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First PlayStation 5 System Update of 2026 Adds Read Receipts and More

Sony has released the first PlayStation 5 system update of the year, which includes several new firmware features.

The catchily-named Update 26.01-12.60.00 is available to download today and actually includes a couple of notable changes, beyond the usual vague improvements to performance and stability.

Today's headline addition is the ability to turn on read receipts for your messages, which you can opt into via your Settings menu. With this, you'll allow others to see you've read their DMs. Sony has said it's switching this feature on gradually even if you have the update installed — so don't be surpised if it still takes some time to show up.

Another new addition today is the ability to jump from Friends Activity directly into a game that a friend is playing.

Today also brings the first PlayStation 4 system update of the year. PS4 system software version 13.04 is available now, though includes no major changes. Full patch notes for the two console updates lie below.

PlayStation 5 System Software Version 26.01-12.60.00.06

  • You can now jump directly from the Friends Activity widget in your Welcome Hub to the games your friends are playing.
  • You can now turn on read receipts to show other players when you’ve read their messages.
    • To turn on your read receipts, go to Settings > Users and Accounts > Privacy > View and Customize Your Privacy Settings. Under Communication and multiplayer, set Show read receipts to other players on PS5 and PlayStation App to Allow.
    • This feature will be rolled out gradually, and some users will be able to use it when the system software update is released.
  • We’ve improved the messages and usability on some screens.
  • We’ve improved system software performance and stability.

PlayStation 4 System Software Version: 13.04

  • We’ve made some security fixes to the system software.

Tom Phillips is IGN's News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

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Terraria Patch 1.4.5, the Bigger and Boulder Update, Sparks Highest Player Numbers in Nearly 6 Years

Terraria 1.4.5 — dubbed the Bigger and Boulder Update — is finally here, and it's welcoming in thousands of new and returning players alike.

According to SteamDB, up until the new update, Terraria averaged around 20-30,000 players at any one time, with the occasional spike in interest when new content dropped over the years.

1.4.5, however, has seen one of the biggest spikes in over a decade, hitting a release day peak of almost 165,000 players on Valve's platform. This is second only to the release of Update 1.4 in May 2020, although that coincided with lockdown, of course, which gave millions of gamers around the world a little more time to play.

The true number of players will be even higher, given Terraria is also available on console and mobile, and 1.4.5 was released across platforms at the same time. The console and mobile makers do not make player numbers public.

"So, 'Bigger & Boulder!', why 'Bigger & Boulder' you ask? Beyond a good bit of additional content, a lot of effort with this update went into rounding out and expanding on existing experiences," developer Re-Logic said in a post on Steam. "Things like making inventory management and crafting easier than ever. We expanded upon secret world seeds - something that we feel greatly expands the replayability/freshness of the game - while also making them more accessible than ever before. We also had a focus on improving things like atmosphere on top of our continual polish/quality of life/balance efforts - which is getting harder and harder as Terraria gets bigger!

"Oh, and you might encounter some new boulders... or existing boulders in new ways. Don't say we didn't warn you!

"As always, we never share everything that is in each update - not even in the "full" changelog. Part of the fun is in the discovery! Good luck and happy adventuring, Terrarians!"

Terraria is pretty old at this point; IGN reviewed it 15 years ago(!), way back in 2011. Even then, though, we thought it was amazing, scoring it 9/10 and writing: "Though on the surface it looks like just another 'me too' indie game seeking to ride the coattails of Minecraft's success, Terraria expands on the familiar sandbox gameplay with a greater emphasis on combat and adventure that proves very satisfying. That's rare indeed."

We have the full — and very long! — rundown of the patch notes below, courtesy of the Terraria forum, but be very cautious, as there may be some unmarked spoilers here!

Terraria Bigger and Boulder 1.4.5 Patch Notes:

Seeds

  • Added the Skyblock seed, where you start out on nothing but a small floating island. It's up to you to build everything else!
  • Special seeds can now be combined! Some combinations may have some interesting interactions…
  • Added a new seed selection window to the world creation menu, which allows you to easily enable special seeds.
  • Added secret seeds.

Items

  • Added 650+ new items.
  • Added 9 new whips.
  • Added over 60 new hairstyles!
  • Added 22 new furniture sets.
  • Added 20 new paintings.
  • Added Dead Cells crossover content, including: five new weapons, a buff station, a vanity set, an accessory, a loyal pet and a new way to display your items in the world.
  • Added Palworld crossover content, including 5 pals and a vanity outfit.
  • Added four new transformation mounts.
  • Added two new Pylons.
  • Added Stress Ball.
  • Added Magic String.
  • Added Strung Counterweight.
  • Added Roller Skates.
  • Added Prospector armor set.
  • Added Captain armor set.
  • Added Jungle Juice.
  • Added Torch God's Flavor.
  • Added Lucky Clover.
  • Added Raven Feather.
  • Added Pretty Mirror.
  • Added Blackened Fish.
  • Added Rock Candy.
  • Added Shimmer Gun.
  • Added Wall Racer Car.
  • Added Acorn Slingshot.
  • Added Slime Spear.
  • Added Slime Whip.
  • Added Super Bomb.
  • Added Freeze Bomb.
  • Added Mud Ball.
  • Added Rainbow Glowsticks.
  • Added Toybreaker Brick.
  • Added Sharp Spike blocks.
  • Added Dull Team Blocks.
  • Added Cloud Platforms.
  • Added Pink Phaseblade and Phasesaber.
  • Added Chlorophyte Visor.
  • Added the Mitey Titey, a new tool for placing decorative stalagmites and -tites.
  • Added the Portable Kiln, a new tool for placing decorative pots.
  • Added some memorabilia from the great Tree vs Axe War of 2023.
  • Added decorative Demon/Crimson Altars.
  • Added decorative Cobwebs.
  • Added Shimmerfall Blocks and Walls.
  • Added Magic Shimmer Dropper.
  • Added Pink and White Banners.
  • Added Heroicis' set.
  • Added CRT Monolith.
  • Added Retro Monolith.
  • Added Bikini, Swimsuit and Swimtrunks.
  • Added Lilac Dusk Vanity.
  • Added Hallowed Crown.
  • Added Welding Mask.
  • Added Chicken Bones’ and Kazzymodus’ developer armor sets.
  • Gave Skeletron a fancy new hat.
  • Added vanity set for Terraria Enthusiasts.
  • Added Luna’s Runic Pixie Vanity.
  • Added spectating of other players - either via the new Scrying Orb, or by haunting them after being slain!
  • Kites and critters can now be placed in the world as persistent background objects. You can place them from the hotbar by right-clicking.
  • Mannequins can now hold items and mounts, and pose with those items when hammered.
  • Rubblemaker can now place Abigail's Flower, Life Fruits, Jungle Rose, Nature's Gift, Jungle Spores, Glow Tulip, Fallen Logs (that do not attract fairies), Oasis Plants, Water Bolt, and the Terragrim.
  • Sandcastle Bucket, Garden Gnomes and Lawn Flamingoes now use the up/down keys to cycle through placement styles (like the Rubblemaker).
  • Items that can cycle through placement styles will now only do so if they’re the currently selected item.
  • Building items that consume materials (such as the Rubblemaker and the Paint Brush) now show how much material they have available on their hotbar item icon.
  • Paladin's shield now displays its range, and feedback when it is used. Getting killed by the Paladin’s Shield now displays a unique death message.
  • The Zombie Arm can now be held out, and throws complementary bits and pieces when swung.
  • The Paintball Gun now paints Slimes on hit.
  • Normal and biome torches can now be converted when placed.
  • Conveyor Belts can now carry items upwards.
  • When spawning NPCs on Conveyor Belts, the block directly below the belt is now used to determine which NPC to spawn.
  • Falling blocks (Sand, Silt, Slush, etc.) will no longer settle on Conveyor Belts but remain in their item form.
  • Bricks made from Hardmode ore are now immune to bombs.
  • Brown Solution now changes Old Stone Wall and Craggy Stone Walls into their unsafe variants.
  • Green Solution now turns safe Jungle Walls into their unsafe variants.
  • Demon Conch will now teleport players to the outer edges of the Underworld if there is no valid destination in the middle. It also no longer avoids teleporting you onto platforms.
  • Pets and minions can now walk through closed doors and tall gates.
  • Placed items that can be used to craft potions (e.g. Bottle, Pink Vase) can no longer be removed by interacting in order to support the new crafting menu filters (they can still be mined as normal).
  • The Whoopie Cushion can now be equipped.
  • Empty Buckets left out in the rain will now fill up.
  • The Beach Ball now bounces off of enemies and villagers.
  • Music Boxes now count as vanity.
  • Crystal Block now merges with Dirt.
  • Yoyo Counterweights will now override the visuals of the Yoyo Bag if placed in a vanity slot.
  • Grates with liquid in them can no longer be block swapped.
  • Grates with objects on them can now be properly destroyed by merging liquids.
  • Gelatin Crystal now glows in the dark.
  • Reef Chest now has a more appropriate map color.
  • All Living Fire blocks can now be sloped.
  • Radio Thing is now placeable.
  • Water Gun, Slime Gun, and Portal Gun can now be placed on weapon racks.
  • You can now attach furniture to Wooden Spikes if you feel so inclined.
  • Items in the world now stop reacting to fluids when being picked up.

NPCs

  • Added Moss Zombie.
  • Added Pufferfish.
  • Added Orca.
  • Added a boss damage tracker that tracks how much damage each player deals during a boss fight. Type /bossdamage in the chat to view the result of the last fight(s).
  • Slimes can now contain more items.
  • Fish now change direction randomly when they flop on the floor.
  • The Martian Saucer is no longer listed as a boss in the Bestiary.
  • The Bestiary now properly reflects the incomprehensible nature of the Torch God.
  • Villagers now wait a minute to look for a new house after being evicted.

World

  • Lightning strikes can now occur during storms.
  • Added new Dungeon entrance variants.
  • Cracked Dungeon Bricks now hint at their fragility.
  • You can now start a Slime Rain by shimmering a Slime Crown.
  • Trees are now converted to and from Palm Trees when using Yellow, Brown and White solution, rather than being destroyed.
  • Corruption and Crimson Grass can now infect Mowed Grass, turning it into normal Corrupt/Crimson grass.
  • Blooming Blinkroot is now brighter.
  • You can no longer attach items to boulders. Rubble and pressure plates will no longer generate on top of boulders.
  • Jungle Plants and Vines can now grow on Lihzahrd Brick.
  • Cactus, stalagmites/-tites, shells, coral, antlion larva, alchemy herbs and jungle plants now take on the paint and coating of the block they grow on.
  • Safe Underground Desert walls now stop you from being considered to be in the Underground Desert.
  • The Constant’s filter is now hidden when mixed with other world seeds.
  • Falling Stars are now considered as traps - they’re still friendly, though!
  • Liquid inside Bubbles is no longer cleared when leaving and rejoining a world.
  • The Aether biome visuals are now suppressed when in the Dungeon.
  • Boosted nature’s growth on the surface during rainy times.
  • Worlds now support up to 32,000 signs, up from 1,000.
  • Meteors now avoid Demon/Crimson Altars.
  • You can no longer stand on the bottom of the world. We suggest you don't try to, either.
  • World Globes can now assign the same forest biome to different parts of the world.
  • Improved how liquids merge during world gen, reducing the likelihood of out-of-place liquid patches (e.g. Honey in Granite biomes).
  • When two different liquids collide during world gen they now leave less of a mess.
  • Living Mahogany Tree chests now always contain Jungle loot.
  • Small and medium sand piles now generate in Underground Deserts.
  • Newly generated boulder traps now use actuators instead of Active Stone Blocks.
  • The max surface height of newly generated small worlds has been lowered to prevent sky enemies from spawning too close to the surface.
  • Microbiomes (e.g. Detonator traps) will no longer generate on top of boulder traps.
  • Living Mahogany Wands are now guaranteed in every world.
  • More boulder.

Wiring & Mechanisms

  • When Chests receive a wire signal they now pick up all nearby dropped items. Great for automated farms!
  • Extractinators now process items from nearby chests (up to two blocks away) when they receive a wire signal.
  • Timers can now be freely placed without requiring an anchor block.
  • Inactive Stone Blocks now share the same restrictions on actuating beneath protected blocks (e.g. Lihzahrd Altar, Mannequins) as actuators.
  • Inlet and Outlet Pump items are now immune to lava.

Tooltips & Clarifications

  • Items that interact with wire now have a "Wireable" tooltip. Improved the tooltips of several of these items.
  • Items that can be extractinated now have a tooltip to indicate this.
  • Reworded the “No stats will be gained” tooltip on items in vanity slots. Vanity items no longer show this tooltip while in a vanity slot.
  • Clarified the Inlet and Outlet Pump's tooltips to make clear it can transport any liquid, not just water.
  • Bat Bat's tooltip now clarifies it always heals on hit rather than only sometimes.
  • Improved the consistency of some set bonus effect tooltips.
  • Clarified the Beetle Shell and Solar Flare armor tooltips (functionality unchanged).
  • Whips now show their use time in their tooltip.
  • Bubbles now have a tooltip to explain their function.
  • Actuators now have the "Can be placed" tooltip.
  • Removed "Can be placed" tooltip from wand-type items.
  • Blade staff now properly mentions that it ignores some enemy defense (functionality unchanged).
  • Added usage tooltips to grappling hooks.
  • Improved platform tooltips with usage instructions.
  • Improved bed tooltips with usage instructions.
  • Improved sawmill tooltip to clarify its purpose.
  • Clarified harmful blocks tooltips to mention their danger.
  • Clarified tooltips of minion slots granted by several sources.
  • Improved Solar Tablet tooltip.
  • Bug Net's tooltip now mentions it can catch bait.
  • Improved some personal storage items' tooltips.
  • Personal storage tooltips (e.g. Piggy Bank) now mention their stored coins can be used in shops.
  • Improved Gills Potion tooltip.
  • Improved Lavaproof Bug Net tooltip.
  • Improved immunizing accessories (e.g. Bezoar) tooltips.
  • Improved Discount Card tooltip.
  • Improved Sandstorm in a Balloon tooltip.
  • Improved Flame Waker's Boots tooltip.
  • Improved Sandcastle Bucket tooltip.
  • Cloud blocks & platforms now mention they prevent fall damage in their tooltip.
  • Improved Yellow Horseshoe Balloon tooltip.
  • Clarified Brain of Confusion tooltip.
  • Improved Sundial & Moondial tooltip.
  • Improved Planter Box tooltip.
  • The "not enough NPCs nearby" Pylon message now clarifies NPCs need to live near them, not just be near them.
  • Added flavor text to the Fertilizers.
  • Added flavor text to the Fruit Salad.
  • Fixed punctuation issues with several tooltips.

Journey Mode

  • Trashing an item now automatically attempts to research it.
  • Researching items now also contributes to the research progress of your online team members.
  • Partially researched items now show up in the duplication menu (but can’t be duplicated).
  • Duplicating an item now gives only one of that item if you don't need multiple (such as single-use upgrade items).
  • Deerclops, Eye of Cthulhu and Mech bosses no longer randomly spawn when the spawn rate slider is set to 0x.
  • The difficulty slider now more closely matches the scaling of Expert and Master worlds.

Quality of Life

  • Items can now be crafted from nearby chests! This can be toggled on/off as desired.
  • Right-clicking a crafting station now opens the crafting menu, showing only the items that can be crafted at that station.
  • When the Goblin Tinkerer reforges an item and gets the best available prefix, a special effect plays and the reforge button is briefly blocked to prevent unintentional further reforges.
  • Individual armor set pieces now show the set bonus in their tooltip.
  • Pylons now take priority over Wormhole Potions when clicking on either to teleport on the map.
  • Almost every item in the game can now stack to 9999, including (prefixed) weapons and equipment.
  • Added a “Similar Stack to Nearby Chests” mode, which aside from default quick stack behaviour also tries to put items in chests with similar items (for example, putting Iron Ore with Copper Ore). You can toggle between quick stacking modes by right-clicking the Quick Stack button.
  • The housing query now gives visual feedback on the suitability of any queried space.
  • Houses no longer require at least one solid, non-platform block to be valid.
  • The housing query now indicates when a house is invalid because it does not have a spot to stand on.
  • When holding an equipable item in the cursor, usable equipment slots are now highlighted, and others are dimmed.
  • Greatly improved how the game handles too many items being on the ground: when the item cap is hit, items now try to stack with nearby items to make room.
  • Improved the sorting behaviour of many items.
  • Boss bags now appear on the minimap.
  • Mining boulders that you are standing on no longer damages you if the boulder has no space to roll.
  • When you try to switch to another hotbar slot while already using an item, you will now switch once the item finishes its current use rather than when you stop using the item.
  • Improved the indicator for the selected hotbar item when overriding the default selected item (e.g. when using smart select).
  • When trying to Quick Stack, there is now a visual indicator on chests that can’t be stacked to because they are in use by another player.
  • When assigning a spawn point at a bed fails, you'll now be provided the reason.
  • Minion buffs now show how many of that minion you have summoned.
  • When you respawn, any minions you had active when you were slain are now automatically resummoned.
  • If you are slain while holding an item in your cursor, the item will now be put back into your inventory, if possible.
  • Torches now have placement previews.
  • Block swapping a platform onto a sloped block will now clear the slope.
  • You will now automatically join your last team when (re)joining a world.
  • Improved Smart Cursor behaviour when placing platforms, and added an arrow visual to clarify the placement direction.
  • Hovering over a buff icon while using an item will no longer interrupt usage of said item.
  • Interacting with villagers and items while holding an item on the cursor no longer throws said item.
  • Equipment in vanity slots now shows its full tooltip text.
  • Quick swapping now supports vanity accessories.
  • You can now dismount a minecart by interacting with the track (dismount key still works as well).
  • Ropes can now pass through up to five passable blocks (such as Platforms and Minecart Tracks).
  • Ropes can now pass through Planter Boxes. You can now also block swap Rope with Planter Boxes if there's already a Planter Box adjacent to it, like you can with Platforms.
  • Extending a rope is no longer blocked by objects such as cobwebs and plants.
  • Eternia Crystals can now be used from the Void Bag.
  • If you are grappled to the ground, you will no longer jump by default when pressing jump. You will still jump if you're holding the Up input.
  • When you get hurt, you'll now hear your character's hurt sound, regardless of where the camera is.
  • Slain Hardcore player's ghosts now have their names displayed in multiplayer.
  • Right clicking any search bar now clears it, and clicking outside the search bar clears focus away from it.
  • Emote commands are no longer case sensitive.
  • Improved "Frame skip: Subtle" setting to reduce stuttering.
  • Servers now save the world when the last player leaves.
  • The map now more consistently updates when changes happen in remote sections of the world (e.g. plant growth).
  • Camera Mode screenshots now only capture blocks that are fully on screen, which fixes some visual issues.
  • Certain visual effects that previously did not appear in Camera Mode snapshots now do appear if the entire snapshotted area is also on screen.
  • Camera Mode captures can now capture the space sky and stars if the center of the capture is in space.
  • World maps from Mobile Terraria are now supported on PC Terraria.
  • You can now join your own servers via Join via Steam.
  • Added failsafes to prevent losing save files when failing to save to a full Steam cloud storage.
  • Making changes to folder-based resource packs while the game is running now immediately updates the content in-game.
  • Added recycle bin support for OSX and Linux.

UI Changes

  • Greatly overhauled the crafting window, added a search bar and filter tabs.
  • Added a special Banner Menu. Whenever you gain a banner it is no longer placed directly into your inventory but stored in this menu, where you can retrieve it at will. This does not affect any previously earned banners.
  • The character creation menu now lets you choose the type and pitch of your hurt sound. This is also available through dressers.
  • Added outfit preview buttons to character creation.
  • The character creation menu now shows a confirmation prompt when trying to exit without saving.
  • The character creation menu's tab icons now have hover tooltips.
  • Various tips are now shown during character creation.
  • The world creation progress bar’s accuracy and messages have been improved.
  • When generating a world with a random evil, the progress bar is now neutral to avoid spoiling which evil is being generated.
  • Your players and worlds are now sorted by most recently used (favorites still come first), and any freshly generated world will appear at the top for ease of access.
  • Added marker icons for previously visited and newly generated worlds in the menu.
  • Quick trash settings can now be changed while in a world.
  • Improved Pylon overview in the map.
  • Shops now have a visual indicator showing how NPC happiness is affecting prices.
  • The Savings display now caps the amount of Platinum Coins to 999, to prevent overflows.
  • Coins in inventory now animate when gained and when spent.
  • The defense counter now has a tooltip showing how much damage it effectively blocks. Its appearance now changes based on world difficulty.
  • Homeless NPCs now have a Housing dialogue option instead of Happiness, containing instructions on how to build a suitable house.
  • Reordered the NPCs in the Housing menu so they now appear in their approximate unlock order.
  • Improved offscreen team member indicators on wide screens.
  • Overhead chat and multiplayer nameplates now also appear above the player in reverse gravity.
  • Added tooltips for the Team and PVP icons.
  • Faraway villagers will now move smoother on the minimap.
  • Players are now hidden from the world map while slain.
  • Map icons now match the map's transparency.
  • When renaming a character with the virtual keyboard, the original name is now prefilled.
  • The Packet Stacks menu (F8) now has an instruction on how to close it (we've all been there).
  • Added a new FPS diagnostics view, which can be toggled with F7.
  • The FPS display (F10) now also shows your UPS (Updates Per Second).
  • Added an error message for when the Host & Play server fails to start.
  • Added sounds when passing over most interface buttons.

Gamepad Improvements

  • Added icons for Playstation and Nintendo Switch controllers. They can be toggled in the Keybind menu.
  • Using any ruler option on gamepad now allows the cursor to reach the entire screen.
  • If you are locked on to an enemy using a gamepad, the Rod of Discord/Harmony will now teleport you to your cursor rather than to said enemy.
  • Improved the housing menu's gamepad support.
  • Improved gamepad hints for the Journey menu and the Bestiary.
  • Improved the in-game settings menu accessibility for gamepad users.
  • Prioritized Drop and Transfer hints on gamepad when holding an item on the cursor.
  • Items crafted via Quick Craft now temporarily highlight their item slot.

Art & Visuals

  • Added Villager Portraits!
  • Added sunrise and sunset visuals!
  • Added nighttime aurora effects to the Snow biome!
  • Added new backgrounds to various biomes.
  • Fish now visually appear in the water while you are fishing.
  • Added new ambient insects and falling rubble to the world.
  • The Barrel and Trash Can now have opening and closing animations.
  • The moon now properly obstructs stars behind it from view.
  • Polished Moon Lord.
  • Polished many banner sprites.
  • Polished the existing pot sprites, and added a few new variants.
  • Polished Lihzahrd Temple content.
  • Polished the Demon Altar, Crimson Altar, Shadow Orb and Crimson Heart (both the background item and the light pet) art.
  • Polished Trophies and Weapon Racks.
  • Polished Bars, Bar Stools and Banquet Tables.
  • Polished Hanging Skeletons and Catacombs.
  • Polished Hornets.
  • Polished Ancient Manipulator.
  • Polished Fire Imp, Imp Staff and Imp minion.
  • Polished Baby Slime minion.
  • Polished Alchemy Table, Imbuing Station and Bewitching Table.
  • Polished the various Cloud blocks and walls.
  • Polished spider stalactites.
  • Polished sand piles.
  • Polished Sea Horse cage.
  • Polished Fairy Log.
  • Polished Drill Containment Unit buff icon.
  • Polished Jim's developer set.
  • Updated some of the credits scenes art.
  • Updated Chlorophyte Dye's glowmask.
  • Updated the Blood & Gore dust filter to be more accurate.
  • Painted Mushroom furniture lighting now matches the paint's color.
  • Shroomite Plating Wall lighting now matches the paint's color.
  • Improved Influx Waver projectile’s visual animation.
  • Improved the Step Stool animation.
  • Equipping the Ghost Shirt will now show the player bare legged.
  • Spectre Pants and Cenx's Dress Pants no longer draw shoes underneath, like other robe-bottom pants.
  • Added mining dust to (Large) Bamboo Blocks.

Audio

  • Added new boss music for King Slime, Eater of Worlds, Queen Bee, Skeletron, the Twins, the Destroyer, Skeletron Prime and the Lunatic Cultist.
  • Adjusted the Eater of Worlds' digging sound.
  • Updated thunder sound effects.
  • Added a sound effect for when the player is starving on The Constant worlds.
  • Improved sound for item trashing.
  • Sonar Potions now play a sound cue when you hook a fish.
  • Added audio feedback to several buttons in the inventory.
  • Added new sounds for drills and chainsaws.
  • Added a new sound for Lilith's Necklace.
  • Added a splash sound when catching a fish.
  • Reduced the loudness of the Flameburst Tower.
  • Added a fuse sound to bombs.
  • Added a reel sound to kites.
  • Added a new sound for the Flintlock Pistol and Musket.
  • Added a new sound for the Leaf Blower.
  • Added a new sound for the Unicorn on a Stick.
  • All sounds now pan/attenuate consistently regardless of game resolution.
  • Added a configuration option ("TitleMusic") that allows you to choose which music to play on the main menu: "Current" (Journey's End), "Old" (original), "Console" or "Random".

Localization

  • Added Japanese, Korean and Traditional Chinese localization.
  • Implemented a great deal of community contributed suggestions and improvements to our German, Spanish, French, Polish, Brazilian Portuguese, Russian and Simplified Chinese localizations!
  • Improved localizations to support variants for composite content, like prefixes.
  • You can now use English chat commands regardless of what language Terraria is set to.
  • Renamed Heavy Work Bench to Heavy Assembler, as it does not function as a Work Bench.
  • Renamed Crimson Bunny Kite to Vicious Bunny Kite to match the NPC.
  • Renamed Martian Brainscrambler Banner to Martian Brain Scrambler Banner to match the NPC.
  • Renamed Meteor Toilet to Meteorite Toilet for consistency with Meteorite furniture.

Performance/Modding

  • Improved performance around many parts of Terraria. Most notably around trying to achieve frame rendering stability, and reducing small freezes.
  • Folder based resource packs are now hot-reloadable. Changing most content in the folder will make Terraria attempt to reload it instantly! This should dramatically help iterating on localizations/art changes quickly!
  • Introduced several new systems to replace previously hard-coded logic. (e.g. Wings, Armor sets, Fishing, Horizons, NPC chat commands, and more have been made easier to check and modify/replace).
  • Included a new interactive world gen debugging tool (available through modding), and improved world generation’s determinism and consistency.
  • Included a suite of internal dev commands for modded use (available through modding). These are primarily aimed at debugging content in different situations, such as multiplayer.
General
  • Fixed an issue that caused certain weapon projectiles that perform multiple updates per frames to have a lower hit cooldown than intended. In practice, the DPS of almost all of these weapons is unaffected by this change, with the exception of the Deadly Sphere Staff: its damage has been increased to compensate (overall DPS remains the same).
Bone Sword & Bone Pickaxe
  • Now launches a bone projectile when striking an enemy.
Bat Bat
  • Attack speed increased by 12.5%.
Gladius
  • Can now only have spear-type modifiers.
  • Attack speed increased by ~17%.
Phaseblades, Phasesabers & Keybrand
  • Can now be thrown by releasing the attack button mid-swing. The weapon will embed itself in the ground and will continuously damage any enemy that touches it. Can be recalled by pressing the attack button again.
Purple Clubberfish
  • Now has a 50% chance to inflict the Confused debuff.
Storm Spear
  • Range increased by 66.67%.
  • Bolt damage increased from 150% of weapon damage to 160%.
Mandible Blade
  • Can now be thrown by releasing the attack button mid-swing.
  • Attack speed increased by ~13%.
  • Now has 7% critical strike chance.
Stylish Scissors
  • Can now be thrown by releasing the attack button mid-swing.
  • Can now be autoswung.
  • Now inflicts Bleed, dealing 12 damage per second.
  • Attack speed reduced by ~8%.
Ale Tosser
  • Is now a melee weapon.
  • Now deals damage in an area.
  • Damage increased from 20 to 32.
  • Attack speed increased by 20%.
  • Projectile speed increased by ~70%.
  • Knockback reduced by ~43%.
  • Now has a 5% chance to inflict the Confused debuff on enemies.
  • Now inflicts the Tipsy debuffs on players and villagers.
  • Now has a ~70% chance to not consume Ale on use.
  • Sell price increased from 1 Silver to 25 Silver.
Falcon Blade, Exotic Scimitar & Cutlass
  • Striking an enemy now briefly increases the weapon’s damage by 12% to a maximum of 50%. This extra damage decays at a rate of 30% per second.
Bee Keeper
  • Confused debuff chance increased from 90% to 100%.
Starfury
  • Stars that spawn when the cursor is on or directly above/below the player now have their direction randomised rather than always falling to the direction the player is facing.
Blue Moon & Sun Fury
  • Synergy increased by 100%.
Volcano
  • The explosion on hit now uses local immunity rather than global immunity. In practical terms, this means a struck enemy can now be damaged by both the explosion and attacks from minions and sentries at the same time.
Bloody Machete
  • Now inflicts Bleed, dealing 12 damage per second.
Hel-Fire
  • Damage reduced from 41 to 39.
  • Range increased by 20%.
Chik
  • Velocity decreased by ~12%.
Format:C
  • Lifetime increased from 8 seconds to 16 seconds.
  • Velocity increased by ~13%.
Gradient
  • Lifetime increased from 10 seconds to 30 seconds.
Classy Cane
  • Damage increased from 16 to 40.
  • Can now strike villagers, dealing 1 damage.
  • Hitting an enemy or villager will cause them to drop a small amount of copper coins.
  • Sell price increased from 50 Silver to 2 Gold.
Anchor
  • Now creates an explosion upon hitting solid blocks that damages nearby enemies.
  • Now has a 33% chance to inflict the Confused debuff.
  • Now pierces enemies.
Obsidian Swordfish
  • Now spews 1 to 3 fire projectiles when thrust.
Beam Sword
  • The beam projectile can now penetrate once, and bounce up to 3 times.
Shadowflame Knife
  • Damage increased from 38 to 43.
Chlorophyte Claymore
  • The orb projectile is now reflected by Shimmer.
Paladin’s Hammer
  • Tapping the attack button now throws the Paladin Hammer out much farther (it can be recalled in flight by pressing the attack button again).
  • Now creates an explosion that damages nearby enemies upon hitting a solid block.
  • Now applies the Broken Armor debuff, reducing defense by 20.
  • Damage increased from 90 to 100.
Possessed Hatchet
  • Now inflicts Hemorrhage, dealing 100 damage per second.
Golem Fist
  • Now creates an explosion upon hitting enemies or solid blocks that damages nearby enemies.
  • Now has a 33% chance to inflict the Confused debuff.
Sky Dragon’s Fury
  • Fixed the alternate fire projectiles being considered ranged projectiles. They now use the player’s melee critical strike chance rather than the ranged critical strike chance, and can inflict debuffs from Flasks and the Magma Stone.
Flairon
  • Now has an alternate weapon mode in which it behaves like a flail. You can freely switch between modes by right-clicking the item. The original version has been renamed to Flairoon.
  • Bubbles from both modes now bounce once.
  • Bubbles from both modes can now apply the on-hit effects from Flasks, the Frost armor set and the Magma Stone.
Ammunition
  • Shroomite Helmets now apply their damage bonus to ammo as well as weapons. To compensate for the increase in overall damage, their damage bonus has been reduced from 15% to 12%. Overall, this slightly buffs most ranged weapons.
  • Several weapons that would be too strongly affected by this change have been adjusted to compensate:
    • Piranha Gun: damage increased from 38 to 40.
    • Elf Melter: damage increased from 53 to 57.
    • Sniper Rifle: damage increased from 185 to 200.
    • Aerial Bane: damage decreased from 39 to 38.
  • Magic Quiver now applies its damage bonus to arrows as well as bows.
  • Fixed an issue that would cause weapons that use non-standard ammo (e.g. gel) to deal 1 less damage than intended. This affects the following weapons: Star Shooter, Super Star Shooter, Sandgun, Flamethrower, and Elf Melter.
Spiky Ball
  • Lifetime increased by ~33%.
  • Can now be auto-reused.
Harpoon
  • The harpoon can now be retracted by letting go of the attack button.
  • Can now penetrate up two enemies before retracting (upon hitting the third).
  • Now inflicts Bleed, dealing 12 damage per second.
  • Projectile speed increased by ~36%.
Musket
  • Critical strike chance increased from 7% to 8%.
Flintlock Pistol
  • Now has a 6% critical strike chance.
  • Projectile speed increased by 20%.
Revolver
  • Firing the Revolver just as it comes off cooldown now gradually increases its attack speed (up to 100%) and critical strike chance (up to 20%). Does not work with autofire.
  • Base critical strike chance removed (was 5%).
  • Knockback increased by 12.5%.
  • Buy price increased from 10 Gold to 15 Gold.
Hellwing Bow
  • Fixed Hellwing Bow being much more inaccurate than intended when not using Wooden Arrows.
Cursed Dart
  • Main projectile now pierces up to one enemy. Cursed fire no longer pierces.
  • Now requires a Mythril/Orichalcum Anvil to craft.
Ichor Dart
  • Damage reduced from 10 to 7.
  • Now display a visual effect when splitting.
  • Now requires a Mythril/Orichalcum Anvil to craft.
Crystal Dart
  • Max bounces/penetrations reduced from 6 to 4.
  • Damage is now reduced by 15% on every terrain bounce.
  • Dart now instantly rotates when bouncing.
  • Now requires a Mythril/Orichalcum Anvil to craft.
Flamethrower & Elf Melter
  • Can now be used while submerged in lava.
Tactical Shotgun
  • Damage increased from 29 to 36.
Piranha Gun
  • Now inflicts Hemorrhage, dealing 100 damage per second.
  • Will now re-fire Piranhas that have returned to the player as long as the attack button is held.
Nano Bullet
  • Now inflict their debuff in PvP.
Eventide & Tsunami
  • Will now ensure their arrows do not spawn inside blocks and be immediately destroyed when firing parallel to the ground.
Candy Corn Rifle
  • Damage increased from 44 to 60.
  • Candy corns now use local immunity frames, meaning that a single enemy can now be damaged by multiple candy corns (and other sources of damage) at the same time.
  • Lifetime reduced from 10 seconds to 5 seconds.
Jack ‘O Lantern Launcher
  • Damage increased from 65 to 85.
Chain Gun
  • Damage increased from 31 to 38.
  • Chance to save ammo increased from 50% to ~67%.
Thunder Zapper
  • Mana cost reduced from 7 to 6.
Space Gun
  • Damage increased from 17 to 20.
  • Projectiles now grow larger, deal more damage and penetrate more enemies with distance.
Aqua Scepter & Water Bolt
  • Now react appropriately to lava.
Flamelash & Flower of Fire
  • Can now be used while submerged in lava.
Laser Rifle
  • Projectiles now grow larger, deal more damage and penetrate more enemies with distance.
  • Now has no mana cost when the Meteor Set is equipped.
Magic Dagger
  • Now pierces up to 2 enemies, up from 1.
  • Damage reduced from 35 to 30.
Sky Fracture
  • Projectile speed increased by 25%.
Crystal Storm
  • Damage increased from 32 to 35.
Crystal Serpent
  • Initial projectile speed increased by ~31%.
Flower of Frost
  • Now bounces on platforms.
Magical Harp
  • Increased maximum note speed by ~50%, and reduced minimum note speed by ~60%.
All Summon Weapons
  • Added new Summon prefixes!
  • Mana costs have been removed.
    • Any existing summoning weapon with a mana cost reducing prefix (e.g. Mythical) will receive a random new prefix upon loading the world.
Flinx Staff
  • Recipe cost increased from 6 Flinx Fur to 10 Flinx Fur.
Spider Staff & Queen Spider Staff
  • Now require a Mythril/Orichalcum Anvil to craft.
Abigail’s Flower
  • Now has knockback when attacking.
Blade Staff
  • Removed 25% tag damage penalty.
Deadly Sphere Staff
  • Damage increased from 40 to 55 (DPS unchanged, see Global Mechanics section for explanation).
All Whips
  • Different whip tags can no longer stack with one another. Hitting an enemy with a whip now clears the effect of any other whip that is active.
  • Whips now use varying arcs when swung.
Spinal Tap
  • Damage increased from 27 to 29.
Morning Star
  • Damage reduced from 165 to 160.
  • Tag critical strike chance reduced from 12% to 10%.
Dark Harvest
  • Damage increased from 100 to 110.
  • Tag effect damage increased from 10 to 15.
Kaleidoscope
  • Damage reduced from 180 to 170.
  • Multihit penalty increased from 10% to 20%.
Dead Man’s Sweater
  • Now grants 4 defense.
  • Now reduces trap damage by 50%, and caps it at 300.
  • Now reduces trap debuff duration by 50%.
Gladiator Armor
  • Armor pieces now have a shimmer loop.
Meteor Armor
  • Now also removes the mana cost of the Laser Rifle.
Molten Armor
  • Now grants immunity to burning blocks.
Spider Armor
  • Now requires a Mythril/Orichalcum Anvil to craft.
Shroomite Armor
  • Helmets now apply their damage bonus to ammo as well as weapons. To compensate for the increase in overall damage, their damage bonus has been reduced from 15% to 12%. Overall, this slightly buffs most ranged weapons.
Magic Quiver
  • Now applies its damage bonus to arrows as well as bows.
Yoyo Counterweights
  • Damage increased from 80% of yoyo damage to 100%.
  • Velocity increased by 100%.
Yoyo String
  • Now increases max yoyo lifetime by 50%.
Spore Sac
  • Spores now use static immunity frames, meaning that a single enemy can now be damaged by spores and other sources of damage at the same time (but not multiple spores).
Paladin’s Shield
  • Now has a visual effect that allows both the wearer and other players to see if they are near or in range.
  • No longer triggers when allies take damage from non-enemy hazards.
  • No longer triggers on instant kill effects (e.g Dungeon Guardian).
  • Self damage can no longer be dodged.
  • Self damage no longer generates immunity frames.
  • Will now only proc every 0.67 seconds.
Honeycomb, Brain of Confusion & Solar Flare Armor set
  • No longer trigger when taking damage from non-enemy hazards.
Discount Card
  • Now also applies to the Nurse’s healing service and the Stylist’s hairstyle shop.
Info Accessories
  • Now functional while in vanity slots.
Mounts
  • Can now fully negate fall damage, rather than only reduce it to 1.
Slimy Saddle (Slime Mount)
  • Now extends the distance you can fall without taking damage by 10 blocks.
Pogo Stick
  • Now extends the distance you can fall without taking damage by 20 blocks.
Superheated Blood (Lava Shark)
  • Now grants immunity to burning blocks.
  • Now grants lava vision and increased jump height when swimming in lava.
  • Water walking is now disabled while mounted.
Ancient Horn (Basilisk)
  • Fixed the Basilisk’s innate double jump being overridden by double jump accessories (e.g. Cloud in a Bottle). They now stack as intended.
Mole Minecart
  • Can now dig falling blocks such as Sand, Silt and Slush.
General
  • You can now use Pylons during boss fights and invasions.
  • Shimmer invincibility no longer applies to bosses, invasion enemies or the Torch God. You cannot hide!
King Slime & Queen Slime
  • Can now teleport to platforms.
Eye of Cthulhu
  • Now also drops Unholy Arrows on Crimson worlds.
Deerclops
  • You can now dash through Deerclops’ legs using a Shield of Cthulhu or Solar armor (previously you would collide with it).
  • Fixed Shadow Hands appearing on top of non-targeted players in multiplayer.
Skeletron
  • Hand movement when slamming is now a bit smarter, avoiding an issue that caused it to fly off-screen.
  • Can no longer be dodged by accessories when enraged during daytime.
Skeletron Prime
  • Can no longer be dodged by accessories when enraged during daytime.
Duke Fishron
  • Fixed Duke Fishron transitioning too quickly from its final ram attack to the Cthulunado/Bubble Circle in phase 2 (does not affect Expert+ difficulty).
Pirate Deadeye
  • Firing rate reduced by 25%.
  • Bullet speed reduced by ~30%.
  • Firing range reduced by ~10%.
  • Accuracy slightly decreased.
Pirate Crossbower
  • Firing rate reduced by 12.5%.
  • Arrow speed reduced by 12.5%.
  • Arrow damage reduced from 80 to 70.
  • Firing range reduced by ~20%.
Pirate Captain
  • Firing rate reduced by 12.5%.
  • Bullet speed reduced by ~20%.
  • Bullet accuracy decreased.
  • Cannonball charge time increased from 1 second to 3 seconds.
  • Interrupting the Pirate Captain while he is charging his cannonball attack now reduces the charge time by 0.33 seconds, to a minimum of 1 second. Once he fires a cannonball, the charge time will reset back to 3 seconds.
  • Cannonball speed increased by ~40%.
Flying Dutchman & Martian Saucer
  • Expert+ health scaling reduced from 100% of base health to 85%.
Conveyor Belt interactions
  • Critters, regular Mimics, Lost Girls, Slimes, Gnomes and Bound NPCs are now affected by Conveyor Belts.
  • Antlions can now spit Sand while on Conveyor Belts.
Buggy, Sluggy & Grubby
  • Spawn chance from Jungle plants reduced by 25%.
Meteor Head
  • Can now drop items in Hardmode again, but can not drop Souls or Biome Keys.
Rainbow Slime
  • Spawn chance increased by ~17%. Now more likely to spawn for lucky players.
Rock Golem
  • Spawn chance increased by ~17%.
  • Golem Head drop chance increased from 10% to ~33.33%.
Shark
  • Now has a 80% higher chance to spawn if there’s chum in the water.
Shimmer Slime
  • Now drop Gel.
Spiked Ice Slime
  • Can now spawn on Ice and Snow blocks outside of the Snow biome.
Tomb Crawler & Dune Splicer
  • Spawn chance reduced by ~25%.
Toxic Sludge
  • Spawn chance reduced by ~33%.
Water Striders
  • Can now tolerate slightly windier conditions.
General
  • Can now arrive even when there are no available houses. Only one will arrive per day, and they will leave if they do not have a house by nightfall.
  • Villagers now take priority over Town Pets when respawning.
  • Can now attack enemies while talking to players.
  • Defeating a boss now also gives each villager a 1.5% attack speed bonus.
  • Now also gain stat bonuses from defeating King Slime, Deerclops and Duke Fishron.
  • Will now avoid Stinky players.
Guide
  • Increased defense from 15 to 30.
  • Increased health regeneration by 500%.
  • Increased arrow damage from 8 to 12.
Dryad
  • Dryad’s Ward defense bonus to other villagers increased from 6 to 10 in Classic difficulty, 10 to 15 in Expert and 14 to 20 in Master.
  • Defeating Queen Slime, Duke Fishron and Empress of Light now boost the damage of Dryad's Ward by 15% each (same as other Hardmode bosses).
Party Girl
  • Villager count requirement to move in increased from 14 to 20, to account for Town Pets & Slimes.
Cyborg
  • Increased defense from 15 to 30.
  • Increased health from 250 to 500.
  • Increased health regeneration by 900%.
  • Increased attack rate by 200%.
  • Increased knockback resistance from 50% to 75%.
Tombstones, Ghosts & Graveyards
  • Tombstones can now be broken three times as fast (no change on For The Worthy worlds).
  • Ghost spawn chance from breaking a Tombstone reduced from 50% in all difficulties to 12.5% in Classic and 25% in Expert (Master unchanged).
  • Ghosts that spawn from broken Tombstones now only care about their initial target. Once said target is slain, they will attempt to flee.
  • Ghosts no longer pick up money on Expert+ difficulty.
  • The Peace Candle now reduces the boosted spawn rates of Graveyard biomes by 33%.
Other
  • Newly generated Mythril, Orichalcum, Adamantite and Titanium ore patches are now the same size as Cobalt and Palladium patches.
  • Windy days and Rain now only occur when there is a player in the world with at least one Life Crystal consumed.
  • Rain is now less obscuring while a boss fight or event is ongoing.
General
  • You can now blockswap blocks that are touching lava.
Grappling Hooks
  • All multi-hook grappling hooks can now have multiple hooks in flight, rather than just one.
  • When jumping from a grapple, you now jump the full height rather than half.
Skeletron Hand
  • Velocity and range increased by ~7%.
Axes
  • Axes with higher axe power now have a higher chance to get extra wood when cutting trees.
Golden Bug Net, Lavaproof Bug Net & Lawnmower
  • Can now cut large Jungle plants.
Staff of Regrowth
  • Now automatically replant harvested herbs.
  • Now only yields extra seeds and herbs from mature herbs if used to harvest them, rather than as long as it’s held.
Axe of Regrowth
  • Axe power reduced from 150% to 125%.
  • Now automatically replant harvested herbs.
  • Now only yields extra seeds and herbs from mature herbs if used to harvest them, rather than as long as it’s held.
Chlorophyte Extractinator
  • Now only drops Hardmode ores when in Hardmode.
Water Gun
  • Now douses torches, campfires, and most other light sources.
  • Wet debuff now gives immunity to On Fire!, Hellfire and Burning debuffs.
Slime Gun
  • Now ignites torches, campfires, and most other light sources.
  • Slimed debuff now doubles damage from On Fire!, Hellfire, Cursed Inferno, Frostburn, Frostbite and Shadowflame debuffs.
  • Slimed debuff duration reduced from 25 seconds to 3 seconds.
Purification Powder
  • Now has a slightly bigger area of effect.
  • Now converts walls, and also purifies Hallow blocks and walls.
Vile Powder & Vicious Powder
  • Now have a slightly bigger area of effect.
Wiring & Mechanisms
  • Venom Dart Traps now require a Mythril Anvil to craft.
  • Cannons are now fired by using torches rather than ammo. They can also be fired using a wire signal (cooldown is shared between cannons). Cannonballs are now a decorative item.
  • Snowballs fired by a wired Snowball Cannon now deal damage. It shares its fire cooldown with the cannons.
  • Lihzahrd Flame Traps now inflict the Hellfire debuff.
Fishing
  • Using all three lava fishing enablers (Hotline Fishing Hook, Lavaproof Fishing Hook, lava critter bait) will now give you an additional bonus when fishing in lava.
  • You can now gain the Fishing Power bonus of sitting from any chair, not just toilets.
Kites
  • Flying a kite now grants the High Spirits buff, increasing movement speed, mining speed, placement speed and luck.
  • Kites are now automatically deployed when AFKing for more than 3 minutes.
Invisibility
  • No longer makes you fully invisible on your own client, so you can better see what you are doing (you are still fully invisible to other players).
  • Getting hit while invisible now reduces the remaining buff time by 1 minute rather than removing it outright.
Tipsy
  • Now reduces the time to answer a call of nature by 75%.
  • Now can also affect villagers (via the Ale Tosser), granting a 10% damage, defense and attack speed boost.
Stinky (Stink Potion)
  • Now reduces your luck.
  • Can now be removed by water.
Lovestruck (Love Potion)
  • Now increases Villager happiness by 10%.
Wet (Water Gun)
  • Now gives immunity to On Fire!, Hellfire and Burning debuffs.
Slimed (Slime Gun)
  • Now doubles damage from On Fire!, Hellfire, Cursed Inferno, Frostburn, Frostbite and Shadowflame debuffs.
Pumpkin Pie
  • Now grants Well Fed (tier 1) instead of Plenty Satisfied (tier 2). Duration unchanged.
  • Recipe cost increased from 10 Pumpkins to 15.
Bottled Water
  • Healing increased from 20 to 30.
  • Potion Sickness duration decreased from 60 seconds to 45 seconds.
Eggnog
  • Potion Sickness duration decreased from 60 seconds to 40 seconds.
  • Now resets the player’s hunger in The Constant worlds.
Sharpening Station
  • Buff now only applies to melee items and projectiles as intended.
Advanced Combat Techniques & Advanced Combat Techniques: Volume 2
  • Defense bonus increased from 6 to 8.
  • Damage bonus increased from 20% to 25%.
  • Now increases villager health by 250 each.
  • Now grants a 20% attack speed bonus (stacks multiplicatively).
Pigronata
  • No longer drops Bacon.
Compass
  • Drop chance from Mother Slime, Snow Flinx, Undead Viking and Armored Viking reduced from 2% to 1%.
Depth Meter
  • Drop chance from bat enemies reduced from 1% to 0.5%.
Rally
  • Drop chance from Salamanders, Crawdads and Shellies increased from 4% to 6.67%.
Bat Bat
  • Drop chance from all bats reduced from 0.4% to 0.33%.
Snowball Launcher
  • Drop chance from Snow Flinxes increased from 2% to 4%.
Ale Tosser
  • Drop chance from the Tavernkeep reduced from 16.67% to 12.5%.
Advanced Combat Techniques
  • Drop chance from fishing increased by ~33%.
Bewitching Table
  • Now available as a drop when fishing in the Dungeon.
Potion of Return
  • Can now also drop from pots in the Cavern layer.
Terragrim
  • Drop chance from Enchanted Sword Shrines increased from 2% to 3.33%.
Golem Head
  • Drop chance from Rock Golems increased from 10% to ~33.33%.
Lamia Set
  • Now drops from both Lamia variants at the same rate (2.5%).
Prismatic Dye
  • Now drops from the Empress of Light in a stack of 3, up from 1.
War Table & War Table Banner
  • Now drop from Ogres.
Slime Staff
  • Now has a ~3.33% chance to be dropped by King Slime.
Dungeon Brick
  • Can now be crafted at a Heavy Assembler (the crafting station formerly known as Heavy Workbench) in Graveyards.
Lihzahrd Furnace
  • Now also sold by the Steampunker in the Jungle after Golem has been defeated.
Lihzahrd Work Bench
  • Can now be crafted at Lihzahrd Furnaces from 10 Lihzahrd Bricks.
Pearls
  • Pink Pearl drop chance from Oyster increased from 1.33% to 2.5%.
  • Black Pearl drop chance from Oyster increased from 6.22% to 7.5%.
  • White Pearl drop chance from Oyster increased from 12.44% to 15%.
Obsidian Crate & Hellstone Crate
  • Replaced the ore and bar drops by Hellstone and Hellstone Bars respectively.
  • Now have a 5% chance to contain Hellforges.
Dungeon Crate & Stockade Crate
  • Now have a 50% chance to contain Dungeon Bricks.
Paintings
  • Biome Fishing Crates now have a chance to contain paintings from their biomes.
Deer Thing
  • Now replaces Suspicious Looking Eyes in Ice Chests.
Watches, Goggles & Sunglasses
  • Now crafted at a Work Bench rather than chairs with tables (these are no longer used for any crafting).
All Loom Recipes
  • Can now also be crafted at Living Looms.
All Water Recipes
  • Can now also be crafted at Fountains.
Phaseblades
  • Now require 15 gems to craft, up from 10.
Endless Quiver & Endless Musket Pouch
  • Recipe cost increased from 3996 Wooden Arrows/Musket Balls to 9999.
Unholy Arrow
  • 1 Worm Tooth now makes 20 Arrows (up from 5), and 1 Vertebrae now makes 10 (up from 5). Wooden Arrow cost increased to match.
Poison Dart
  • Now requires an Anvil to craft.
Cursed Dart, Ichor Dart & Crystal Dart
  • Now require a Mythril/Orichalcum Anvil to craft.
Spider Armor, Spider Staff & Queen Spider Staff
  • Now require a Mythril/Orichalcum Anvil to craft.
Mushroom Torch
  • Can now also be crafted using Glowing Mushrooms and Gel.
Golden Delight
  • Can now also be crafted from Golden Carp.
Cooked Bird
  • Can now also be crafted from Owl.
Furnace
  • Can now also be crafted from Ebonstone, Crimstone and Pearlstone.
Stink Potion
  • Recipe now crafts 2 Stink Potions, up from 1.
Pylons
  • Now sold by villagers regardless of how happy they are (there do still need at least 2 other villagers in their vicinity).
Gray Zapinator
  • Now also available from the Traveling Merchant when King Slime or Deerclops have been defeated.
Katana
  • Buy price reduced from 10 Gold to 5 Gold.
Revolver
  • Buy price increased from 10 Gold to 15 Gold.
Birdie Rattle
  • Buy price reduced from 1 Platinum to 50 Gold.
Bamboo Leaf
  • Buy price reduced from 1 Platinum to 75 Gold.
Leather Whip
  • Now sold by the Zoologist at 3% Bestiary completion, down from 10%.
Squirrel Hook
  • Now has a 10% Bestiary completion requirement to buy from the Zoologist.
Mole Minecart
  • Now sold by the Zoologist at 25% Bestiary completion, down from 35%.
Planter Boxes
  • The Dryad now sells all of the Planter Boxes without any boss requirements.
Potted Forest & Jungle Trees
  • Now sold by the Dryad in pre-Hardmode (the Hallowed trees still have a Hardmode requirement).
Rubblemaker
  • Now sold by the Goblin Tinkerer in pre-Hardmode.
Ale Tosser
  • Sell price increased from 1 Silver to 25 Silver.
Classy Cane
  • Sell price increased from 50 Silver to 2 Gold.
Magma Skull
  • Sell price increased from 2 Gold 50 Silver to 7 Gold 50 Silver to match the Molten Charm.
Molten Skull Rose
  • Sell price increased from 5 Gold to 9 Gold.
Living Loom
  • No longer sold by Steampunker.
  • Sell price reduced from 2 Gold to 40 Copper.
Spectre Goggles
  • Now also sold by the Mechanic in Graveyards.
Echo Coating
  • Now also sold by the Painter in Graveyards if the Mechanic is present in the world.
Not The Bees!
  • Reduced the amount of Larvae placed during world generation.
  • Gem blocks are no longer replaced with Crispy Honey during world generation.
For The Worthy
  • The passive mining boost now also applies when using block swap.
Don’t Dig Up
  • Pre-Hardmode Mimics now have a 5% chance to drop Flare Guns and Extractinators.
  • Katana and Keybrand are no longer swapped in progression.
  • Depth-based quest fish are now easier to catch.
  • Ocean Biome Crates are now less common, allowing a more balanced distribution of the other Biome Crates.

Crashes & Major Issues

  • Fixed several multiplayer crashes involving furniture.
  • Fixed a rare crash when placing torches in multiplayer.
  • Fixed a rare magical crash involving Unicorns in multiplayer.
  • Fixed a crash involving painted cacti and the minimap.
  • Fixed a rare multiplayer crash involving animated trails.
  • Fixed some crashes involving sounds.
  • Fixed a rare crash involving snails. Yes, snails.
  • Fixed a multiplayer crash involving faraway villagers.
  • Fixed a Pylons multiplayer crash.
  • Fixed a freeze caused by spawning NPCs when most of the world has been wiped of blocks.
  • Fixed a lighting crash caused by running the game at a very high resolution.
  • Fixed crash involving Enchanted Sword Shrines.
  • Fixed a few crashes related to display modes.
  • Fixed a server crash caused by loading a world of a newer version than the server.
  • Fixed a crash involving the Flying Dutchman in multiplayer.
  • Fixed a crash caused by leaving a multiplayer world and joining a singleplayer world.
  • Fixed crashes involving emotes.
  • Fixed a crash caused by resizing the window while waiting for Host & Play to start.
  • Fixed a crash on iOS when toggling Fullscreen.
  • Fixed crash involving Dressers and merging liquids.
  • Fixed the -join launch parameter reverting all player files to their backups when launching the game.

Player

  • Fixed spawning code not clearing spawn properly.
  • Fixed cases where respawning would consider passthrough blocks as solid.
  • Fixed some projectiles not applying their debuffs in PVP.
  • Fixed PvP debuffs scaling with difficulty.
  • Fixed Journey Mode's Pickup power ignoring Pickup speed boosts.
  • Fixed the Slimed debuff not showing its duration.
  • Fixed being unable to pick up a dead player's items if they haven't respawned yet.
  • Fixed a bug where quick buff could consume non-consumable items if used when you have no buff items in your inventory.
  • Fixed quick mounting a minecart track always grappling the track even if there are solid blocks in the way.
  • Fixed some mismatches between Torch God's Favor and the current biome detection.
  • Fixed minecarts having a smaller hitbox when traveling in liquid.
  • Fixed Hardcore player ghosts contributing to enemy health scaling in Expert+ difficulty.
  • Fixed information accessories still showing their info on Hardcore player ghosts.
  • Fixed block swap's speed not matching the player's best pickaxe.
  • Fixed certain buffs not being synced properly when joining a server.
  • Fixed grappling hooks not being synced properly when joining a server.
  • Fixed certain debuffs being removable via right click.
  • Fixed the Lucky Break achievement not being granted if you are Stoned.
  • Fixed the Matching Attire achievement not unlocking when quick-equipping vanity.
  • Fixed Smart Cursor placing Palm Trees too close together.
  • Smart cursor now properly reacts to changes in item placement range when placing blocks and walls.
  • Torches are now properly placable on platforms when Smart Cursor is on.
  • Fixed Smart Cursor not targeting the blocks directly below the player when mining if the cursor is close to the player's feet.
  • Biome calculations are now based on the position of the player rather than the position of the camera. This means that using Binoculars or Scopes no longer changes the player’s biomes.

Items

  • Fixed the Magic Conch not always teleporting you onto solid ground.
  • Fixed the Staff/Axe of Regrowth breaking Flowering Vines.
  • Fixed Battle Potion and Mechanical Worm returning Crimson materials when shimmered on Corrupt worlds.
  • Fixed Chest Locks being usable on Dressers.
  • Fixed Spectre Paint Brush and Roller being usable when there is no paint in the inventory.
  • Fixed the Presserator placing actuators in empty blocks when placing certain objects over existing objects (e.g. Antlion Egg).
  • Fixed Queen Spider sentry's eggs and baby spiders not being able to fall through platforms.
  • Fixed certain cases of Paladin's shield overdealing and underdealing damage.
  • Fixed the Paladin's Shield deflecting instant kill damage from the Dungeon Guardian, Skeletron and Skeletron Prime.
  • Paladin's Shield buff can no longer be cleared by right-clicking.
  • Fixed the Zapinator's tooltip still showing a mana cost in its tooltip when using Meteor Armor.
  • Fixed Water Candles not being holdable underwater, despite being placeable underwater.
  • Fixed Gas Traps not working in singleplayer when autopause is on.
  • Fixed the Vampire Knives, Scourge of the Corruptor and Shadowflame Knife firing inaccurately at high melee speeds.
  • Fixed Binoculars being able to see further than intended on high resolutions.
  • Fixed Wormhole Potion not teleporting you to the right position if both you and the target are mounted.
  • Fixed the Robbing the Grave achievement not being triggered by the Shadow Jousting Lance.
  • Fixed extremely rare cases of items staying in the inventory despite having a stack size of 0.
  • Fixed Life Drain and Resonance Scepter's knockback in PvP.
  • Improved the reliability of certain quick projectiles, like the Heat Ray.
  • Fixed Stellar Tune's having a limited range on gamepad.
  • Fixed Stellar Tune's "no line of sight" damage penalty not applying to PvP.
  • Fixed Brown Solution converting certain stone walls to dirt walls.
  • Fixed Green Solution converting jungle walls to stone walls.
  • Fixed Drills, Chainsaws and the Chlorophyte Jackhammer being one tick slower than they should be.
  • Fixed the Spider Staff’s spider minions sometimes getting locked up during movement.
  • Fixed Temple Keys being consumed from every inventory the player has instead of just once, when attempting to unlock the Temple Door.
  • Fixed Teleporters sometimes failing their initial use in multiplayer.
  • Fixed items from Fishing Crates, Treasure Bags and Presents never having prefixes.
  • Fixed Shield of Cthulhu's first dash after joining a world not hitting anything.
  • You can no longer blow up the Snake Charmer's Flute's snake. You monster.
  • Fixed items getting stuck in weird states after being thrown into certain Shimmer pools.
  • Fixed releasing critters in reverse gravity not releasing them at the cursor.
  • Fixed jousting lances having an asymmetrical hitbox when attacking.
  • Fixed Vortex Beater, Phantasm, Phantom Phoenix and Celebration MK2 dealing contact damage.
  • Improved Portal Gun teleportation stability in multiplayer.
  • Trash items are no longer immune to lava.
  • Fixed Water Gun projectiles being destroyed when getting near water.
  • Fixed the Shiny Red Balloon & tinkers sometimes reducing total jump height, for example when in water.
  • Fixed Hive Pack's Giant Bees being instantly slain by Shimmer.
  • Fixed boomerang weapons getting locked out when thrown off the edges of the world.
  • Clinger Staff is now properly usable on top of Planter Boxes.
  • Fixed Red's armor and the Fairy Bell rarely allowing you to have two fairies at once.
  • Fixed flails breaking at high melee speed.
  • Fixed rapidly switching between projectile firing weapons (e.g. Starfury) allowing you fire more projectiles than intended.
  • Fixed certain mounts being slowed by certain accessories.
  • Fixed Purification Powder converting mowed grass into unmowed grass.
  • Fixed synchronization of the Charged Blaster Cannon in multiplayer.
  • Fixed being able to sell back items purchased with Defender Emblems for their full buy price in coins.
  • Fixed synchronization issues involving Fairy Glowsticks.
  • Fixed an issue with the Dirtiest Dirt's behavior.
  • Fixed rare cases where Yoyo Counterweights would fail to appear.
  • Fixed the Archery Potion’s damage bonus not being reflected in the damage tooltips of arrows.

Bosses, Invasions & Events

  • Fixed some inconsistencies between loot dropped directly by bosses in Classic difficulty and loot obtained from Treasure Bags in Expert+.
  • Fixed invasions not being properly synced in multiplayer.
  • Fixed boss minimap icons not animating smoothly when far away.
  • Fixed cases where two Eye of Cthulhus would appear at once. You were definitely just seeing twice.
  • Fixed the Eater of Worlds not being considered a "danger" for certain mechanics such as the Pylon Network despite being the literal Eater of Worlds!
  • Fixed an issue where Deerclops could get stuck into an infinite falling loop when teleporting.
  • Deerclops' Shadow Hands now avoid spawning on all players, rather than just the primary target.
  • Fixed Skeletron Prime's Laser not firing properly.
  • Fixed Skeletron Prime's Bomb explosions appearing in the wrong position in multiplayer.
  • Fixed Empress of Light's Ethereal Lances sometimes not spawning in the correct position.
  • Fixed enraged Empress of Light's contact damage being dodgeable on Don’t Dig Up worlds under certain circumstances.
  • Fixed spooky cases of the Pumpking disappearing in the middle of the fight, never to return.
  • Fixed Flocko and Krampus not being counted as part of the Frost Moon.
  • Fixed Dark Mages and Ogres almost always arriving from the left portal in tier 1 and 2 Old One's Army events. They will now randomly pick a portal.
  • Fixed an asymmetry in Lightning Aura’s minimum placement distance during the Old One's Army event.
  • Fixed Old One's Army being affected by Shimmer.
  • Fixed Martian Saucer increasing the player’s respawn time in multiplayer.

Enemies

  • Fixed "[Enemy] has arrived!" messages appearing in the chat in worlds with lots of active enemies.
  • Fixed a spawn cap exploit involving Antlion Larvae and Bees.
  • Fixed a rare bug where worm-type trails could attach to other enemies.
  • Fixed Big Mimics not turning hostile when damaged by lava.
  • The Bird Banner now properly applies to normal Birds, Blue Jays, and Cardinals.
  • Fixed destroying a Slimer’s wings increasing its kill count.
  • Fixed the Golem sometimes spawning with multiple heads in multiplayer.
  • Fixed a rare bug where a second bound version of an NPC could spawn at the same time the first one is rescued.
  • Fixed NPC buffs not being synced when a player first joins a server.
  • Fixed spiders sometimes managing to clip through solid blocks! Aaaah!
  • Fixed Crimson Pigrons uniquely being incapable of entering water.
  • Fixed rain enemies spawning in the wrong places on Don’t Dig Up worlds.
  • Fixed Wraiths and Hoppin' Jacks not spawning in the right places on Don’t Dig Up worlds.
  • Fixed certain Crimslime variants not counting towards the Gelatin World Tour achievement.
  • The Nurse can no longer remove Brain of Confusion's Mindtrick buff. She was slightly confused there.
  • Fixed multiplayer issues involving Antlion's sand balls.
  • Fixed web spitting spiders spitting webs at slain players.
  • Fixed Spiked Slimes maintaining their focus on players that they've slain.
  • Improved walker enemies' ability to jump on platforms.
  • Fixed walker enemies jumping endlessly on platforms, when at the same elevation as their target.
  • Fixed rare cases of NPCs being perpetually wet, making the bees very sad.
  • Fixed Jungle and Spiked Ice Slimes sometimes spawning inside of blocks.
  • Fixed worms with picked up coins not respawning properly in Expert+.
  • Fixed some Snow biome NPCs being unable to spawn on Red Ice.
  • Fixed Corrupt and Crimson enemies not spawning correctly on Lesion and Flesh blocks.
  • Fixed For The Worthy and Journey mode scaling issues.

Villagers

  • Fixed cases where the Dryad would forget how to do math when asked about the world’s infection status.
  • Fixed the Skeleton Merchant having broken behaviour in liquids. Additionally, he can no longer spawn in liquid.
  • Fixed Skeleton Merchant ignoring a player's Shadow Candle and appearing anyway.
  • Fixed the spirit of Christmas preventing NPCs from being killed when falling out of the bottom of the world.
  • Fixed villagers not dropping their party hats if slain during a party.

Blocks & Furniture

  • Fixed Platforms and Planter Boxes not framing properly when next to Echo (coated) blocks.
  • Fixed Aetherium Brick not blending with Dirt.
  • Fixed Teleporters not breaking objects above them when they are broken.
  • Fixed being able to place items in Weapon Racks/Item Frames while you are using them.
  • Hallowed Mowed Grass no longer spreads paint when it grows.
  • Fixed closed doors breaking objects in their way when interacted with even if the door is blocked.
  • Fixed Christmas Trees not properly breaking objects when placed by block swap.
  • Fixed placed Garden Gnomes having incorrect minimap labels.
  • Campfires and torches are now properly limited to their water resistant variants when block swapping them underwater.
  • Fixed certain hanging objects like Boulder Statues not breaking when their anchor blocks are block swapped into platforms.
  • Fixed being unable to place Moss on a single, isolated block.
  • Fixed being unable to place Ash Grass on a single, isolated Ash block.
  • Fixed platforms other than wood not being considered solid surfaces in certain cases.
  • Fixed being able to block swap solid blocks onto platforms that players are standing in.
  • Fixed acorns not being plantable on Ash Grass.
  • Fixed Crystals, Holiday Lights and Exposed Gems being placeable on the "wrong" side of sloped blocks.
  • Fixed cases where breaking one cage would break another adjacent cage.
  • Fixed Gem Trees breaking when moss spreads beneath them.
  • Fixed being able to step on a Weighted Pressure Plate twice.
  • Fixed auto-paint and auto-actuation failing when using block swap to switch similar items, such as one chest for another.
  • Fixed being unable to place more rope on an already very long rope in multiplayer.
  • Fixed Water Sensors being triggered by Shimmer.
  • Fixed being able to toggle half of a hanging lantern in multiplayer.
  • Fixed Honey Blocks slowing you down too much in reverse gravity.
  • Fixed certain block interactions happening multiple times at low FPS, such as putting items in Item Frames.
  • Fixed being able to craft items while using a Mannequins or Hat Rack.
  • Fixed Hanging Brazier/Pots instantly breaking when hanging them under a platform/block combination.
  • Fixed Bubbles being actuatable by timers.
  • Fixed vines not considering mowed grass a valid anchor, making them liable to spontaneous decomposition.
  • Fixed Land Mines and Geyser Traps spawning projectiles twice in multiplayer.
  • Fixed unsafe Fossil Walls being considered suitable housing material.

World

  • Fixed biome music and backgrounds not having the same priorities, causing mismatches in certain biome combinations.
  • Fixed Meteorites not fully syncing in multiplayer when landing.
  • Fixed Meteorites not clearing slopes, paints and coatings when generated.
  • Fixed Hardmode ores retaining paint when generating over painted blocks.
  • Fixed certain Pyramid pots having broken map colours.
  • Fixed Palm Trees not inheriting the paint and coating of their root block when growing.
  • Fixed Palm Trees, Bamboo, Seaweed and Sea Oats not being coated when growing on a block with Illuminant Coating.
  • Fixed certain tree branches dropping acorns when they're above grass blocks.
  • Fixed Sakura and Yellow Willow trees not converting properly.
  • Fixed Celebration worlds flagging the initially spawned villagers as unlocked.
  • Boulders now properly interact with Shimmer.
  • Fixed rare cases of trees growing through solid blocks.
  • Fixed darkness damage applying incorrectly while the screen is panning in The Constant worlds.
  • Fixed luck incorrectly affecting damage from cutting Cactus in The Constant worlds.
  • Fixed grass and desert wall infection spreading asymmetrically.
  • Fixed Ash Trees dropping regular wood in certain cases.
  • Lily pads can now properly grow above Mowed Hallowed Grass.
  • Fixed lily pads losing their paint when floating up or down.
  • Fixed Crimson Plants not counting as Crimson blocks.
  • Fixed grass spread synchronization in multiplayer.
  • Fixed the underground to cavern background transitions not matching with Depth Meter values.
  • The Dryad now counts Lesion and Flesh blocks as Corrupt/Crimson blocks on Don’t Dig Up worlds.
  • Fixed Living Tree leaves burrowing into Sky Lakes and drinking all the water. Save some for the fish!
  • Rain now only stops Fireblossom from blooming if it’s growing in a layer that actually experiences rain.

World Generation

  • Fixed several minor world gen issues.
  • Fixed boulders sometimes generating without a surrounding trap.
  • Fixed boulder traps sometimes generating without a boulder.
  • Fixed honey patches appearing outside of the Jungle (such as in the Underworld).
  • Fixed several liquid merge issues.
  • Fixed rare cases of Sky Island chests not containing their paintings.
  • Fixed boulder traps overlapping and breaking containers in rare situations.
  • Fixed extremely rare cases where Minecart tracks would manage to get into the Dungeon and Temple.
  • Fixed campfires sometimes generating too close to the dungeon.
  • Fixed rare cases of Temple chest loot appearing inside Mushroom chests.
  • Fixed a minor bug with liquid cleanup during world generation.
  • Fixed underground cabins attempting to generate outside the world.
  • Fixed traps in the Jungle Temple sometimes generating without a pressure plate.
  • Fixed Spider Stalactites and Honey Stalactites/-mites not generating.
  • Fixed Living Wood chests at the surface containing underground loot.
  • Fixed Living Wood chests appearing outside of Living Trees.
  • Fixed exposed gems and crystals generating on boulders and closed doors.
  • Fixed rare cases where Not The Bees worlds were missing an ocean.
  • Fixed cases of Underground Desert pressure plates appearing over other objects.
  • Fixed several chest loot items not appearing with prefixes.
  • Fixed a rare case where a new world could start at night. Spooky!
  • Fixed rare failures to place jungle plants during generation.
  • Fixed cases of the Dead Man's Chest boulders spawning over other valuables such as Life Crystals.
  • Fixed the wrong kind of pots generating in the Underground Desert.
  • Fixed the Dungeon's guaranteed Shadow Key always being placed in a Biome Chest. Shadow Keys no longer generate in Biome Chests at all.

UI

  • Fixed favorited ammo sometimes being affected by quick stacking.
  • Fixed being unable to navigate the inventory when placing chests on gamepad.
  • Fixed the Create World menu showing the wrong world size preview image when initially opened.
  • Fixed the resource pack info scrollbar overlapping the textbox.
  • Fixed the main menu sometimes being upside down when quitting a world with reverse gravity active.
  • Fixed the back button in some menus backtracking all the way to the title screen instead of the previous menu.
  • Fixed the game falling back to the default hotbar hotkeys (1 through 0) rather than the assigned hotkeys while an item is being used.
  • Fixed quick stack to nearby chests taking items from ammo and hotbar slots in certain cases.
  • Fixed some NPCs in the Bestiary appearing in the wrong size.
  • Axe tools now get sorted properly when sorting.
  • Fixed dyes not getting sorted when sorting.
  • Fixed NPCs appearing incorrectly in the Bestiary on "For The Worthy" worlds.
  • Fixed some oddities with the hover range of Chest menu buttons.
  • Fixed death markers being invisible in the overlay map.
  • Fixed rare cases where UI elements would overlap when the player has the maximum amount of accessory slots.
  • Fixed the Metal Detector not always highlighting the most valuable treasure.
  • Fixed the Stopwatch showing wrong values when moving through Shimmer.
  • Fixed the DPS Meter not taking NPC defense into account in some cases.
  • Fixed items potentially being picked up into the cursor when opening Chester, the Money Trough or the Void Vault portal at high UI scales.
  • Fixed Bestiary kill counts resetting to 0 on multiplayer when getting very high.
  • Fixed the cursor icon flickering when hovering over the minimap buttons.
  • Fixed the Guide forgetting his initial 'help' text in certain cases. He only needed a bit of help, that’s all.
  • Fixed the Guide's help text on grappling hooks not checking for all hook types.
  • Fixed the world’s edge not matching up with the minimap’s edge.
  • Fixed certain hairstyles potentially not appearing in the Stylist's shop menu.
  • Fixed scrolling through the Stylist's hair window also scrolling through your hotbar under certain zoom settings.
  • Fixed repeatedly sorting sometimes causing items to leapfrog over each other.
  • Fixed the incorrect error message displaying when trying to join a server with an incompatible character.
  • Fixed shops showing incorrect gamepad hints.
  • Fixed the cursor icon not always indicating when you are about to trash an item.
  • Fixed multiplayer chat not drawing above Hardcore ghost's heads.
  • Fixed Void Vault and Defender's Forge icons overlapping in the savings display.
  • Fixed exiting the virtual keyboard on gamepad also closing the Journey menu.
  • Fixed the mouse cursor rendering incorrectly when certain menus are open.
  • Fixed certain chat commands converting their input to lowercase.
  • Fixed mouseover text appearing when hovering over certain buttons that have items behind them in the world.
  • Fixed gamepad navigation in the villager housing menu when there is only one column of villagers.
  • Fixed teleporting causing erratic minimap patterns.
  • Fixed map pings persisting between worlds.
  • Fixed Quick Use deleting items when used while an item is already mid-use.
  • Fixed the Esc key not working for anything but chat on Mac/Linux.
  • Fixed the game overlaying the cursor for the rest of the session when the mouse is disconnected and then reconnected on Mac.
  • Fixed the Ruler's distance display scaling with World Zoom rather than UI Scale.
  • Fixed being unable to quick-unequip the Master Mode accessory on Steam Deck.
  • Fixed quick-crafted coins on gamepad immediately converting back to their original denomination.
  • Fixed the player being dismounted when opening the Bestiary on gamepad.
  • Fixed the "Take One" action on gamepad not working for single items.
  • Fixed the Smart Cursor icon rendering in the fullscreen map on gamepad.
  • Fixed the Smart Cursor visual extending beyond the player's functional range in extreme situations.
  • Fixed Smart Cursor's direction lock being asymmetrical.
  • Fixed a visual issue with the achievement unlocked notifications.
  • Fixed house assignment not working correctly in reverse gravity.
  • Fixed D-Pad cursor snapping not working in reverse gravity.
  • Fixed moving the map not respecting mouse input at certain resolutions.
  • Fixed a duplicate gamepad hint that appears when hovering over the minecart equip slot.
  • Fixed other player's names showing when hovering over them while they are invisible.
  • Fixed the gamepad hints for accessory slots in Master Mode being incorrect in certain cases.
  • Fixed gamepad's virtual keyboard breaking on lower framerates.
  • Fixed kites responding to mouse clicks when trying to click interface buttons.
  • Bed and Spawn map icons are now properly centered.
  • Fixed player chat text going offscreen when resizing the game window.
  • Emotes are now correctly removed when players are slain.

Camera Mode

  • Fixed the sky not appearing correctly in captures during rain.
  • Fixed the Aether biome's background stars not appearing properly in snapshots of underground areas.
  • Fixed certain background elements not appearing in their correct place in camera captures.
  • Fixed blurry backgrounds in high resolution camera captures.
  • Fixed Monoliths not properly working with camera captures.
  • Fixed camera captures sometimes not having transparent backgrounds when backgrounds are disabled.
  • Fixed large world snapshots with lots of furniture crashing in certain circumstances.
  • Fixed the screenshot area being affected by UI scale.
  • Fixed water artifacts appearing in snapshots.

Visual Issues

  • Fixed the Tax Collector's Suit's scarf being visible when you are transformed into a Werewolf or Merman.
  • Fixed Starlight's animation not pausing when the game is paused.
  • Dungeon Guardian now properly emits effects when attacked.
  • Fixed several items not matching the player's stealth when held out.
  • Fixed drinking Biome Sight Potion not producing particles.
  • Fixed some stalactites/-mites having the wrong break dusts.
  • Fixed the leaf burst from a growing tree not using the tree's paint.
  • Fixed the Hellfire Treads' and Terraspark Boots' effects not being affected by dye properly.
  • Fixed Xeno Staff minions not displaying attack dusts on remote clients.
  • Fixed Queen Slime's projectiles not having the same default brightness as her minion's projectiles.
  • Fixed brightness flickering when entering a surface Glowing Mushroom biome.
  • Fixed cases where the camera would move very fast instead of transitioning to black when teleporting.
  • Fixed the game not using a black fade transition when switching from tracking view (golf ball, FPV Goggles) to Binoculars.
  • Fixed certain backgrounds having their treetops slightly cut-off.
  • Fixed the Flesh Grinder not rendering properly.
  • Fixed rare visual errors with Martian Dye.
  • Fixed various plants ignoring certain paints.
  • Fixed some furnitures not properly reacting to coatings.
  • Fixed tree shake effects playing twice in multiplayer in certain cases.
  • Fixed certain mounts making bubble effects appear in the wrong position underwater.
  • Fixed NPCs rarely sliding instead of teleporting after using teleporters in multiplayer.
  • Fixed regular and wooden minecarts animating in reverse.
  • Fixed Brain of Cthulhu sometimes rendering incorrectly in phase two.
  • Fixed certain items being offset incorrectly when used by mounted players.
  • Fixed visual glitches from Magic Missile-type weapons on certain graphics cards.
  • Fixed certain cases where liquid would incorrectly draw, especially near Bubbles.
  • Fixed some visual issues with sleeping in a bed.
  • Fixed the Pigron mount's idle animation not being used.
  • Fixed Jellyfish Jar placement previews and glowmasks being skewed.
  • Fixed Jellyfish Jars not creating extra bright light when the Jellyfish is glowing.
  • Fixed placement preview issues with Placed Signs, Tattered Signs, Arrow Signs, Item Frames, Switches and the Announcement Box.
  • Fixed the alchemy herbs placement preview not being accurate.
  • Fixed visual glitches with child safe gores.
  • Fixed the mana gained effect from the Magic Cuffs appearing twice for other players.
  • Fixed certain wings unintentionally being visible when grappled to a surface.
  • Fixed the Eyebrella spawning rain while the fullscreen map is active, causing a burst of rain when you close the map.
  • Fixed Christmas Trees not properly attaching to the ground.
  • Fixed main menu sometimes showing watery ripples.
  • Fixed some chandeliers not emitting sparks.
  • Fixed small visual oddities with Chain Knife and Knife Guillotine.
  • Fixed yucky cases where Stinkbug Blockers would appear incorrectly.
  • Fixed the Crystal Dart projectiles not properly rotating when bouncing.
  • Fixed some issues with the Crystal Serpent's visual effects.
  • Fixed some interactions between glowing blocks and complete darkness.
  • Fixed Shadowflame Apparition's... appearance?
  • Fixed certain visual effects that track players incorrectly tracking velocity.
  • Fixed Orange Stained Glass appearance in the Underworld.
  • Fixed the Gold Water Strider not emitting sparkles.
  • Fixed Truffle Worm losing its glow effect when escaping from players.
  • Fixed certain wings not becoming fully invisible when entering stealth (e.g. Shroomite).
  • The Inner Tube now correctly gets affected by stealth.
  • Fixed stray white pixels appearing around Pigrons and the Pigron Mount.
  • Removed a white pixel in the Demolitionist and Tavernkeep's spritesheets that appears when they fall.
  • The main menu will no longer skip a moon phase when cycling through the days.
  • Players will no longer show their failed attempts at using mana consuming items, when they don't have enough mana, in multiplayer.
  • Fixed clouds moving excessively at low framerates.
  • Fixed distant clouds stuttering when moving vertically.
  • Fixed lava emitting water particles when a player gets out.
  • Fixed framing issues with Crystal Shards interacting with half-bricks.
  • Fixed Ash Plants and Lilypads not reacting to paint.
  • Fixed paint not working properly on Sunflowers.
  • Fixed Chlorophyte Partisan's projectile being visually cut off.
  • Fixed Shiverthorn not glowing in the dark.
  • Fixed blood disappearing quicker than intended.
  • Fixed players respawning with honey particles after being slain in honey.
  • Fixed scaling artifacts on Eater of Worlds' segments.
  • Fixed visual issues with Rocket Boots when mounting/swapping loadouts mid-air.
  • Fixed the Glass Slipper's sparkle effect being visible when the accessory isn’t.
  • Fixed certain visual effects not functioning correctly in reverse gravity.
  • Fixed several pets changing directions or going invisible when entering flight from standstill.
  • Improved Caveling Gardener's direction when standing still.
  • Fixed visual issues involving player's overhead chat, nameplates, reverse gravity and high latencies.
  • Fixed the background suddenly disappearing at high altitude in certain circumstances.
  • Fixed the glowmasks of certain dyes.
  • Improved Obsidian Skull Rose and Molten Skull Rose compatibility with various armor pieces.
  • Fixed certain furniture items not emitting their effects properly in Retro Lighting.
  • Fixed certain coats appearing incorrectly when the player is sitting.
  • Fixed visual issues when sitting while wearing some specific leg items.
  • Fixed Shimmer animations breaking when under the effect of a Hunter Potion.
  • Fixed a visual issue with the Graduation Gown.
  • Fixed a visual issue with the Fallen Tuxedo Pants.
  • Fixed a visual issue with the Desert Spirit.
  • Fixed inconsistencies in the item directions of minecarts, chairs, and beds.
  • Fixed Fishing Rods jittering when moving horizontally.
  • Fixed Spears jittering when moving over slopes.
  • Fixed framing issues caused by block swapping Glass.
  • Fixed vines disappearing when their anchor block is hammered.
  • Fixed an issue with sloped glowing blocks.
  • Fixed a variety of enemies animating slower when walking to the left.
  • Fixed Snowfall Block drawing liquids behind it.
  • Fixed Headless Horseman's NPC's Pumpkin projectiles having upside down shadows. Spooky!
  • Fixed Truffle's glow not fading when shimmering.
  • Fixed Hades Dye not working properly on certain pets and mounts.
  • Fixed a lot of projectiles drawing twice.
  • Fixed the Mechanic being offset by a single pixel when sitting, which someone somehow noticed and made a Reddit post about! Thanks!
  • Fixed Echo coated blocks drawing black artifacts in certain cases.
  • Fixed Chlorophyte Dye's glowmask being in the wrong place at the right time.
  • Fixed Oozed debuff still producing visual effects on slain players.
  • Fixed waterfalls flowing upwards in certain cases.
  • Fixed certain visual effects appearing incorrectly in multiplayer at high latencies.
  • Fixed Moon Lord floating to the left in multiplayer in its final moments.
  • Fixed cut-off rendering on Retro Lighting at high resolutions.
  • Fixed a framing issue with exposed gems.
  • Fixed certain wings not blinking when the wearer is damaged.
  • Fixed the Vortex Helmet using an incorrect glowmask.
  • Fixed an issue with the Flesh Chandelier's animation.
  • Fixed Team Dye not applying properly to Minions, Pets, Light Pets and Hooks.

Audio

  • Terraria no longer fails to launch when it fails to detect an available audio device.
  • Fixed item use sounds from remote clients not playing properly in Multiplayer in specific cases.
  • Fixed Shadowflame Apparitions, Parrots, Pirate's Curse, Scutlices and Martian Saucers not playing their invasion music if they're the only enemy left.
  • Fixed waterfall sounds being anchored to the player rather than the camera.
  • Fixed certain sounds playing twice when switching between menus.
  • Fixed the item pickup sound not always being centered.
  • Fixed Betsy's scream being audible throughout the whole world.
  • Fixed some sounds playing multiple times on the gamepad’s virtual keyboard at low framerates.

Localization

  • Fixed several IME issues.
  • Fixed references to mouse buttons in loading tips not being localized.
  • Improved line wrapping of text for some languages.
  • Fixed Green Cap, Ivy, and Jim's Cap not dropping when the game is set to certain languages.
  • Fixed Old One's Army, Pumpkin Moon, and Frost Moon having an extra colon in the numbered wave text.
  • Fixed the Drax's outdated name in several languages.
  • Fixed some errors in the Princess and Pirate's dialogue.
  • Fixed the Steampunker's party dialogue.
  • Fixed a typo in Goblin Tinkerer's happiness dialogue.
  • Fixed Celebration MK2's projectiles having no localization.
  • Fixed some of the Tax Collector's dialogue being inaccessible.
  • Fixed several punctuation issues.
  • Fixed some inconsistencies with the credits localization.

Miscellaneous

  • Terraria no longer fails to launch if a resource pack fails to load properly.
  • Fixed several certain exploits.
  • Fixed an incompatibility with Terraria 1.0.6.1 saves.
  • Fixed some input issues when using AZERTY keyboard layouts.
  • Fixed a rare "Lost connection" issue for slower clients.
  • Fixed the "language" option from the dedicated server configuration not working.
  • Fixed the “autocreate” option from the dedicated server configuration not working if used out of order.
  • Fixed the dedicated server’s “-world” argument crashing when the world doesn't exist, even if “-autocreate” is also used.
  • Improved menu related stability when joining friends via Steam.
  • Fixed an issue where uploading a player to the Steam Cloud when a player with the same name already exists there could delete that player’s minimap data.
  • Fixed updating a published Workshop item resetting its publicity to Public in certain cases.
  • Fixed some incorrect default values when opening Terraria for the first time. This caused hardware RGB to not function.
  • Fixed being unable to join your own Host & Play server after having previously connected to a server using a different port than 7777.

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world's biggest gaming sites and publications. She's also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

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'When Did It Become Trendy to Hate on a New Game?' — as Highguard Struggles to Win Over the Internet, Video Game Developers Come to Its Defense

A number of high-profile video game developers have defended Highguard amid an online backlash during the game’s launch.

The free-to-play “PvP raid shooter” was the big new game reveal at the end of last month’s The Game Awards, but developer Wildlight then went dark until the January 26 release date in a bid to channel the successful shadowdrop of Apex Legends back in 2019.

At launch, Highguard hit a peak of 97,249 concurrent users on Steam — a significant number for any new game launch on Valve’s platform — but at the same time Wildlight has had to contend with a “mostly negative” user review rating. Meanwhile, Steam concurrents have fallen, and Highguard has slipped out of the top 100 most-played games list on Valve's platform.

Chief among the criticisms from players is that the size of the map feels too big and empty for a 3v3 competitive shooter. You’re able to summon a mount to get about faster (the mounts are one aspect of Highguard that players seem to universally like), but some believe a 4v4, 5v5, or even 3v3v3 mode would have been a better fit.

There are also complaints about the resource-gathering phase of each map, which involves what some are calling boring mining and loot farming. The gist here is there is too much downtime and a lack of excitement, although players seem to be enjoying the raid phase of each match, where combat is concentrated. There is also criticism of the design of the playable characters, Highguard’s art direction, and a lack of content — as well as performance problems particularly on PC.

Through it all is a feeling that Highguard perhaps suffered from being the “one more thing” reveal at The Game Awards, where it might have better managed expectations in a slot earlier in the show. Wildlight staff have indicated they originally planned a true Apex Legends-style shadowdrop for Highguard, but The Game Awards chief Geoff Keighley asked the team about featuring it at the end of the show. Keighley has subsequently suffered a backlash of his own, with some feeling Highguard’ position in The Game Awards’ running order overly hyped the game.

Opening X this morning! pic.twitter.com/NQXGvOvjYL

— Geoff Keighley (@geoffkeighley) January 27, 2026

Now, developers from the likes of Baldur’s Gate 3 studio Larian as well as Fortnite maker Epic have hit out at the discourse surrounding Highguard, and the internet’s capacity to “hate” on video games at launch. Developers like Cliff Bleszinski of Gears of War fame, Epic executive Mark Rein, and Larian boss Swen Vincke spoke up against, in particular, negativity from critics.

“I don’t like people s****ing on things others have created,” Vincke tweeted. “Putting something out into the world makes you vulnerable, and that alone deserves respect, even if you dislike the creation. It’s easy to destroy things, it’s a lot harder to build them. The best critics understand this. Even when they’re being critical, they do their best not to be hurtful."

Vincke went on to suggest a Metacritic-style scoring system for reviewers, based on how others evaluate their criticism. “I like to imagine it would encourage a bit more restraint,” he said. “The harsh words do real damage. You shouldn't have to grow callus on your soul just because you want to publish something.”

He continued: “And yes — I get that if people are charging money, you want to know if it's good or not. But reviewers can just say — I didn't enjoy it or I don't think it's well made or I don't think it's worth the money they are charging. That's enough. No need to get personal for the sake of some likes.“

And in a follow-up post, Vincke added: “What I'm trying to say is that most creative souls are sensitive souls and those sensitive souls are the ones that care the most. When they check out because they can't handle the vitriol, we all lose because what's left are those that don't care. The effect the words have on those sensitive souls may not be underestimated. You don't want them to lose their idealism and love of players.

“There's other ways of dealing with player exploitation. Not playing the games is probably the best one. You don't have to verbally hurt the people behind the game to express your disdain. If enough people stop playing the games that don't respect players, those in charge will get the message and change course soon. There's enough other games there.”

Cliff Bleszinski, whose own live service shooter LawBreakers was a commercial failure, leading to the closure of his studio, asked: “When did it become trendy to hate on a new game? Been seeing it more and more in recent years. It's exhausting.”

“It’s downright horrible,” Mark Rein, vice president and co-founder of Epic Games, commented. “Especially a FREE game from a new studio. Just so sad. This is a hobby for people, they should approach with joy not hatred.”

The reality is that Wildlight faces an uphill challenge turning online sentiment about its live service shooter around, and the studio will be particularly concerned by Highguard’s Steam user review rating, which remains ‘mostly negative.’ Currently, 37% of the 19,439 user reviews are positive; Wildlight plans to continue to update Highguard with various patches, and has announced its 2026 roadmap of content.

Meanwhile, Keighley responded to one person on social media who asked if he had a financial stake in Highguard’s success. “lol absolutely not,” he said.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

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A Week on From Its Company Reshuffle, Ubisoft Has Announced a Just Dance+ Price Increase

Ubisoft's next change following last week's major company reorganization will be a price increase to its Just Dance+ service.

As Ubisoft tightens its belt across the company, its Just Dance+ streaming service will become more expensive whether you purchase access via a 1 Month Pass, 3 Month Pass or 12 Month Pass.

In a blog post to fans of its veteran music franchise, Ubisoft says it has re-examined the costs of running Just Dance+ over the past few months and come to the decision that price rises were necessary to ensure it remains "meaningful and sustainable for players."

As a result, a 1 Month Pass will increase in price from $3.99 to $4.99, while a 3 Month Pass will rise from $9.99 to $12.99. Finally, a year-long pass will cost $29.99, up from $24.99. These changes will be applied from April onwards.

"Just Dance+ is built around music, and that comes with some important truths," Ubisoft wrote. "Every song available in the service relies on licensing agreements that evolve over time, and these conditions directly affect what we can keep, renew, or add to the catalogue. Taking this into account, we’ve had to make a few adjustments to ensure the service can keep growing in the long run."

Upcoming content coming to Just Dance+ includes songs from the franchise's 2023 and 2024 Editions such as Toxic by Britney Spears, Drivers License by Olivia Rodrigo and Walking on Sunshine by Katrina & The Waves. A new Wonder Tales pack inspired by the Melosia Realms Danceverse will arrive this spring. Another new track, 360 by Charli XCX, will arrive later this year.

Last week, Ubisoft announced it had cancelled six games and delayed many more as part of a strategic review of its ongoing portfolio. Two of the company's development studios were confirmed to be closing, while layoffs were confirmed at three more. At the same time, Ubisoft confirmed more of its plan to carve up its portfolio into Creative Houses.

Just Dance will sit in the company's "Creative House 5" unit focused on family and casual gaming, which will see it sit alongside Uno, Hasbro, Idle Miner Tycoon, Ketchapp, Hungry Shark, and Invincible: Guarding the Globe.

"We went through a thorough review of projects across December [and] January, with the current market evolution in mind — which is consistently more selective," Ubisoft's chief financial officer Frederick Duguet told IGN at the time. "You've seen the last quarter showing a never-before-seen level of competition. Competition and selection is here to stay."

Tom Phillips is IGN's News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

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Capcom Drops Monster Hunter Wilds Patch That Aims to Improve Optimization for 'Steam-Specific Processes' and Address Long-Standing PC Issues

Capcom has dropped another Monster Hunter Wilds patch that aims to improve optimization for "Steam-specific processes" and address the game's long-standing PC issues.

"After receiving user reports, our internal testing confirmed that CPU load could increase around the Support Desk at Base Camp or the Grand Hub," the developer wrote in the patch notes, below. "This is due to claimed content status check processes to notify the player if there is unclaimed content in the Support Desk, as indicated by an exclamation point (!)."

The notes go on to confirm that this issue — which causes frames to drop only in the Base Camp and Grand Hub, depending upon if you have any "unclaimed content" — is "an unintended bug and will be resolved with this update."

Monster Hunter Wilds Title Update 4 — which ushered in a long list of gameplay and balance changes, as well as CPU/GPU improvements, load reduction, and the optimization of "PC-specific processes and addition of options and presets to reduce processing load" — arrived last month. Its development roadmap, detailed in December, hoped to address the myriad issues impacting the PC version.

"We'll follow this up in January with a PC-specific update with even more improvements, and are looking into further optimization for implementation in the February content update," the team explained at the time. "We're committed to making Monster Hunter Wilds a great experience for all players. Thank you for your patience and continued support."

However, last week, one player believed they had discovered that PC performance was dictated by the number of DLCs a user has. As de_Tylmarande explained it: "More DLC = more FPS." The tech-savvy Reddit user uncovered what they believed was a “bug in the code they need to fix” and shared their findings with the Monster Hunter subreddit. Shortly after sharing their theory, the redditor updated the post to report that Capcom had "replied," and was "already looking into and it will be fixed." Which is where Patch 1.040.03.01 comes in.

The developer now insists that "the number of DLCs you own does not affect" performance, but claimed content status check processes does. Applying the latest patch should, according to Capcom, resolve it, though.

"To further improve stability and performance across all platforms, additional improvements will be implemented in the Ver. 1.0.41 update on February 18," it said.

"I don’t have a direct comparison of my old settings on old vs new patch yet, but I can now run full ultra settings at 1440p and it drops to 55fps at worst, usually more like 65-80 though," reported one player. "Comparable to what I was getting with balanced FSR and minor settings optimization before. So basically enough of an improvement that I get a free resolution upgrade. I’d say I’m happy with it, very acceptable smooth 120fps with framegen and it looks incredible at full res. And the high res texture pack is finally fixed. 7600x/7900xt."

Conversely, someone else wrote: "Played for a bit. Framerate went from an avg of 45 to about 52 at 1080p with quality FSR with a mix of high, and medium settings. I played around a little more and moving most settings down didnt really impact things much IMO. I know some people are having a better experience, but the game still just doesn’t look good for the performance it’s asking. Hoping the other performance patch coming next month will help out further."

"Cool, they are updating the game to address the issues people have expressed concerns about since launch, I'm sure there are several people out there who have been waiting for fixes before hopping back on, I wish I had waited [because] at this point I'm a bit jaded and reluctant to even hop back on," added another player.

Here's the full patch notes, which you'll need to install if you wish to access DLC or online play:

Monster Hunter Wilds update 1.040.03.01 patch notes:

Required Space

Approx. 2.0 GB (With High Resolution Texture Pack: Approx. 31.0 GB total)

Note: Due to revisions to the High-Resolution Texture Pack, a re-download of approximately 31 GB will be required, resulting in an overall reduction of about 45 GB compared to the previous version.

Video Driver Version

Please update to the following driver versions to ensure the most stable experience possible.

– NVIDIA GeForce: 581.57 or newer

– AMD Radeon: 25.9.1 or 25.9.2

Note: Some issues have been identified with AMD Radeon drivers versions 25.10.2 and higher.

Note: This information is subject to change at any time due to factors such as NVIDIA and AMD support availability.

Major Additions and Changes

  • Improved CPU/GPU processing specific to the Steam version.
    • Reduced shader warming processes performed outside the shader compilation screen to lower CPU load.
    • Adjusted texture streaming to improve visual quality while reducing VRAM usage.
    • Adjusted the High Resolution Texture Pack to reduce VRAM usage and overall package size.
  • Added a CPU tab to the Options menu, allowing players to adjust settings related to CPU load.
  • Added new categories to the graphics settings, along with new settings for existing options.
  • Adjusted graphic presets and added a confirmation window to automatically update your settings on first launch after updating.
  • Expanded the Volumetric Fog setting in the graphics options from two levels to five. The previous "High" setting has been renamed to "Highest," and "Low" to "High," with three new lower options—"Medium," "Low," and "Lowest"—now available.
  • Fixed an issue where a warning dialogue incorrectly indicated that the AMD Radeon driver was outdated when using driver version 26.1.1 or later.

Bug Fixes and Balance Adjustments

  • Fixed an issue where system load could increase around the Support Desk at Base Camp or the Grand Hub due to claimed content status checks.
  • Adjusted Variable Rate Shading behavior so it is forced off during upscaling to maintain proper effect visuals.
  • Fixed other miscellaneous issues.

Vikki Blake is a reporter for IGN, as well as a critic, columnist, and consultant with 15+ years experience working with some of the world's biggest gaming sites and publications. She's also a Guardian, Spartan, Silent Hillian, Legend, and perpetually High Chaos. Find her at BlueSky.

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Looks Like an Assassin's Creed: Black Flag Remake Statue Just Leaked via Vinted

A collectible statue apparently due for release alongside the unannounced Assassin's Creed: Black Flag remake has popped up online.

Ubisoft is yet to make its Assassin's Creed: Black Flag remake official, but the game's arrival has long been expected following a constant series of leaks. Now, fans have seemingly gotten a first look at merchandise for the game, in the shape of a new statue designed by collectible maker Pure Arts.

The lavish design features Black Flag hero Edward Kenway sat on a treasure chest that's spilling gold coins, leaning back against his ship's wheel, a cutlass and pistol in each hand. The statue is then topped off by a large billowing flag featuring the game's logo: the Assassin's Creed sigil with a skull in the middle.

⚠️ LEAK BLACK FLAG REMAKE ?

Un gars sur Vinted vend une toute nouvelle figurine de Edward Kenway et prétend qu'elle sortirait cette année.

En sachant que le remake de Black Flag était censé sortir dans moins de 2 mois, serait-ce la figurine officielle du jeu ? pic.twitter.com/ctVWiavA6c

— j0nathan (@xj0nathan) January 27, 2026

If Ubisoft has made any change to Kenway's character design for its remake, there's no evidence of it here. That said, any alteration to the now-iconic pirate assassin's look would have been a surprise.

What is curious, though, is how this statue has seemingly come to light. Unboxed and with no mention of its origins, the item was reportedly listed via used clothing resale app Vinted. Numerous fans spotted the item pop up, including notorious Assassin's Creed leaker j0nathon, who quickly realized this was not a statue that had been publicly released already.

The item's listing states that it is 35cm tall and features a 20cm width, and due for release in 2026. A detailed close-up of the statue's base shows logos for Ubisoft and Pure Arts, with a copyright mark registered for 2026.

Last year, Pure Arts hinted it had something in the works for Black Flag, and suggested this would surface in the not-too-distant future as "there is something going on." Reports detailing the remake have since suggested that the game has gone through substantial changes to modernize its visuals and gear system in line with more recent franchise instalments. Another report has also claimed that the game will also no longer feature any content outside the Animus, with extra pirate missions added instead.

Perhaps the most notable confirmation of the project came from Edward Kenway's own voice actor, who initially teased the project before later suggesting he'd been told by Ubisoft in no uncertain terms to stop talking. Finally, last month, the game popped up on the PEGI European ratings board website revealing what looks to be its final title: Assassin's Creed Black Flag Resynced.

Ubisoft itself previously said it would release an unannounced game before the end of its current financial year on March 31, though this launch has now been delayed into the coming financial year (ending March 31, 2027) due to the company's major recent reshuffle of teams, projects and studios.

Tom Phillips is IGN's News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social

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Yes, Ser Arlan Pennytree's 'Formidable Weapon' in A Knight of the Seven Kingdoms Nude Scene Was a 10" Prosthetic — Here's How the Sausage Was Made

If you’ve watched the latest episode of Game of Thrones spinoff A Knight of the Seven Kingdoms, you might have been left wondering, was that really Ser Arlan Pennytree actor Danny Webb in all his glory? It’s a question that’s been on the internet’s mind ever since Episode 2, titled Hard Salt Beef, was broadcast. Finally, we have a definitive answer.

Warning! Spoilers for A Knight of the Seven Kingdoms Episode 2, Hard Salt Beef, follow:

Following Episode 1’s surprise poop scene — which interrupted the famous Game of Thrones theme song no less — Episode 2 delivered another shock: a full frontal nude scene showing Ser Arlan Pennytree’s penis. And very well endowed the late Ser Arlan was, going by what viewers were treated to in the show.

The scene in question is a flashback to before Ser Arlan dies (one of the themes of the episode is Peter Claffey’s Dunk fondly remembering his former mentor as he bids to join a jousting tournament). The hedge knight emerges from a brothel, naked, to urinate — and he’s not shy about it either.

As you’d expect, Ser Arlan’s Dirk Diggler-esque manhood was a hot topic online, with some wondering if it was the real deal. Well, no, it wasn’t. And we have confirmation from the person who created it.

Prosthetic designer Waldo Mason took to Instagram to confirm a 10” prosthetic penis was created for Danny Webb to wear.

“Luckily, he was a consummate professional and was happy to work with us to make it as realistic as possible, coming in for fittings that culminated in a very intimate application process in a white tent in the Belfast countryside,” Mason continued.

“Because of the size we reinforced the contact area and edges with wig lace for minimal stretch under its weight and makeup designer [Pippa Woods] and [Lucille Harding] applied a knotted merkin, hiding any visible edges. It also contained tubing for urination, which we taped down the back of his leg.”

In an interview, showrunner Ira Parker told Entertainment Weekly he couldn’t remember if it was a prosthetic or not, joking: "I thought he just showed up on set that way.”

So why include it at all? “I felt bad for Ser Arlan at some point,” Parker explained. “He was the only person who's ever looked out for Dunk and really stuck with Dunk. And he died on a muddy road in the middle of nowhere, was buried without ceremony, and now Dunk is going around trying to find somebody who just even remembers him — people that he served for, people that he bled for, these knights and these lords. They can't even remember his name. I felt the need to give him his one special thing, to channel a little Boogie Nights, I suppose."

"I can't say it zips past you at 100 miles per hour because, you know, it's out there, but it's not the story that we're telling,” Parker continued. “It is just a flourish of the story that we're telling. It changes nothing else. In order to survive to be an Old Man Hedge Knight, you had to be made of solid f***ing iron. Those were tough days for anyone, let alone a fighting warrior who lives under trees in the 14th century. So, you know, he's a small guy and he's slim. I figured he's got something that helps him get through those really intense battles. He's got a certain energy about him, if you will."

Check out IGN’s A Knight of the Seven Kingdoms: Season 1, Episode 2 review to find out what we think.

Photograph by Steffan Hill/HBO.

Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

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Monster Hunter Wilds Got Its First Major 2026 Performance Patch

Capcom has just released the first major 2026 performance patch for the PC version of Monster Hunter Wilds. Moreover, the devs have acknowledged the DLC bug that can increase the CPU requirements in the camps. The January 28th Update, also known as Patch 1.040.03.01, brings several improvements to the Steam version of the game. First, … Continue reading Monster Hunter Wilds Got Its First Major 2026 Performance Patch

The post Monster Hunter Wilds Got Its First Major 2026 Performance Patch appeared first on DSOGaming.

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CODE VEIN 2 Shows PS3-Level Visuals in Some Areas Even on Max Settings

Bandai Namco has released CODE VEIN 2 to those who have pre-ordered its Deluxe version. As such, I’ve tried the game on my main PC gaming system and… well… things are not that great. Why? Let’s find out. For starters, I used an AMD Ryzen 9 7950X3D, 32GB of DDR5 at 6000Mhz, and an NVIDIA … Continue reading CODE VEIN 2 Shows PS3-Level Visuals in Some Areas Even on Max Settings

The post CODE VEIN 2 Shows PS3-Level Visuals in Some Areas Even on Max Settings appeared first on DSOGaming.

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Fallout Season 2, Episode 7 Review

This review contains spoilers for Fallout Season 2, Episode 7, “The Handoff,” which is available to stream now on Prime Video.

When the easily flustered but incredibly principled Diane Welch (Martha Kelly) turned up for the second time back in Episode 5, I should have realised she was a vital part of the puzzle. By the conclusion of its first season, Fallout had made it clear that everything is connected, and so if a character turns up twice for seemingly no reason, there’s a reveal waiting in the wings. Even if I had put the pieces together, though, I don’t think I’d have foreseen that Welch would be Cooper’s direct line to the President of the United States (a fun small cameo for Clancy Brown). But the fact that Diane was able to help Cooper deliver Cold Fusion into (presumably very temporary) safe hands and save his marriage isn’t this week’s big surprise. No, even given 200 years to theorise, I’d never have guessed Diane’s severed head would turn up two centuries later, apparently functioning as the central processor for Hank’s brainwashing tech.

Lucy’s discovery in the heart of Vault-Tec’s Mojave vault poses multiple questions, not least of all why a gently spoken, staunchly anti-corporation congresswoman was considered the right candidate for this bizarre experiment. My other question, though, is why has Fallout become so reliant on bringing people from the past into its present-day wasteland? In Season 1, the reveal that Hank MacLean and Moldaver were survivors from before the bombs was a shocking twist. But in Season 2, that same twist keeps happening. Last week, we learned that Michael Emerson’s Dr. Wilzig was also from the beforetimes, and now this episode not only reveals that Diane’s head has been (somewhat) preserved for the entire duration of the apocalypse, but also reminds us (and reveals to her fellow vaulties) that Vault 32’s Overseer, Steph, is another member of the 200 Club. I do think Fallout has been incredibly strong at forming meaningful connections between the past and present, ensuring that each flashback feels genuinely essential rather than background reading. But this frequent return to the same concept – basically half the cast having been cryogenically frozen – does erode the uniqueness of The Ghoul’s position as the link between the old world and the new.

While I’m yet to be convinced we need another 200 year-old spanner in the works, Steph is at least an unusual case that allows this week’s cold open to dig into a darker corner of the lore. While we knew that she hailed from Vault 31 and was one of Bud's Buds, her story goes deeper than Vault-Tec conspiracy. As Chet discovered a couple of episodes ago, Steph is a citizen of Canada, which in Fallout’s alternate timeline was brutally annexed by the United States in an effort to build a tactical corridor to the frontlines in Alaska. Seeing this era from Steph’s desperate perspective provides a stark contrast against the Californian and Vegas “glamour” of Cooper’s sequences – this is the first time a soldier wearing power armour has been a genuinely terrifying sight. The scene effectively captures the eerie horror of the original Fallout game’s introduction, which depicted US troops as thugs that eagerly executed resisting Canadians.

That sort of oppression will understandably shape a person, and we now know that Steph has a centuries-spanning thirst for revenge. But how that fits into Fallout’s big picture is still unclear. Her escape from Canada and journey through the US does a great job of threading her needle through a number of established storylines, connecting her to Cooper, Hank, Bud, and potentially even Robert House. Everything is connected. We just don’t know why yet.

There’s also now the sense that all the other Vault storylines are about to spark into long overdue life. Now that Steph has coerced Betty into giving her Hank’s keepsake box, she’ll repay the “favour” by sharing her water supply – that’s the whole water chip storyline solved. But why was all this included? My money is on it all tying into Norm’s discovery of the Forced Evolutionary Virus. When that water starts flowing, I’m almost positive that really bad things will happen when folks start drinking.

There’s also now the sense that all the other Vault storylines are about to spark into long overdue life.

(Side note: Norm has been in Barb’s old Vault-Tec office since Episode 4, and had the “luxury” of spending most of this episode unconscious. Moisés Arias really got the short end of the stick this year.)

Beneath New Vegas, Hank and Lucy attempt to make interesting points about factionalism. This has, of course, been an important part of the season, and is drawn directly from the video game. But Hank’s assertion that The Legion is just as bad as the “vaguely problematic” NCR feels like it’s from another version of the show; one in which the conflict between these two groups was front and centre, akin to The Brotherhood of Steel’s civil war, rather than the focus for a single episode. We really don’t know these groups very well, and neither does Lucy, which lessens the impact of deciding whether or not to brainwash them all. Still, I appreciate this being another space to explore Lucy’s personal ethics and question her own need to find non-violent solutions – just because there’s no bullets involved doesn’t mean you’ve found a peaceful solution.

Above ground, Maximus, Thaddeus, and The Ghoul team up to break into New Vegas. The New California Republic’s old gear store provides a great turning point for our nervous knight, as Maximus takes control of the NCR power armor. Designed especially for the show, this suit is admittedly a little goofy – like a salvaged T-45 with an enlarged Ranger helmet welded on top. But I love what it represents for Maximus: it lends him the strength he always wanted from being an armored Brotherhood of Steel knight, but its double-headed bear insignia represents the good fight of the NCR, his original people, rather than the prejudiced cruelty he was forced to carry out with the Brotherhood. Finally, Maximus has become the good man his father said he would, and he’s got the uniform to prove it.

While the armour represents Maximus’ personal growth, it sadly doesn’t guarantee a great punch-up with New Vegas’ resident deathclaws. The epic battle you’ve waited all season for is pretty clunky, and while the choreography would have sufficed for a regular brawl, it doesn’t stand up to the expectations set by the game’s challenging deathclaw standoffs.

Thankfully something more exciting awaits on the other side of the strip: The Ghoul activating Mr. House’s terminal and seeing the screen light up with his green-hued face. His existence in virtual form comes as no surprise – fans know he survived the bombings via unconventional means – but his survival into the here and now is a huge reveal. House’s fate was determined by players at the end of Fallout: New Vegas, so what is the show about to say about any kind of canon ending, especially since it's been so careful to avoid that so far? I think there’s more to this than cementing the “The House Always Wins” ending into Fallout lore, but regardless of what happens, interesting answers surely lie in next week’s big finale.

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Marvel's Wonder Man: Series Review (Full Spoilers)

Warning: This review contains spoilers for Marvel’s Wonder Man. The first half focuses on the basics, but we get into full spoilers for the finale in the second half. You can also check out our spoiler-free review of the first episode.

Few would argue that the Marvel Cinematic Universe hasn’t been in a bit of a rut these last few years. But to their credit, Marvel has placed a renewed emphasis on quality over quantity of late. If you look at the MCU slate over the past year, it’s mostly been pretty solid - Thunderbolts*, The Fantastic Four: First Steps, Daredevil: Born Again, even Marvel Zombies. Wonder Man slides right in there as another strong addition to the Marvel mix. It may not add much of note to the larger Multiverse Saga, but it sure is entertaining.

In that sense, Wonder Man is a real proof-of-concept for the “Marvel Spotlight” branding. Like Echo before it, Wonder Man is specifically designed to be a smaller-scale, more character-focused, and more creator-driven outing for the MCU, and that’s exactly what it delivers. The stakes are pretty small as these things go, but you get a good, well-rounded portrait of the MCU’s newest superhero. The fact that he barely even qualifies for that title is one of the show’s charms. Wonder Man proves to be less another superhero origin story than it is a drama about a working-class stiff who just happens to have powers.

It’s a premise that really lives and dies on the strength of its lead actors. That’s where Wonder Man truly shines. Yahya Abdul-Mateen II and Ben Kingsley make for a winning pair as fellow struggling actors Simon Williams and Trevor Slattery, both of whom find themselves up for roles in Hollywood’s much-anticipated remake of the Wonder Man movie. Both Abdul-Mateen and Kingsley are strong performers individually, but it’s their chemistry together that carries the show forward from episode to episode. Simon and Trevor’s unlikely bromance is just that charming. One of the best scenes in the series comes early on, as the two frazzled thespians sit in Simon’s apartment and simply blow off steam by trading monologues. It’s a reminder that both men - the actors and their characters - have genuine talent.

Kingsley is a known quantity in the MCU at this point, as the series is continuing his arc from 2013’s Iron Man 3, 2014’s Marvel One-Shot: All Hail the King, and 2021’s Shang-Chi and the Legend of the Ten Rings. It might seem a bit random to suddenly thrust Trevor into the spotlight again after all these years, but he makes for a natural companion and occasional foil to Simon. And for a character who was mostly played for laughs before now, it’s nice to see a softer, more genuine side of Trevor Slattery.

As for Simon, Abdul-Mateen brings all the charisma, humor, and pathos to the role that the scripts demand. The series establishes a strong arc for Simon, painting him as a driven, passionate actor who’s constantly held back by his pathological fear of showing his true self. The fact that his true self is a superhuman with destructive ionic powers just further complicates matters. Abdul-Mateen deftly captures all sides of the character and makes us care about Simon’s rise from rags to riches and the difficult crossroads that comes next.

The only problem with having two such compelling main characters is that the rest of the cast struggles to emerge from their collective shadow. Most of the supporting characters are thinly defined and two-dimensional at best, whether it’s Simon’s mother (Shola Adewusi) and brother (Demetrius Grosse) or Wonder Man movie director Von Kovak (Zlatko Burić). Grosse’s Eric Williams is especially bizarre because this is a major Avengers villain in the comics, but here he’s little more than a sternly disapproving older brother figure. All the episodes clock in around the half-hour mark, and it’s hard not to wonder if the series might have benefited from a few extra minutes devoted to fleshing out these supporting characters a bit more.

Frankly, the two leads are strong enough that the series could probably work simply as a drama about two struggling actors, no MCU elements needed. But though Wonder Man definitely downplays the superheroics, it does benefit from them in the end. The early reveal that Trevor is working with Arian Moayed’s Agent Cleary and the Department of Damage Control to spy on Simon is a fun wrinkle that adds some extra tension to their shared journey. And it all pays off nicely in the end when Simon does finally reach the point where he has to choose between being a hero or simply playing one on the big screen.

Note: The remainder of this review gets into full spoilers for the final episode of Wonder Man!

Again, Wonder Man is a fairly low-stakes show as far as MCU series go. The two burning questions fueling the plot are “Will Simon and Trevor get their big break?” and “Will Trevor betray Simon for his own personal gain?” That all comes to a head nicely in the penultimate episode, “Kathy Friedman,” where the two newly minted stars have their friendship torpedoed by the titular, meddling reporter.

It’s interesting how writer/co-creator Andrew Guest opts to resolve that conflict in Episode 8, “Yucca Valley.” There, we get the pivotal sequence where Trevor opts to revive his Mandarin persona to take the blame for the explosion Simon caused at the studio. It’s a funny little development, but also a very fitting way of bringing the character full circle. He’s finally learned to take responsibility for his mistakes and use his most famous role for good. Trevor is hauled off to a DODC prison, and Simon gets to maintain his secret and enjoy being a movie star.

Upon first viewing, it’s a little strange seeing things resolve themselves so quickly into Episode 8, making what follows feel at first like an extended epilogue. It’s only very late in the game, when it becomes clear what Simon is up to with his sudden foray into method acting, that everything falls into place. Simon uses the power of acting to con his way into the DODC prison and break Trevor out. The bromance endures.

As odd as the structure of this episode is, this feels like a very necessary twist for Simon’s story. Up till that point, he had never truly succeeded in opening up and embracing that side of himself he worked so hard to suppress. Even when earning the Wonder Man role, he completely bungled the soul-baring improv challenge and only succeeded by virtue of reading his lines really, really well. The character needed to do something to show he’s finally at peace with himself and his powers, and that’s what we get in the final scene.

The nice thing is that the ending leaves the door completely open for more Wonder Man and his faithful sidekick, Trevor Slattery. What becomes of this dynamic duo? Does Simon make an honest go at being a superhero? Does he go back to the acting grind? Do he and Trevor become fugitives on the run? Do we get a more comics-accurate take on the character in Season 2? Who knows?

There’s no guarantee we’ll ever see these characters again in the MCU. But, then again, plenty of people thought the same thing about the post-Iron Man 3 Trevor Slattery or Tim Blake Nelson’s Samuel Sterns. You really never know with this shared universe.

I do wonder if Wonder Man will wind up setting the tone for the MCU going forward in one regard. The idea that the Department of Damage Control is aggressively rounding up rogue superhumans could be an important plot point. They may be having trouble filling their prisons now, but what happens when more mutants start appearing on the scene post-Secret Wars? Is this a taste of things to come? Food for thought.

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Save 46% Off the Anker Prime 27,650mAh Power Bank With 240W Max Output

Anker is offering a huge discount on one of its biggest and most powerful TSA-friendly travel-sized power banks. From now until February 1, you can pick up an Anker Prime 27,650mAh 250W USB Power Bank through Anker's official eBay store for just $98.99 with free shipping after a 46% off coupon code "ANKR26JANSALE". This is for a brand new, not used item. Anker's eBay store has nearly 270,000 feedback with a stellar 99.7% positive rating.

Anker Prime 27,650mAh 240W Power Bank for $98.99

The Anker Prime is a hefty power bank, measuring 6.4"x2"x2.2" and weighing in at 1.5lbs. It has two USB Type-C ports and one USB Type-A port. Each USB Type C port supports up to 140W of Power Delivery or a combined total of 240W (140W + 100W) if you're running both simultaneously. That's powerful enough to charge even the current Apple MacBook Pro 16" laptop, which accepts up to 140W of charging. In terms of gaming handhelds, the Steam Deck supports up to 38W of charging, the Asus ROG Ally X and Xbox Ally X up to 100W, and the Nintendo Switch up to 18W. Basically, that means the Anker Prime can easily charge all three gaming handhelds at their maximum rate. The USB Type-A port supports up to 65W, although it drops to 18W if you're using the other ports at the same time.

A 27,650mAh battery equates to a 99.5Whr capacity. An 80% power efficiency rating (which is about standard for power banks) gives you about 80Whr of available charge. That's enough juice to charge the Asus ROG Xbox Ally X, which has an 80Whr battery, from completely empty to completely full. Other handhelds can be charged more than once.

The Anker Prime is TSA-approved, but just barely.

TSA states that power banks must be under 100Whr in capacity for carry-on (check-in is not allowed under any circumstances). This Anker Prime is just barely under that at 99.5Whr, but that is the nominal rating and in real-world testing, it will always be below that. You might get checked simply because the Prime 27,650mAh is a hefty-looking power bank, but you shouldn't have any problems getting it cleared.

Eric Song is the IGN commerce manager in charge of finding the best gaming and tech deals every day. When Eric isn't hunting for deals for other people at work, he's hunting for deals for himself during his free time.

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The Wrecking Crew Review

The Wrecking Crew streams globally beginning Wednesday, January 28, on Prime Video.

Dave Bautista and Jason Momoa carry the weight of a buddy cop blow-'em-up on their formidable shoulders in director Ángel Manuel Soto's The Wrecking Crew - a slightly higher-grade action film that'll tease you with fresh concepts and funny banter while simultaneously deflating you with by-the-numbers tropes and twists. The Wrecking Crew leverages the combined beef of its two superhero leads for an '80s/'90s-style throwback adventure, but it's only half successful, and every joke that actually lands shines a sad spotlight on all the other lines that are flat and uninspired. It's a step forward, step backwards situation.

Momoa beams brightest here as the hot mess/bull-in-a-china-shop half-brother of disciplined, rigid Bautista, who feels a tad underserved with the straight-man role. Bautista's James is the Roger Murtaugh-type family man, if Roger was a decorated, dry Navy SEAL. Which makes sense as a counterpoint for Lobo-in-real-life Momoa, but it also makes the film feel unbalanced as Momoa's Johnny is given so much fun flare, numerous clever fight scenes, and the movie's best one-liners. It's no wonder that Vin Diesel, reportedly, allegedly, was rumored to resent Momoa for out-classing him in Fast X. The former Aquaman star oozes that rogue, rascally Riggs charisma that these types of movies need.

Bautista is no slouch, but he's very much the quiet(er) storm here. There are moments when the two find their squabbling sibling rhythm and the story comes alive, but again there are many recycled elements dragging the whole operation down - like the entire reveal of the villains and their nefarious scheme, which feels tacked on to the point of being incidental. And perhaps that's the point: keeping intact the rote action-movie building blocks. Adhering to the familiar mold even when more interesting elements loom large.

I'm giving The Wrecking Crew the benefit of the doubt, but truthfully writer Jonathan Tropper has given us much better pulp (Banshee, Warrior, Your Friends & Neighbors). That being said, there is a Yakuza fight scene near the beginning that feels like a rad reminder to rewatch Banshee. It's actually such a lively brawl that it makes you hopeful that the rest of the movie will match it, but only parts of it do.

Writer/director Shane Black helped pioneer the action-comedy mismatched-duo genre decades ago, but even he was able to grow the genre from his own foundations with the likes of Kiss Kiss Bang Bang and The Nice Guys. The Wrecking Crew doesn't need to be The Nice Guys, or even a meta-examination of the genre, but it does need a little more confidence to flex (which sounds silly, given the leads). Arguably though, the most important element here is the heroes and their specific dynamic and that, smartly, is The Wrecking Crew's strength.

The most important element here is the heroes and their specific dynamic and that, smartly, is The Wrecking Crew's strength.

Momoa's Johnny, an Oklahoma cop who just lost his job and gal (the invaluable Morena Baccarin) because he's an amusing garbage dump of a dude, returns to his Hawaiian home to attend the funeral of his deadbeat P.I. dad - who, unlike his cranky older bro James (Bautista), he knows was murdered. Johnny's homecoming is physically violent and emotionally tumultuous as he and James deal with their dad's last case, the dirt he dug up, and their own deeply harbored resentments toward each other.

Eventually, the mystery switches gears into a massive murderfest with tons of explosions and an uncomfortable amount of collateral damage. Once the dirty deeds are figured out and the brotherly bothers are sorted, The Wrecking Crew plays out in fairly predictable ways. You'll know who the traitor is. You'll have heard the villain's dialogue before in various other films. And you'll wonder why Johnny and James aren't immediately incarcerated after every incident. But also... you know, Momoa rips a guy's arm off. The Wrecking Crew contains multitudes.

This is a moderate recommendation, for those who may still be hunkered down at home this week, safe from the snow, and want a partially brainless blast to make things loud in your living room. It's what Siskel and Ebert would categorize as slight thumbs up. The Wrecking Crew has strong leads (advantage to Momoa) and fun support - like Baccarin, Jacob Batalon, and Frankie Adams - while also delivering on hyperviolence and spectacle. It's a shame that it's too by-the-book most of the time, with only flashes of inventiveness here and there.

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AU Deals: The Only Game Deals Today That Deserve Your Attention and Moolah

I have a pretty simple rule with sales now. If a discount does not meaningfully change how much I would enjoy a game, it does not matter. What you want is the moment where price and quality finally meet in the middle and quietly agree to stop wasting your time.

That is what this list is built around. Games that were already good, now cheap enough to recommend without qualifiers. Get some.

Contents

This Day in Gaming 🎂

In retro news, I'm celebrating the 26th bday of Gran Turismo 2, two PS One discs that I played the absolute scratch 'n' sniff off of. (For real—rubbing the label of my launch edition CD-ROMs would cause an "authentic pit stop smell" of petrol and oil.) Aromarrific gimmicks aside, GT2 was brilliant for more practical reasons, like more cars (650) and more tracks (27 plus rallying). Also, due to this being the first GT to include real-life courses, this is the first time I fell in love[/hate] with Laguna Seca's corkscrew. God, how I loved getting awkwardly airborne off it in a Suzuki V6 Escudo.

Aussie birthdays for notable games.

- Gran Turismo 2 (PS) 2000. eBay

- Dead Space: Extraction (PS3) 2011. eBay

Nice Savings for Nintendo Switch

  • Crash Bandicoot N. Sane Trilogy (-34%) A$45.90 Still cruel, still precise, still capable of making adults yell at a cartoon marsupial. A remake that proudly refuses to go easy on you.
  • Undertale (-34%) A$15.10 Looks like a joke, plays like a trap. You will laugh, then feel personally attacked by a skeleton with boundary issues.
  • BioShock: The Col. (-61%) A$35.00 Three classics, zero filler. Still smarter than most shooters, still asking questions other games dodge entirely.
  • Super Mario RPG (-14%) A$69 Short, charming, and paced like Nintendo actually respects your time. Mario with jokes that still land.
  • Mario + Rabbids Sparks of Hope (-39%) A$49 Tactical combat so good it makes you forgive the Rabbids. Almost. Genuinely clever systems under the chaos.

Or gift a Nintendo eShop Card.

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Exciting Bargains for Xbox

  • Monster Hunter Wilds (-64%) A$41.30 Absurd monsters, spreadsheets worth of systems, and combat that makes every win feel earned. Still Capcom at full power.
  • Star Wars Jedi: Survivor (-64%) A$40 Big swings, some misses, but when it works it really works. Lightsaber combat with actual weight and intent.
  • Diablo IV (-73%) A$30 The rare live game that eventually found its footing. Excellent campaign, less nonsense, much easier to recommend now.
  • Dead Space (-57%) A$47 A horror remake that understood the assignment. Scarier, cleaner, and still deeply unpleasant in the right ways.
  • Sonic Frontiers (-76%) A$24.40 Messy ideas, genuine ambition, and the most interesting Sonic has been in years. Rough edges included.

Xbox One

  • Shovel Knight: Treasure Trove (-59%) A$23.90 Pixel art perfection with controls that never lie to you. Every expansion is better than it has any right to be.
  • Mass Effect Leg. Ed. (-69%) A$31 Still the benchmark for squad based storytelling. You will replay it saying you will make different choices. You will not.
  • Final Fantasy XII The Zodiac Age (-49%) A$40.70 Political fantasy with MMO bones and phenomenal systems. Not loud, not flashy, but quietly brilliant.

Or just invest in an Xbox Card.

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Pure Scores for PlayStation

  • Unicorn Overlord (-42%) A$55 Strategy so detailed it borders on indulgent. Every animation screams hand crafted obsession.
  • Tales of Arise (-69%) A$30.80 Flashy combat, strong party chemistry, and a story that mostly earns its emotional beats.
  • Spyro Reignited Trilogy (-65%) A$24.40 Bright, breezy platforming that never overstays its welcome. Comfort gaming done right.
  • EA Sports FC 24 (-74%) A$28.20 Incremental, familiar, but still the best feeling football on a controller. At this price, complaints soften quickly.
  • One Piece Odyssey (-61%) A$39 Slower than the anime, but packed with affection. Fans will spot the love immediately.

PS4

  • Persona 5 Royal (-52%) A$48 Style for days, music for weeks, and a calendar system that owns your life if you let it.
  • Street Fighter 30th Ann. Col. (-67%) A$13.10 A playable history lesson. Messy menus, priceless content.
  • Little Nightmares II (-67%) A$13.10 Creepy without cheap scares. Childhood fear distilled into platforming form.

Or purchase a PS Store Card.

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Purchase Cheap for PC

Or just get a Steam Wallet Card

Legit LEGO Deals

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Adam Mathew is a passionate connoisseur, a lifelong game critic, and an Aussie deals wrangler who genuinely wants to hook you up with stuff that's worth playing (but also cheap). He plays practically everything, sometimes on YouTube.

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