Inefficient And Laborious, The Ongoing Path To Making Deltarune

Deltarune screenshot

This feature originally appeared in issue 372 (The Outer Worlds 2) of Game Informer magazine.

Special thanks to Deltarune’s enthusiastic and creative community for allowing us to highlight a small sampling of their impressive fan art!

When I asked Toby Fox, the developer behind the viral hit, Undertale (and now its spin-off Deltarune), if I could interview him, the somewhat reclusive creator questioned if talking to him would be of interest to readers. He told me the way he makes games is pretty “stupid,” so it might not be worthwhile to have a conversation. 

I found his apprehension surprising, because on the surface, Fox is clearly interview-worthy. He is the creator of Undertale, a commercially successful game that sold millions of copies and inspired a dedicated fandom consisting of meme-lovers and the internet-obsessed. Still, the value of his work reaches far beyond any numerical or monetary accolade. His next game, Deltarune, is a canvas for Fox’s own joyful artistic expression and a delightful romp of an RPG that continues to experiment with incorporating new genres. Even in its current (and incomplete) state, the game feels like a meaningful evolution for a game-maker that could have easily been a one-hit wonder. 

So when the developer and I finally set up a text interview over email, I pressed him on his hesitancy.  

“I don’t actually think [the way I make games is] stupid, at least in a totally bad way. Clearly many people are pleased with the result,” Fox wrote. 

Game Informer

Art by Marcel Mosqi (@mohsqi)

Fox explained that the “smart” way to create a game would be to allow the development team to reuse certain mechanics. “For example, in other RPGs, there may be enemies across the games which primarily only use physical attacks,” Fox writes. “The appearance and animations may be different, but aspects like weaknesses, HP, and other statistics can just be altered near instantly in a database.

“In Deltarune, we can’t rely on just tweaking numbers. Everything in the game is simply a container for a never-before-seen gimmick. Every enemy has new bullet patterns, new [actions], every area has new puzzles, etc. I don’t necessarily think this is a good or bad thing, after all Final Fantasies are some of my favorite RPG’s… but the method that I have chosen is not very efficient for development.” 

What Fox gets at in his response is that although his way of working might be inefficient and laborious (and thus stupid), it doesn’t necessarily mean it’s not worthwhile. In the case of Deltarune, this added effort translates to verified gameplay that surprises players in every map, battle, and boss fight. One battle might contain a full rhythm game, whereas another might insert a functional roulette machine as a damage mechanic. Sure, it takes more effort for the team to think of each concept for every fight, but the effort results in a much livelier game. 

Fox explains why he and the team put so much work into making each battle a unique experience. According to him, there are two large factors. The first reason is it can be more “fun” for both players and creators to try new things. The other has to do with difficulty and the overall enjoyability of the game. 

Game Informer

Art by @Natalieleif

“As far as bosses go – most players are not going to be experts at bullet hell games, so there’s a limit to how reasonable it is to push the difficulty with the regular dodging system,” Fox writes. “By introducing a new gimmick for a boss battle, I can create fresh forms of difficulty that don’t rely on a player’s prior experience with other games.”

Fox and his team must decide if the amount of work it takes to add a certain element in the game is worth it in the end. While it might be impossible for the developers to add certain features to Deltarune – the team couldn’t turn Deltarune into a hyper-realistic AAA game overnight – the answer of what to include might not always be clear. I ask Fox how he decides when a certain element is worth the amount of work, and I imagine him shrugging behind his screen as he writes the answer. 

“I only ask people to do things that I am confident are possible to do, or I have a vague idea of how I would do myself. I think it’s up to the players who waited to decide whether it was worth it.”

How long a player is willing to wait and whether or not the final product was worth it depends on the tastes of each fan. If a developer told me they really needed to take three months to elaborately animate a funny poop joke, I would respect that. For me, every new game I get feels like a surprising treat, and not something I am entitled to. However, some fans might lose interest over time, and in the case of Deltarune, its players have been waiting for years to play a slice of the game.

Game Informer

Art by Claire Godbold Hilliard

The Long Road To Deltarune

The Long Road To Deltarune

I chuckle when I hear people talk about how long fans waited to play another anticipated indie game, Hollow Knight: Silksong. That’s because six years just doesn’t seem like that long when I’ve been sitting around playing Deltarune slowly for even longer.  

Getting sucked into the toilet bowl flush of Deltarune’s prolonged development cycle is easy, so let’s just go over the general dates quickly so you can get an idea of how development progressed. Fox released the demo (which included the first chapter of the game) in fall 2018. Then his team released Chapter Two in the fall of 2021. After that, he delayed the release of Chapter Three, Chapter Four, and Chapter Five several times. In the end, the team didn’t release Chapter Three and Chapter Four until June of 2025. (We still don’t have a release date for Chapter Five.) Fox says there will be seven chapters in total. It’s been more than six years, and roughly half the game is out. 

To say that development was a slog might be undercutting it a bit. The team shifted its plans several times and players didn’t get any new content for years. To Fox’s credit, he kept players in the loop with wordy developer blogs that updated fans on the process of creating the game. Each blog started with an itemized list of progress where Fox updated players on the minutiae of game development, like what kinds of work was needed to complete certain maps and gimmicks.

Game Informer

Art by Wynton Yang (@wyntonyang.bsky.social)

In his various developer blogs, Fox cites issues surrounding localization of the game, porting it to other consoles, debugging, and a new game engine feature as barriers throughout development that prolonged shipping earlier chapters of Deltarune. 

In the spring 2024 newsletter, Fox straight-up told his fans he hired more people to help him make the game. He said his new producer’s mission objective was, “for the fan’s sake, let’s finish this before we become old and wrinkled.” It struck me because it didn’t seem like the kind of update fans would ever need to know. Why tell people he hired new employees? However, its inclusion highlighted his desire to keep the development process transparent and the importance of the new staff. 

I ask Fox if there was a certain moment when he knew he needed to beef up the team. He told me it was “more like a continuous miasma,” and he reflects on how it affected development on Deltarune. He told me a benefit to having a larger team is it ensures the game is “possible to make in the first place.”

Game Informer

Art by Wynton Yang (@wyntonyang.bsky.social)

“It would not be possible to make or release by myself,” Fox writes. “Not only just in terms of sheer hours but also in terms of my physical condition. I still have wrist issues, which, while improved, prevent me from typing for an extended period of time. (I just use voice to text for everything). Also, it can be fun to work with other people and thinking of ideas together.”

But for Fox, who maintains a strong directorial role in Deltarune, growing the team also came with challenges. When I ask if Undertale prepared him to make Deltarune, he writes that the games are “similar” so he did learn a lot from making his first game. However, it didn’t prepare him to work with a team. “It’s more like making Deltarune made me ready to make Deltarune,” he writes. In a follow-up response, Fox expanded on some of the challenges that came with managing a larger team. 

Game Informer

Art by @Natalieleif

“I’m not sure this matters to players, but not being as involved in the programming means that the individual tastes and execution of the people working on the scenes often ends up coming into play.” Fox writes, “As the director my main concern is whether something is fun and matches my intention for the story.

“Basically what I’m saying is that I’m in charge of the kitchen, and other people are in charge of the soup. If I think the soup tastes bad, we need to remake it. If the soup has a slightly different flavor than what I asked for but still tastes good, then I’ll let it go. If the soup has a totally different flavor, like corn cheetos, then it definitely needs to be remade.

“That sounds easy, but the problem is that when the soup ‘tastes bad,’ the answer isn’t always necessarily obvious. It could be because I failed to teach them how to make the soup correctly, but it could also be that my recipe is bad in the first place. Basically, when I’m making something myself, if I can’t execute it, then it’s a bad idea. But when someone else is making something, it’s harder to understand where that line is, and how far to keep pushing through.”

Ana Diaz is a former culture writer at Polygon whose work has also appeared on NPR, Wired, Business Insider, The Verge, and more. You can find her on Bluesky at @pokachee.bsky.social.

The Video Games You Should Play This Weekend – May 22

Game Informer

Welcome to the weekend! For many, it’s one of those three-day ones. The big launch today and for the weekend is Lego Batman: Legacy of the Dark Knight, and it’s great! Yoshi and the Mysterious Book is also out and it’s pretty good! Bubsy 4D also released. You can follow the links for all our reviews. But you can also check out some of our other stories from the week below. And then, after that, we’ve got some other game recommendations, including a non-video game one.

Game Informer

Lego Batman: Legacy Of The Dark Knight

Charles Harte

I have been vocal about my love for Lego games over the years, but I am not blind to the fact that my nostalgia colors most of the series with the rose-tinted glasses of childhood glee. Despite loving the games, I wouldn’t recommend most to a modern audience. Lego Batman: Legacy of the Dark Knight is in a completely different boat. If you’re a Batman fan of any age, it’s worth checking out. By combining sequences from the character’s beloved history of live-action films with the highly praised combat from the Arkham games, Legacy of the Dark Knight celebrates the best of Batman. It’s cleverly designed, a blast to play, and full of surprises. It’s not perfect – there are some bugs with the physics and I’m not a fan of the stealth system – but it’s strong where it counts the most, and I’m still absolutely satisfied with the final product.

For my full thoughts, you can check out my review from earlier this week.

Game Informer

Zero Parades: For Dead Spies

Eric Van Allen

ZA/UM’s sophomore effort, after the phenomenal breakout Disco Elysium, is certainly still feeling the tremors of everything that happened in Elysium’s wake. From the ousting of several major creative leads, ensuing lawsuits, and a crossfire of allegations and controversy, there’s been no shortage of furor over Zero Parades: For Dead Spies, a new project from the current team under the ZA/UM banner. And for all the ways in which Zero Parades differentiates itself from Disco Elysium – a new setting and a Le Carré spy thriller bend rather than detective noir – it still rekindles the wick of ZA/UM’s debut with voices in your head, die rolls, and a striking, gritty atmosphere weighing down the town of Portofiro.

Your job as decommissioned espionage agent and possibly irredeemable screw-up Hershel Wilk (codename CASCADE), goes to absolute crap in about five seconds flat. But like a ricocheting pinball sent flying into the Theatre of spycraft by the plunger of your handlers, your only course of action is to ping-pong around town, trying to pick up the pieces of what went wrong, and discern why you were called back into action in the first place. Zero Parades feels like an extension of Elysium’s ideas at times, allowing CASCADE to overexert her faculties for a higher chance of success, accruing anxiety, fatigue and delirium all the while, threatening to leech away hard-earned skill points when any meter goes beyond its breaking point. There’s a tension to working your way around Portofiro, as the unassuming town lifts its mask to reveal a thrumming hive of hidden blades and cipher drops beneath the veil.

In not-so-short, I’m enjoying Zero Parades: For Dead Spies quite a bit. I can trace some clear love for the craft of Disco Elysium in its scaffolding, while still noting all the ways in which this ZA/UM, both old and new, tried to put their own vision of spies and subterfuge out into the world. If the many studios and projects born from the shattering of the original ZA/UM can all meet or exceed Zero Parades’ bar, then we’re in for a good few years of virtual storytelling.

Game Informer

Luna Abyss

Matt Miller

While it shares much in common with the recently released Saros, including cosmic horror elements and bullet hell dodging of multi-hued attacks, Luna Abyss has a lot to recommend a playthrough all on its own. The first-person action features excellent traversal options that help you feel fast and mobile. The combat is intense and (eventually) quite challenging. The music and the voice acting is stellar. And the story, which sees you exploring the depths of a strange moon in a body that is not your own, is weird and compelling. Luna Abyss surprised me and keeps me coming back from more; if you’re looking for a new story-heavy action title to keep you busy over the weekend, I think you’ll be similarly delighted.

Game Informer

Tabletop Pick: The Witcher: Path of Destiny – Ronin

Matt Miller

If you’re on the hunt for a new board game to bring to the table, the latest adventures of The Witcher might be worth a close look. Based on the previously released Path of Destiny game (which is also quite good), I’m partial to this creative reimagining, which takes Geralt, Yennefer, and the rest of the cast into the realms of Japanese folklore for their adventure. Ronin is a completely standalone game — no need to have played the original Path of Destiny — and it sees you controlling these familiar characters as they confront challenges across an intriguing mix of locales and creatures that draw from both The Witcher fiction and Japanese mythology. Different variants include both competitive and cooperative elements, as well as a solo mode if your buddies don’t manage to show up for board game night. The game plays smart and smooth, and features beautiful components, including a game mat that looks like real bamboo. If you love these characters, but you’re eager to see a twist on expectation after all these years, this one could hit the mark.

LEGO Batman Voice Actor Interview + Yoshi Review

Game Informer

It’s unofficially Batman day on the The Game Informer Show, as we’ve got a double-header: our review reactions from LEGO Batman: Legacy of the Dark Knight, plus an interview with LEGO Batman voice actor Shai Matheson!

Stay tuned for the back-half for the interview, but in-between, we’ve also got impressions of Yoshi and the Mysterious Book and the new immersive stealth game Thick As Thieves.

The Game Informer Show is a weekly podcast covering the video game industry. Join us every Friday for chats about video game reviews, news, and exclusive reveals alongside Game Informer staff and special guests from around the industry. Support the show by subscribing to our physical video game magazine!

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Jump ahead using these timestamps:

  • 00:00 – Intro
  • 03:11 – LEGO Batman: Legacy of the Dark Knight
  • 25:28 – Yoshi and the Mysterious Book
  • 38:43 – Thick As Thieves
  • 52:06 – Shai Matheson Interview

Gothic 1 Remake Is The Elder Scrolls Competitor You Missed 25 Years Ago | New Gameplay Today

Game Informer

Gothic originally released in 2001 about six months before The Elder Scrolls III: Morrowind. The two games are distinct and have their own vibes, but are both innovative open world medieval fantasy games. Comparisons are inevitable. Gothic also didn’t find quite find the same audience as Morrowind (at least not in North America) and the upcoming remake hopes to address that and show people the game they may have missed out on more than two decades ago.

Gothic 1 Remake Exclusive Gameplay:

Join Marcus and me as we take a a look at extended Gothic 1 Remake gameplay alongside Game Informer‘s Gothic expert, principal designer Dmitry Lyapustin. This is Dmitry’s video introduction, but if you’re a subscriber to our magazine, then you’ve been appreciating his design work for months. He, alongside the rest of the production team here at Game Informer, are the reason our pages look so good. And also, coincidentally, Dmitry may be Gothic’s biggest longtime fan.

Also, as is the case with many of our episodes of New Gameplay Today, note that this is not a finalized version of the game, so if you notice any glitches or graphics issues in the gameplay footage, remember that the version we’re seeing here is a work-in-progress version of the game.

For even more on Gothic 1 Remake, subscribers can read our in-depth feature on the game right here, or read in the pages of The Blood of Dawnwalker issue, which will be in mailboxes soon.

Subscribe to Game Informer‘s YouTube channel for more episodes of New Gameplay Today as well as video reviews, The Game Informer Show Podcast, and more.

Destiny 2 Is Getting Its Final Content Update Next Month As Bungie Ends Active Development

Game Informer

Bungie has announced that, after over eight years since the game’s launch, it is ending active development for Destiny 2. In a blog post, the studio lays out when the final content update will arrive and how the game will be packaged going forward, while cryptically alluding to the future.

In the post, Bungie writes, “While our love for Destiny 2 has not changed, it has become clear that after The Final Shape, we have reached the time for our shared worlds, and Destiny, to live beyond Destiny 2.” The studio plans to release the game’s final content update on June 9; after that, the game will remain playable, likely for a long time. 

On the same day, Destiny 2, along with its content packs, will be bundled into a single purchase called Destiny 2: The Collection. That includes every campaign, Dungeon Keys, the 30th Anniversary Pack, and more. Standalone expansions and content packs will be permanently discounted in June. 

Here is Bungie’s full statement: 

For almost twelve years, we have had the joy and honor to explore the Destiny universe with you all. Through all the ups and downs, surprises and triumphs, building Destiny alongside our players has been a monumental privilege. While our love for Destiny 2 has not changed, it has become clear that after The Final Shape, we have reached the time for our shared worlds, and Destiny, to live beyond Destiny 2.

As our focus turns towards a new beginning for Bungie, we will begin work incubating our next games. To that end, on June 9, 2026, we will release the final live-service content update for Destiny 2 to begin that new journey as a studio.

Though active development may be concluding, we will ensure that Destiny 2 remains playable, just as the original Destiny is today. Many changes in this final update will aim to ensure that Destiny 2 is a welcoming place for players to return to.

We’re proud of Destiny 2, the places it took us, and the legacy it has created. Because of you all, our universe is vast, built on years of shared stories, adventures, and victories. From the Cosmodrome to the Pale Heart to the Lawless Frontier, we have forged life-long memories and friendships with you all.

We are incredibly grateful to everyone who made that journey with us.

From the deepest part of our hearts, thank you, and we’ll see you in the stars.

Game Informer

The final content update, Monument of Triumph, is designed to “deliver small character beats to leave the story and characters in interesting places, touching on themes across Destiny,” according to Bungie. Legendary Marks from the past will return, earned by completing Triumphs that grant access to free armor ornaments, weapon engrams, accessories, and more. One additional title and armor ornament set can also be unlocked for those who “range widely in their deeds,” says Bungie.

The blog post also lays out plans for the return of the newly refreshed Director, a new Pantheon arriving as a permanent addition with new bosses to challenge, an overhaul to the Portal, and the return of the Sparrow Racing League. Seasonal events are also being retired. Be sure to read the full blog post for a complete rundown of what each of these updates, and more, will entail. The studio also plans to publish weekly developer insights into each of these features via its This Week In Destiny updates. 

We’ll have to wait to see what the future holds for Bungie, but the studio is presently busy supporting Marathon, its multiplayer extraction shooter that launched in March. What do you want to see Bungie tackle next? Destiny 3, or something new? Let us know in the comments. 

To look back on Game Informer’s reception to every step of Destiny 2’s journey, check out our reviews for the original base game and its expansions: Curse of Osiris, Warmind, Forsaken, Shadowkeep, Beyond Light, The Witch Queen, Lightfall, The Final Shape, The Edge of Fate, and Renegades

Destiny 2 Is Getting Its Final Content Update Next Month As Bungie Ends Active Development

Game Informer

Bungie has announced that, after over eight years since the game’s launch, it is ending active development for Destiny 2. In a blog post, the studio lays out when the final content update will arrive and how the game will be packaged going forward, while cryptically alluding to the future.

In the post, Bungie writes, “While our love for Destiny 2 has not changed, it has become clear that after The Final Shape, we have reached the time for our shared worlds, and Destiny, to live beyond Destiny 2.” The studio plans to release the game’s final content update on June 9; after that, the game will remain playable, likely for a long time. 

On the same day, Destiny 2, along with its content packs, will be bundled into a single purchase called Destiny 2: The Collection. That includes every campaign, Dungeon Keys, the 30th Anniversary Pack, and more. Standalone expansions and content packs will be permanently discounted in June. 

Here is Bungie’s full statement: 

For almost twelve years, we have had the joy and honor to explore the Destiny universe with you all. Through all the ups and downs, surprises and triumphs, building Destiny alongside our players has been a monumental privilege. While our love for Destiny 2 has not changed, it has become clear that after The Final Shape, we have reached the time for our shared worlds, and Destiny, to live beyond Destiny 2.

As our focus turns towards a new beginning for Bungie, we will begin work incubating our next games. To that end, on June 9, 2026, we will release the final live-service content update for Destiny 2 to begin that new journey as a studio.

Though active development may be concluding, we will ensure that Destiny 2 remains playable, just as the original Destiny is today. Many changes in this final update will aim to ensure that Destiny 2 is a welcoming place for players to return to.

We’re proud of Destiny 2, the places it took us, and the legacy it has created. Because of you all, our universe is vast, built on years of shared stories, adventures, and victories. From the Cosmodrome to the Pale Heart to the Lawless Frontier, we have forged life-long memories and friendships with you all.

We are incredibly grateful to everyone who made that journey with us.

From the deepest part of our hearts, thank you, and we’ll see you in the stars.

Game Informer

The final content update, Monument of Triumph, is designed to “deliver small character beats to leave the story and characters in interesting places, touching on themes across Destiny,” according to Bungie. Legendary Marks from the past will return, earned by completing Triumphs that grant access to free armor ornaments, weapon engrams, accessories, and more. One additional title and armor ornament set can also be unlocked for those who “range widely in their deeds,” says Bungie.

The blog post also lays out plans for the return of the newly refreshed Director, a new Pantheon arriving as a permanent addition with new bosses to challenge, an overhaul to the Portal, and the return of the Sparrow Racing League. Seasonal events are also being retired. Be sure to read the full blog post for a complete rundown of what each of these updates, and more, will entail. The studio also plans to publish weekly developer insights into each of these features via its This Week In Destiny updates. 

We’ll have to wait to see what the future holds for Bungie, but the studio is presently busy supporting Marathon, its multiplayer extraction shooter that launched in March. What do you want to see Bungie tackle next? Destiny 3, or something new? Let us know in the comments. 

To look back on Game Informer’s reception to every step of Destiny 2’s journey, check out our reviews for the original base game and its expansions: Curse of Osiris, Warmind, Forsaken, Shadowkeep, Beyond Light, The Witch Queen, Lightfall, The Final Shape, The Edge of Fate, and Renegades

Eleven Games From The 2026 Six One Indie Showcase We Added To Our Steam Wishlists

Game Informer

As much as I love a huge showcase reveal for a game I’ve been looking forward to, there’s a special place in my heart for indie game showcases, giving me a look at hidden gems I wasn’t aware of. The Six One indie showcase is a great avenue for that, and today’s livestream was no exception. The whole event is worth a watch if you’re curious about some unique upcoming indie projects, but these were our favorites.

Game Informer

Blue Ridge Hunting

Developer: Jade Meadows

Horror and low-poly aesthetics go together like peanut butter and jelly. This co-op cryptid hunting game marries the two to seemingly great effect while also telling a story about the quest to track down Mothman. It’s currently in the midst of a Kickstarter campaign, which you can support here. It also has a demo available right now.

Game Informer

Feather’s Edge

Developer: Clockwork Acorn

This Outersloth-published Metroidvania puts you in the shoes (or talons) of a bird who can shoot across the screen, piercing foes with their beak. It’s a unique take on combat, rewarding combos and efficient strikes, and it’s got a great cartoony-yet-intricate art style as well. Its playtest is starting soon, and you can sign up to participate on the game’s Steam page.

Game Informer

The Well’s Blessing

Developer: Big Stretch

I simply can’t deny this game’s vibes. Maybe it’s the pixelated 3D graphics, the relaxing soundtrack, or the babbling sound effect that plays during the dialogue. Whatever the case, I just want a minute or two to sit in the world of The Well’s Blessing and soak it all in. For now, I guess I’ll just add it to my Steam wishlist and get hyped for the demo coming on June 3rd.

Game Informer

Midnight Horde

Developer: Carry Castle

To put it simply, Midnight Horde looks like Vampire Survivors if you were doing parkour the whole time. You gain upgrades to your magic abilities to fend off dense waves of enemies, but between encounters, you construct the town’s gothic architecture to best support your strategies. I’ve got no idea how it feels to play, but it looks so bonkers that I can’t wait to try it, and I don’t have to – there’s a demo live right now.

Game Informer

Blocks for Babies

Developer: BunkSoft Interactive

I’ll admit that sometimes Tetris makes me mad, but I’ve never thought about shooting the blocks with a gun. If you have, you’ll love Blocks for Babies, a game with as much tonal whiplash with its theme as it has in its gameplay. Match bright, silly blocks until you can’t anymore. Then, you transition into a Doom-style FPS to blast away the squares (which are fleshy and gross on the sides, by the way) that refuse to clear away. If you want to check it out, there’s a demo available now.

Game Informer

Forklift Flowerpot: Botanical Investigator

Developer: Michael Mato, Too Much Tomato

Inhabiting this game’s titular contraption is odd enough, but throw in a 3D art style made from 2D sprites, a season-changing mechanic, and a mystery pieced together like a web of red yarn on a corkboard, and Forklift Flowerpot really grabbed my attention. The developer describing it as “an Outer Wilds-like mystery” is the icing on the cake that made me add this one to my wishlist.

Game Informer

Graytail

Developer: Concode

The trailer for this game aired during the block dedicated to Zelda-likes, so I was surprised to see its aesthetics fit more of a horror-noir vibe. You play as a man with what looks like a decidedly mundane arsenal of weapons and tools, including a cane, an umbrella, and a crossbow. As someone who plays a lot of games, I really enjoy seeing one that defies genre in so many ways, so I’ll be keeping an eye on Graytail. Luckily for me, there’s a demo available now.

Game Informer

Please Insert Disc

Developer: Night Signal Entertainment

What if the liminal ether that is the PS2 startup screen was an entire game? Please Insert Disc reimagines a 2002-era gaming home screen as an interactive horror experience, with a fittingly cryptic trailer that leaves me endlessly curious for what else the final game has in store. For now, I’ll add it to my wishlist and hope to learn more soon.

Game Informer

Sloppy Forgeries

Developer: Playful Systems

Sloppy Forgeries turns paintings into a party game, with local multiplayer that puts players head-to-head as they rush to recreate famous works of art as accurately as possible. Both you and a rival will wield a mouse to repaint iconic paintings like the Mona Lisa or Starry Night with hasty pixels. It looks like the kind of game I love, where even if you do poorly, it’s funny enough that it’s easy to have fun with. I’ll be adding it my wishlist and looking to buy a second mouse.

Game Informer

b-e-e-t-l-e: be right back!

Developer: Paul and Viv

I have a hunch b-e-e-t-l-e isn’t going to come to console any time soon, because its core gameplay is designed around creative use of the keyboard. You’ll type letters to interact with the world, play music, clear obstacles, and talk to other pixelated critters. A different puzzle even makes use of keyboard shortcuts, using ctrl+c to copy an item to share with some snails. It’s got no launch window, but you can wishlist it on Steam.

Game Informer

Grave Seasons

Developer: Perfect Garbage

We did a deep-dive interview with the developers of Grave Seasons in the last issue of Game Informer, and this new trailer shows the cozy/creepy vibe just as unsettling as we remembered. The standout news here, however, is the announcement that the game is getting a demo in just a few weeks, on June 15, so keep an eye on the Steam page.

For the full lineup of games, you can watch the showcase on YouTube or head straight to the source and check them out on Steam.

Warhammer Age Of Sigmar: Deathmaster Is A Dark Action Platformer Starring A Skaven Assassin

Game Informer

Today’s Warhammer Skulls presentation revealed a new 2D action game called Warhammer Age of Sigmar: Deathmaster. The game puts the Skaven front and center, as players control a cunning rat assassin.

Developed by Old Skull Games and published by Dotemu, Warhammer Age of Sigmar: Deathmaster stars Ratman Vihneek, a killer climbing the ranks of the secretive Eshin clan. To appease the demands of his evil masters, the ambitious Vihneek embarks on a what Old Skull Games describes as a “dark tale of treachery” to prove his worth.

Gameplay takes the form of 2D sidescrolling action that heavily emphasizes relying on stealth to bypass obstacles, while setting traps and cleverly using surroundings to take out threats. When all else fails, of course, Vihneek is just as capable of slicing apart foes face-to-face.

Warhammer Age of Sigmar: Deathmaster launches in 2027 for PlayStation 5, Xbox Series X/S, Switch 2, and PC. 

Quantic Dream’s Spellcasters Chronicles Will Shut Down Next Month

Game Informer

Quantic Dream has announced that its fantasy multiplayer game Spellcasters Chronicles is being shut down next month. The game launched into Steam Early Access on February 26, less than four months ago.

In an X post published yesterday, the team behind Detroit: Become Human and Heavy Rain cites that the game failed to reach a large enough audience for its development to remain sustainable “in today’s particularly challenging market environment.” Thus, the team decided to sunset the game to refocus on other projects. Quantic Dream makes a point of specifically calling out its long-in-development Star Wars Eclipse, still reportedly years from release, stating that the game is “not affected by this decision.”

Spellcasters Chronicles will remain playable until June 19, but it has already been made unavailable to download on Steam; it appears players who have already installed the game can still access it. Money spent during its lifecycle will be eligible for a full refund upon request, and additional details will be shared in the game’s official Discord and other channels.

Quantic Dream also says that this move will prompt an “internal reorganization,” with the team’s verbiage suggesting potential layoffs. “We are fully committed to handling this transition with fairness, care, and respect, and will prioritize internal reassignments wherever possible to support other productions.” Game Developer reports today that French union Le Syndicat des Travailleureuses du Jeu Vidéo (STJV) has blasted Quantic Dream’s management of the game, calling the project a “colossal risk” whose failure could impact 95 roles at the company.

Part of STJV’s lengthy statement reads, “Officially, the ‘unstable and difficult market’ is being blamed for this decision – but it was hardly difficult to predict. This project, started 8 years ago and led by Guillaume de Fondaumière, David Cage and Grégorie Diaconu, was supposed to be a “reasonably-sized” project and was planned for a much earlier release. Over all these years, nobody questioned the business model or how the game was to become profitable. Catastrophic project management resulted in iteration after iteration, exhausting the team and leading production straight to disaster. Quantic Dream leadership points to external factors; we blame their decisions, be they financial, creative or organisational. The resulting project was ungodly expensive and aimed at a high-risk market, without matching current player demands.”

Spellcasters Chronicles was revealed in October 2025 and is a free-to-play competitive multiplayer game in which two teams of three face off in matches using magic-wielding, hero-style characters. You can read our full preview published last October for a better idea of Quantic Dream’s vision.

The game launched into Early Access on February 26 and is the latest multiplayer live-service game to be shuttered only months after debuting. It follows in the footsteps of infamous launches such as Concord’s barely two-week lifecycle in 2024. In 2026, we’ve seen the quick demises of Highguard, which launched in January and went offline in March, and PUBG: Blindspot, a game that entered Early Access in February and was discontinued in March. 

Assassin’s Creed Black Flag Resynced Will Feature 8 New Endgame Missions That Pit Edward Kenway Against A Historical Pirate Hunter

Assassin's Creed Black Flag Resynced Reveal Screenshots

I recently previewed Assassin’s Creed Black Flag Resynced – and you can read my thoughts on it after going hands-on with it for a couple of hours here – and during the preview event, I got the chance to speak to some of the developers at Ubisoft Singapore about the game. It was in these interviews that I learned about eight new endgame missions being added to the narrative of Assassin’s Creed Black Flag as part of the Resynced remake. 

Specifically, these brand-new endgame missions will pit protagonist Edward Kenway against the historical pirate hunter Robert Miller. Speaking to game director Richard Knight, it sounds like these missions will add more texture to Blackbeard’s narrative in Black Flag, particularly regarding how his story ends in the game and why it ends that way. 

“[These additional endgame missions] give us room to resolve that,” Knight tells me. “Like, ‘What happened there?’ Can we follow up those little plot threads so that you have kind of a more full experience, should you choose to go down that route? But, you can still play the same sort of epic Edward saga the way you did back then [because these endgame missions take place after Edward’s original story wraps up]. 

These endgame missions aren’t the only new pieces of content being added to Black Flag in this remake. Creative director Paul Fu says there are new side missions to complete and new islands to explore. Plus, there are “new ending missions for beloved characters,” too. If you add up all the new content in Black Flag Resynced, Fu says it amounts to about 6 hours of additional gameplay. 

Assassin’s Creed Black Flag Resynced launches on PlayStation 5, Xbox Series X/S, and PC on July 9. 

What do you hope to see in these new endgame missions? Let us know in the comments below!