Web Scraping Bots Are Stealing The Last Of Our RAM And Flash
The memory situation is now even worse, thanks to unscrupulous and avarice driven individuals who are now unleashing bot armies to scoop up any RAM or flash storage that hits a somewhat…
The memory situation is now even worse, thanks to unscrupulous and avarice driven individuals who are now unleashing bot armies to scoop up any RAM or flash storage that hits a somewhat…
RUMBLE, a competitive PvP earth-bending game that originally launched in early access on Steam back in 2022, is now on Quest. Read on for our first impressions.
Over the years, RUMBLE has cultivated an active and dedicated community as the developers have continued to evolve their game. Buckethead Entertainment have now brought the full version of RUMBLE to Quest, introducing its notoriously high skill-floor combat to standalone VR.
RUMBLE is a purely online competitive experience with no solo mode to speak of, outside of a training arena designed to help players learn the fundamentals. And trust me - you are absolutely going to need it.

At its core, RUMBLE is built entirely around gesture-based combat. Players manipulate earth-bending abilities through physical poses and movements, summoning rocks and launching attacks against opponents in one-on-one arena battles. The entire experience lives or dies on your ability to correctly perform these gestures, many of which resemble martial arts stances that can be chained together into increasingly complex combinations.
Gesture-based magic systems are among my favourite mechanics in VR, and I’ve played just about every title that experiments with them. That context is important, because when I say RUMBLE is incredibly difficult to learn, it isn’t coming from a place of inexperience. Difficulty here is intentional. The game demands precision, patience and repetition before it begins to reveal what makes it compelling.
Between A Rock And A Hard place
My early encounters with RUMBLE were not especially positive. In fact, during the first hour I genuinely wondered if something was broken. Even when matching the on-screen ghost poses as closely as possible, abilities frequently failed to trigger. Movement also feels unusually slow and even activating the sprint gesture proved frustratingly inconsistent.

At that point, I would have been more than ready to walk away entirely. However, covering the game meant quitting that early wasn’t an option - and thankfully so. After watching several helpful tutorial videos and spending time with members of the community willing to demonstrate proper form, things eventually began to click.
Once gestures shifted from conscious effort to muscle memory, the experience transformed. Summoning rocks and launching attacks stopped feeling like a technical struggle and instead became a fluid expression of learned skill. This is the point where RUMBLE finally comes alive, and if you have the patience to get there, it’s definitely worth the time.
Those Who Throw Stones
RUMBLE possesses an undeniably deep combat system. Moves can be chained into devastating combos and matches between equally skilled players quickly become tense, tactical duels. The game introduces mechanics gradually through a belt-based progression system which sees new moves unlocked over time.
Initially this restriction felt frustrating, but in hindsight it proves to be an effective way to prevent new players becoming overwhelmed. As experience is earned and new techniques unlock, players steadily expand their combat vocabulary and begin experimenting with more advanced strategies.
Working through some moves in the training arena
The core experience revolves around one-on-one arena battles, though social spaces such as the Park provide more relaxed environments to practice and interact. Through several play sessions at both peak and off-peak hours, matchmaking was consistently active. I was regularly paired with fellow beginners, alongside more experienced players who - encouragingly - often took time to help refine my technique.
There were occasional frustrations common to competitive online games, including players relying on spamming attacks or veterans who showed absolutely no mercy, but these moments were far from the norm.
That said, some of the game’s design choices remain divisive. The painfully unforgiving gesture detection often feels less like genuinely earning a skill and more like unnecessary gatekeeping that is likely to hurt the game's broader appeal. Combined with the slow default movement speed - particularly in the hub area - and the learning process can feel harsher than necessary and the ‘fun’ can take too long to present itself.
Mastering RUMBLE clearly requires dedication, but a slightly more lenient gesture controls would make that journey far more enjoyable without sacrificing any of the game’s depth.

After several hours with RUMBLE on Quest, one thing becomes abundantly clear: this is not a game interested in instant gratification. It is neither easy to learn nor casually approachable. In fact, it is hard to learn and even harder to master.
For players seeking a deep, progression-driven competitive experience - one that rewards patience, practice and genuine skill development - RUMBLE may well become an obsession. Its combat system offers depth once understood, supported by an active community and meaningful mastery curve.
However, those looking for fast-paced, immediately accessible earth-bending action may find the experience overly demanding. If your goal is simply to throw rocks around and have some fun, more arcade-style alternatives like Elements Divided may be more your speed.

The outrageously cute and cozy puzzle game Interlocked: Puzzle Islands is coming to Meta Quest in March.
Developers Puzzle Dev and publisher Armor Games have announced that their extremely popular mobile puzzle game Interlocked: Puzzle Islands is coming to Meta Quest on March 24 with improved immersion and expanded gameplay.
Interlocked is a relaxing puzzle game in which players solve "burr puzzles," ingenious 3D puzzles made of interconnected blocks of wood, where the goal is to slide, spin, turn, and twist pieces to separate the variously complicated assemblies of blocks. Interlocked contains more than 30 puzzles, all set against a cozy backdrop and augmented by a chill atmospheric soundtrack.
You'll experience Interlocked's puzzling journey alongside a baby bird companion, who grows and experiences a "mini story arc" as you progress through the game's many puzzle islands.
Interlocked will be available on Quest on March 24, where you can now wishlist the game. It will also be coming to PC VR via Steam, though a release date for that platform has not yet been revealed.

IO Interactive is about to take a big step, branching out beyond its flagship HITMAN series and into new territory with its first licensed James Bond videogame. Now, just ahead of the launch of 007 First Light, IO Interactive has shared a new behind-the-scenes look at the making of the game and the cast behind the major characters.
IO Interactive and Amazon MGM today released the second episode of Beyond the Light, the developer diary series offering an inside look at the making of 007 First Light. This latest episode shines a spotlight on the characters of the game:
In the video Martin Emborg, Narrative and Cinematics Director at IO Interactive, and Beatrice Harty, Lead and Senior Character Artist, offer insight into the creation of 007 First Light, from creating the story, to cinematics and designing characters. As previously mentioned, 007 First Light stars a wholly original version of James Bond, giving IO Interactive a chance to leave their own mark on the James Bond legacy.
The second episode of Beyond the Light also features key members of the ensemble cast, including Patrick Gibson (portraying James Bond), Noemie Nakai (portraying Agent Roth), Kiera Lester (portraying Moneypenny), and Alastair McKenzie (portraying Q).
007 First Light is due to release for PC, PS5, Switch 2 and Xbox Series X/S on the 27th of May.
KitGuru Says: Are you looking forward to 007 First Light?
The post IO Interactive reveals 007 First Light cast first appeared on KitGuru.Chieftec has introduced the BW‑01B‑OP, a new UNI Series ATX workstation chassis built for professional users who need high‑capacity storage and flexible cooling options. The design focuses on practicality and durability, wrapped in a clean, understated exterior with a modern hinged front door.
The case is constructed from 0.6mm SGCC steel and measures 510×200×465mm, offering support for Mini‑ITX, mATX, and ATX motherboards. Chieftec includes a pre‑installed 120mm PWM HDB fan at the rear, with additional cooling support for up to two 140mm front fans and up to three 140mm top fans. The top panel can also house 240mm or 360mm radiators when the upper 5.25in bay is unused, giving builders room for workstation‑class thermal setups.
Storage capacity is one of the BW‑01B‑OP’s defining features. The chassis provides two tool‑less 5.25in external bays, six 3.5in trays, and four 2.5in trays, all supported by an easy‑to‑remove cage system designed for creators and users managing large data libraries. Rubber‑grommeted cable routing holes help maintain clean internal layouts and unobstructed airflow.
Inside, the case supports CPU coolers up to 157mm tall and graphics cards up to 310mm—or up to 410mm when the 2.5in cage is removed. Seven expansion slots and ATX PSU support (up to 160mm) round out the internal layout.
Front I/O includes USB Type‑C, USB3.0, audio‑out, and mic‑in. Chieftec also supplies a removable bottom dust filter and a magnetic top filter, and the chassis carries a 24‑month warranty.
KitGuru Says: Will you be considering a Chieftec chassis for your next build?
The post Chieftec prioritises storage with its latest UNI chassis first appeared on KitGuru.Apple has launched the MacBook Neo, a new entry‑level laptop powered by the A18 Pro chip and priced from $599, positioning it as the company’s most affordable Mac to date.
Apple says the A18 Pro delivers up to 50 percent faster everyday performance than an equivalent Intel Core Ultra 5 powered Windows laptop and up to three times faster on on‑device AI workloads. The chip includes a 5‑core GPU for graphics tasks and a 16‑core Neural Engine for Apple Intelligence features such as writing assistance and photo clean‑up tools. Battery life is rated at up to 16 hours.
The aluminium enclosure comes in four colours including blush, indigo, silver, and citrus. Each MacBook Neo also ships with a colour‑matched Magic Keyboard and a large Multi‑Touch trackpad. A 1080p FaceTime HD camera sits above the display, supported by dual microphones with directional beamforming and dual side‑firing speakers.
The 13‑inch Liquid Retina display features a 2408×1506 resolution, 500 nits of brightness, support for 1 billion colours, and an anti‑reflective coating. Connectivity includes two USB‑C ports that support charging and external displays, a headphone jack, Wi‑Fi 6E, and Bluetooth 6.
macOS Tahoe ships with built‑in apps such as Safari, Photos, Messages, and FaceTime, alongside Apple Intelligence features integrated throughout the system. The Neo also supports Apple’s full suite of Continuity features for iPhone users, including Handoff for moving tasks between devices, Universal Clipboard for copying and pasting across platforms, and iPhone Mirroring for viewing and interacting with the phone directly on the Mac. New users can also transfer settings, files, photos, and passwords from an iPhone during setup.
The MacBook Neo will be available starting on March 11th, with prices starting at $599.
KitGuru Says: People have long wanted to see Apple attempt a new entry-level MacBook. The Neo seems to deliver exactly that.
The post Apple launches its cheapest Mac to date – the MacBook Neo first appeared on KitGuru.In many ways, Resident Evil Requiem serves as a culmination of Capcom’s long-running franchise, with the latest entry bringing back fan-favourite characters in an experience which some have described as a continuation of Capcom’s “unbelievable run of excellence”. Despite only being out for less than a week so far, Capcom have confirmed that Resident Evil Requiem has already sold over 5 million copies,
Making the announcement via a press release, the team at Capcom revealed that “worldwide sales of Resident Evil Requiem, released on February 27, 2026, surpassed 5 million units.”
This achievement is even more impressive considering the fact that Requiem is exclusive to current-gen platforms – the first entry in the series to be locked to modern hardware. Of course, between the PS5, Series X|S, Switch 2 and PC, there are well over 100 million potential customers.
Even so, Requiem’s rapid success is notable, already putting it as the 19th best-selling Capcom game of all time, right above the original RE2 (4.96 million units).
Of course, Requiem still has quite the journey to go on if it wants to reach the upper-echelon of Capcom sales, with the best-selling entry in the series being Resident Evil 2’s Remake (currently at 16.8 million copies).
Regardless, with the game receiving near-universal acclaim and going on to sell over 5 million copies in its first few days, it’s safe to say that Resident Evil Requiem is another major success for Capcom.
KitGuru says: What do you think of Requiem so far? Is it your favourite entry in the series? How many units do you think it will sell when all is said and done? Let us know down below.
The post Resident Evil Requiem has officially sold over 5 million copies already first appeared on KitGuru.For the past year or so, one of the biggest leakers in the Call of Duty space has been TheGhostofHope, with the insider having revealed a ton of information regarding current and even future COD entries. In the wake of a recent report by the insider claiming that some major shake-ups may be happening internally, Activision have now “legally demanded that I stop leaking and disseminating confidential information related to Call of Duty.”
Taking to Twitter to make the announcement, known Call of Duty leaker TheGhostofHope revealed that “Activision has legally demanded that I stop leaking and disseminating confidential information related to Call of Duty/Activision and I am complying with their demands. Still gonna stick around and chat about Official Call of Duty info and anything not related to leaks/confidential information. Cheers for these past few years.”
Interestingly, alongside this recent revelation, Call of Duty themselves commented on these latest events. In response to one tweet by COD YouTuber ‘TDAWG’ who asked “So if Call of Duty is shutting ghostofhope down…was he right about everything…?” the official Call of Duty account replied with:
“Nah. Even when leaks are wrong, they still hurt the people building the game and mess with player expectations.”
Whether TheGhostofHope was right or not, we will have to wait and see, but for better or for worse, it seems Activision is cracking down on leaks moving forward.
KitGuru says: What do you think of this latest move? Do you believe COD’s response to the matter? Are leaks damaging to player expectations? Let us know your thoughts down below.
The post Notable Call of Duty insider will no longer share leaks following Activision intervention first appeared on KitGuru.Back during the early days of 2026, Ubisoft announced a surprise update for The Division 2, unveiling a new Realism mode in celebration of the franchise’s 10th anniversary. It appears as though this was just the start of The Division’s revival, with the publisher now sharing a roadmap full of new content planned throughout 2026.
Taking to their blog in celebration of the franchise’s 10th anniversary, the team at Ubisoft hosted a showcase featuring a ton of new and surprising updates coming to The Division 2.
From now until the 2nd of April, The Division 2 is hosting a month-long anniversary Season, bringing in the aforementioned Realism mode alongside other notable additions:
This Anniversary Season is just the start however, with The Division 2 set to get even more in the coming months, including:
Alongside all this, the team also finally gave an official release date for their mobile spin-off Resurgence, with the free-to-play MMO launching on the 31st of March.
The Division series has been in a weird spot for quite some time. Ever since the release of its sequel in 2019, the franchise has struggled to expand, with a number of in-development projects eventually being cancelled. While we continue to wait for The Division 3, it is interesting and exciting to see the previous game receive a second life of sorts.
KitGuru says: What do you think of this Anniversary update? Is it too little too late? Should the game have always had a Realism mode from the get-go? Let us know your thoughts down below.
The post The Division 2 to get crossplay, new DLC and more throughout 2026 first appeared on KitGuru.Ever since Capcom kicked off their golden era with the release of Resident Evil 7, the publisher has successfully remade most of the mainline RE entries, with more seemingly on the way. While the much-loved Resident Evil Code Veronica is reportedly next in line to be remade, known Capcom insiders have now claimed that the previously-remade Resident Evil 1 is set to receive another full-on remake.
As reported by known Capcom leaker DuskGolem, “full production on a RE:1 Remake has gone underway”; though the project is said to be “years out” – with the aforementioned Code Veronica being next in line.
Offering additional context, Golem claimed that the remake could be between 4-7 years away from release, with Code Veronica and RE:0 both being further along in development.
For the uninitiated, this would be the second time that the original Resident Evil has gotten a remake, with the first one arriving all the way back in 2002 for the GameCube. That said, unlike Capcom’s modern efforts, the original RE: Remake was highly faithful to the original, maintaining its gameplay and visual style.
It’s safe to assume that this second redo would be more in line with the likes of the RE:2 and RE:3 Remakes. We will have to wait and see. In the meantime, fans have the recently-released Resident Evil Requiem to enjoy.
KitGuru says: What do you think of this latest report? How would you want Capcom to handle the remake? Should they stop after Code Veronica, 0 and the OG RE? Let us know your thoughts down below.
The post Capcom has reportedly started development on another Resident Evil 1 remake first appeared on KitGuru.It has only been a month since Highguard launched but the game's player base has only dwindled since then. Now after a round of layoffs, Wildlight Entertainment has revealed it will be shutting the game down.
The likelihood of the studio fulfilling their ambitious year-long content roadmap already felt slim when most of the development team was let go, leaving just a handful of ‘key developers' left to continue working on the game. Unfortunately since then, Highguard's player count has only continued to drop and as a result, the company is pulling the plug.
Here is the full statement from Wildlight:
“Today we’re sharing difficult news. We have made the decision to permanently shut down Highguard on March 12.
Since launch, more than 2 million players stepped into Highguard’s world. You shared feedback, created content, and many believed in what we were building. For that, we are deeply grateful.
Despite the passion and hard work of our team, we have not been able to build a sustainable player base to support the game long term. Servers will remain online until March 12th. We hope you’ll jump in with us one more time to show your support and get those final great matches in while we still can.
The team is excited to release one final game update to enjoy in the remaining life of the game. We'll be adding a new Warden, a new weapon, account level progression, and skill trees! Full patch notes are coming, and we're targeting tonight or tomorrow morning for patch release.
From all of us at Wildlight, thank you for playing, for supporting us, and for being part of Highguard’s story.”
This news follows a recent report claiming that Tencent, which had initially funded Highguard, had pulled funding due to the game's poor launch performance.
KitGuru Says: The 2025 Game Awards will now live in infamy thanks to this game.
The post Highguard is shutting down this month first appeared on KitGuru.
This not-quite-a-sequel to last year's Alliance Peacefighter requires and rewards patience.
Alliance Peacefighter, an X-Wing and Wing Commander inspired story-driven space sim, just arrived in mid 2025, so it was surprising to see another game in the universe pop up so soon. Developer Urban Logic Games clarified that Battle for the Frontier is more of a side story, a "standalone adventure" set in the same universe.
The Alliance universe games are hybrid titles, playable on flatscreen and in VR. I played this demo both ways and while the VR version requires a steeper learning curve, it is absolutely the more rewarding way to play. Battle for the Frontier supports full motion controls, so having spent hundreds of hours dogfighting in games like No Man's Sky and the Warplanes series, I mostly felt right at home. Using the flight stick, throttle, and two sensors on the dash to adjust power between speed, shields, and weapons all felt very natural.



Alliance Tales: Battle For the Frontier Screenshots captured by UploadVR
Battle for the Frontier's controls are very sensitive out of the gate and the slightest twitch on your flight stick will send you spiraling. It took quite some time to fine tune the settings and train myself to make more subtle movements. This requires a lot of patience and trial and error. Thankfully, if killed in battle, the game has the option to respawn in the same place and continue the battle. There are also multiple difficulty settings, options to adjust how well your friendly AIs perform in combat, and even an invincible mode for anyone who wants to experience the story without dying at all.
My PC uses a Ryzen 7 9850X3D processor, 32GB of DDR5 RAM, and an RTX 5070 Ti GPU.
The gameplay was conducted using a Meta Quest 3 via the Virtual Desktop on the High preset with the in-game graphics turned to the highest setting.
You can find the minimum and recommended specs on the Steam page to learn more.
Visually, this is not a feast for the eyes. It looks okay, but nothing mind-blowing. Up close, the ships (and nothing in the game, really) do not have a great amount of detail, but something has gone terribly wrong if you're spending a great deal of time right up on a ship to begin with. There are no stop and stare in awe moments here, disappointing for a space sim, but everything looks clean in the headset with no notable performance issues to speak of.
Alliance Tales: Battle for the Frontier is a space combat simulation and is not recommended for newer VR users due to the intense movement associated with flight. There are several options to make the game less intense, including motion vignettes and camera shake toggles.
Without spoiling the story, the demo is very straightforward. There's the introductory conversation to explain the mission, then dogfight, conversation, repeat twice more, and done. It all ends on a cliffhanger that I think would have landed better had I played the original game, but the point of a good demo is to either garner a wishlist or an outright purchase. In that respect, mission accomplished. I wishlisted both Alliance games after finishing this demo. It's not perfect, but it's good enough to have earned that.
Combat in Alliance Tales: Battle for the Frontier captured by UploadVR
Alliance Battle for the Frontier can be wishlisted now on Steam and the demo is available for free. The original Alliance Peacefighter is out now on Steam for $23.99 and also has a free demo available.
Update 3/3/26: This article originally erroneously listed Star Wars Squadrons as being another game with VR motion controls and has been edited to fix that mistake.
