sleepover for three ten-year-olds and so there will be no lie-in for me today. As I write this now, on Saturday, it's not yet even clear whether there will be sleep for me. That doesn't mean we can't heroically gather some fine writing about videogames (and much more), though.

For PC Gamer, Rick Lane tells the story of the making of Unreal 2. I remember that it was initially enormously ambitious, but I did not know (or did not remember) that it effectively wanted to be Mass Effect.

Verdu wanted to create an all-new Unreal experience, one that leant harder into the cinematic sci-fi of the original. "I hatched a vision for a game that, rather than you just being constrained to one world, it would have this story device that allowed you to move between worlds, and that became a spaceship," he explains. "We were going to create a little simulation of a world on a ship, and it would have these characters that move around, that you have these interesting conversations with, and those characters were going to develop along with the story,