Just a few weeks ago, Capcom's next shooter, Pragmata, received a lengthy gameplay showcase during a Nintendo Direct, followed by the announcement of an April 24th release date for all platforms. Now, Capcom has decided to release the game a little earlier, bringing the release date forward.
Pragmata will no longer release on April 24th like originally planned. Instead, the game will now arrive a week earlier, on April 17th, for all platforms including PC, PS5, Switch 2 and Xbox Series X/S.
Pragmata stars Hugh Williams, who has been tasked with investigating a lunar research station. As you might expect, things don't go to plan and he ends up injured. In an effort to figure out what is going on and return home safely, he teams up with an Android, Diana, to take down dangerous AI-controlled security bots.
The combat involves a mix of hacking mini games and shooting, with different hacks giving different buffs so you can take down enemies faster, or take down even bigger bosses.
KitGuru Says: Are any of you planning on picking up Pragmata?
Microsoft has quietly announced its next-generation Xbox console, teasing exactly what we've been hearing for months in rumours – that it will be a PC hybrid with the ability to play Windows games.
Project Helix is the official codename for the next generation Xbox, following up from Project Scorpio (Xbox One X) and Project Scarlet (Xbox Series X/S). The new console will “lead in performance and play your Xbox and PC games” according to Microsoft.
Unfortunately, we do not yet have a look at the console, its technical specs, or official details about the new custom AMD chip powering it. However, this does mark the first major Xbox announcement from Microsoft under new CEO, Asha Sharma, who took over from Phil Spencer in February.
The next Xbox console is still targeting a 2027 launch, amid a growing memory and storage shortage. This current shortage is believed to be behind a delay for Sony's next console, the PS6, so it looks like Microsoft is hoping to beat them to market by pushing ahead with new hardware anyway.
KitGuru Says: With the next Xbox becoming a PC and devices like the Steam Machine and Steam Deck gaining popularity, it is starting to make sense why Sony suddenly wants to stop shipping its single-player games on PC.
Cyberattacks on companies are increasingly shifting from direct attacks on individual organizations to complex attacks on digital supply chains. Instead of targeting a single infrastructure, attackers are increasingly using shared software components, platforms, or service providers as entry points to simultaneously reach a large number of downstream systems. An analysis by cybersecurity company Group-IB shows […]
Sometimes a driver is just a driver. Sometimes it’s a little lesson in how quickly a seemingly routine update can turn into a performance debacle. That’s exactly what happened recently with NVIDIA, specifically with Resident Evil Requiem and a whole series of GeForce drivers that caused each other more problems than they were supposed to […]
Semiconductor and IP provider Rambus has unveiled a new memory controller for the upcoming HBM4E standard. The solution is primarily aimed at future AI accelerators, high-performance computers, and modern GPUs, which require ever-increasing memory bandwidths. According to the manufacturer, the new controller represents a significant leap in performance over previous implementations and is set to […]
Intel Foundry is expected to break even in 2027. Not to “get rich” or “scare TSMC,” but simply to stop treating every quarterly financial statement like a burst pipe. And suddenly, this goal seems less like investor theater and more like a plan that, at least on paper, has a chance of success. The triggers […]
Apple is expanding its Mac portfolio with a new entry-level model. With the MacBook Neo, the manufacturer is launching its first significantly more affordable Mac laptop, which also features several unusual design choices. The new computer combines a colorful design with iPhone technology inside, clearly targeting price-conscious buyers, students, and first-time users. The MacBook Neo […]
Introduction and Unboxing With the GMMK PRO 3 HE, Glorious expands its portfolio with a magnetic Hall effect keyboard that is clearly aimed at ambitious gamers and individualists. The compact layout meets a CNC-milled aluminum case, while modern magnetic switches inside ensure particularly precise and freely configurable actuation points. Instead of classic mechanical contacts, Hall […]
Microsoft's new CEO of Gaming and head of Xbox, Asha Sharma, shared the first concrete details about the company's next-generation game console, essentially confirming reports that it will be a hybrid system of sorts, focusing on both console and PC gaming. She also teased a major performance uplift and, in the process, may have taken a shot
As the buildout of AI infrastructure continues, the availability of everything from DRAM to hard drives has been affected, but Seagate may have an answer. As data-intensive AI generated video becomes more common, massive storage arrays are required, which are often cost prohibitive with solid state storage. Seagate is looking address those
We've already reported a few times on SOCAMM2 memory, so if you're not familiar, check out one or all of these stories. The last of those links goes to a story about Micron sampling 192GB SOCAMM2 modules. Well, as you've already read in the headline, the US memory firm is now able to make 256GB SOCAMM2 modules thanks to new 32-Gigabit LPDDR5
LastPass is informing users of an active phishing campaign that started at the beginning of this month, which spoofs official LastPass emails and directs users to a false login page. While directing to a false login page is a common phishing tactic, this new LastPass scam adds an additional layer of deception by creating entire fake email
The Asustor AS1202T is a budget friendly NAS that delivers surprisingly good storage performance while being quiet and power efficient. It does have some interesting quirks though and it might also be a sign of things to come considering component pricing trends.
Launching in Early Access today on Quest, Peak Rhythm seeks to refresh the rhythm genre with pulse-pounding music set against a unique climbing mechanic.
To say I like Rhythm games is a cosmic understatement.
I've poured thousands of hours into the genre. I helped localize the English release of the Dreamcast cult classic Cool Cool Toon, and spent nine months hounding Masaya Matsuura, creator of PaRappa the Rapper, for an interview. When I had the opportunity to speak with Shawn Layden, former President of Sony Interactive Entertainment America, all we talked about was Vib Ribbon.
There's no other way to say it. I am obsessed with rhythm games.
So when I say that Peak Rhythm is a very good musical rhythm game, you've simply got to trust me.
The Facts
What is it?: Musical rhythm game in VR, where you climb to the beat. Platforms: Meta Quest (reviewed on Quest 3S) Release Date: March 5, 2026 Developer: Zeitlos Interactive Publisher: Impact Inked Price:$12.99
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It's the Climb
As is typical of many rhythm games, the gameplay hook behind Peak Rhythm is somewhat hard to describe. Despite the developers' somewhat obtuse explanation that Peak Rhythm is "a VR rhythm-climbing game where music drives momentum," I wasn't really sure what to expect. Once I'd spent a few minutes in the game, however, it all began to make sense.
The simplest way to describe Peak Rhythm is to say it's a game in which you climb in time with the music. You begin each stage standing face to face with a bare climbing wall, upon which handholds appear at various times and in various places. These handholds are color-coded, and surrounded by a ring which closes in time with elements of the game's music. The goal of Peak Rhythm is to grab the various handholds with the appropriate hand at exactly the right time (when the ring finishes closing).
Pink handholds are meant to be grabbed with your pink (left) hand, while green handholds are meant to be grabbed with your green (right) hand. Handholds may appear above, below, or to your sides, and on more advanced stages, reaching them may require complicated crossovers, leaps, or drops. Blue handholds can be grabbed with either hand, and it's important to be mindful of what handhold is coming next, after the blue one, so that you have the appropriate hand available when needed.
Grabbing a handhold with the wrong hand or with criminally poor timing will cause you to fall off the climbing wall onto a platform that follows closely beneath (think of it as a rope that doesn't allow you to fall too far). When this happens, you have to scramble your way back up the wall and grab the next available handhold. The music never stops, so getting back into the groove as quickly as possible is important.
Special handholds also exist to spice things up. There's a twist mechanic, in which certain handholds require rotation in time with the music. It's an interesting wrinkle that feels much better in practice than I expected.
The goal of each stage is to grab the handholds at the right time with the correct hand, to scramble yourself along the wall in time with the music. The better you do, the higher you climb in both the game world and on the game's leaderboards.
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More Than a Feeling
With music and rhythm games, especially in VR, it's all about feeling. How does the game make you feel? Does the action match with the rhythm? Do you feel like you're experiencing the music in a meaningful way, and does the gameplay support this?
When I saw Peak Rhythm's first gameplay trailer, I had doubts. I couldn't imagine how effectively what I was seeing would translate to a gameplay experience. To be honest, I thought it looked tiresome. By the end of my first climb, I realized I had been wrong.
Peak Rhythm's gameplay is tight and refined, distilled down to an essential core that feels perfect. The act of lifting and placing your hands to the beat of a song is intuitive and instantly rewarding. The songs are well-designed to complement the gameplay, which is intelligently balanced and consistently interesting. There's an intangible element here which exists in all of the best rhythm games, which allows you to ebb into and out of a sort of flow state, where the music and gameplay becomes so well-linked that playing the game feels the same as listening to a great album.
The built-in soundtrack features original tracks spanning several genres, including drum & bass, dubstep, and house, with tracks from FEISTLING, Killin' Void, Ion Diary, and funiel, and while I admittedly hadn't heard of these artists prior to my time with Peak Rhythm, their tunes are consistently great and the entire set list suits the game perfectly.
On top of all that, Peak Rhythm will get you moving. We're not talking about Beat Saber levels of activity, but you will burn a few calories, and that's at least a happy side-effect of playing a fun game.
In addition to the game's native tracks, Zeitlos Interactive has also developed a beatmap editor with which users can create their own custom stages using their own music files.
This feature immediately puts me in mind of Sony's Vib Ribbon, which I previously mentioned, a PlayStation game released in 1999 that invented and patented a method for creating custom levels based on the audio files from any CD that the player might insert into the system. While that now-ancient PlayStation game could automatically generate levels from any music file on its own, Peak Rhythm's custom song system relies on human users to do the work of creating a beatmap and custom stage.
Still, user-generated content hypothetically gives the game near-infinite replayability, plus a sort of custom soundtrack perfectly suited to each players' unique taste.
The developers have let me know that "the custom song feature works through a standalone desktop app." And while this hasn't been published during my pre-release play period, I'm told it should be available at launch, and that a "work-in-progress version is currently circulating within Impact Labs (QA and playtesting)."
Screenshot of Peak Rhythm's custom level maker desktop app.
Comfort
Peak Rhythm is playable in sitting, standing, and room scale configuration. In addition, there are numerous options for audio levels, comfort, and accessibility, including input adjustments, and selectable offset for player height.
Trouble
All that said, no game is perfect and Peak Rhythm is no exception. The visuals are uninspired. While this graphical simplicity makes the rhythm gameplay more legible, I can't help but be disappointed by the general lack of visual interest present in the immediate environment, in the backgrounds, in the central starting hub and menus... essentially, everywhere.
We're supposed to be climbing a skyscraper at night. This should be the coolest looking thing I've ever seen. But as it exists today, it's bland.
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And while the soundtrack is great, as mentioned, it's still quite limited. This can be forgiven, perhaps, on account of the game's Early Access status and its allowance for custom songs. But I'm reaching. There simply needs to be more music in this musical rhythm game.
Lastly, there's no multiplayer. While a multiplayer mode is planned for an upcoming update "shortly after launch," I can't review features that don't yet exist, nor do I know what shape the game's multiplayer will take. For now, the omission is a notable strike.
It's the End of the Review As We Know It (And I Feel Fine)
On balance, Peak Rhythm is a very good game, and with further development beyond its Early Access period, it could easily become a great one. The team's planned roadmap is ambitious. We'll just have to see how closely and quickly they stick to it.
After spending a few days scrambling up its skyscrapers, leaping, reaching, and scampering along with its eclectic (though limited) soundtrack thumping in my ears, Peak Rhythm feels like a favorite album, a game that I'll return to again and again.
Peak Rhythm is out now in Early Access on Quest for $12.99.
UploadVR uses a 5-Star rating system for our game reviews – you can read a breakdown of each star rating in our review guidelines.
The built-for-Quest puzzle game allows players to piece together full-scale fossils of iconic dinosaurs.
Le Dino Labo is a mixed reality puzzle builder in which players reconstruct fossils of dinosaur skeletons bone by bone. The game uses full hand tracking interaction, allowing fragments of iconic dinosaurs to be examined, rotated, and assembled into complete creatures all within the player's real-world environment. When a dinosaur is completed, it springs to true life size, driving home the sheer enormity of these ancient creatures.
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The base game is available now and includes five dinosaurs: Tyrannosaurus Rex, Spinosaurus, Parasaurolophus, Styracosaurus, and the airborne Pteranodon.
In addition to today's release, the game's developers have announced an upcoming DLC, "Jurassic Giants," which includes three species from the Jurassic era, and a roadmap for future updates that includes new themed packs, deeper skeletal manipulation, enhanced environmental integration, and more.
Current rumors indicate that the NVIDIA GeForce RTX 3060 may be due for an imminent restock. Considering the effect the current DRAM shortage is having on the market, such a move would be very welcome to budget PC gamers.
The GeForce RTX 3060 may not be ideal for cutting-edge titles at ultra high settings, but it does still have support
Barring any special offers in the future, your current device's trade-in value will never be worth more than it is right now. The reason this matters is because Samsung has launched its Galaxy S26 series and is offering a free upgrade from 256GB to 512GB of storage when you preorder one, saving your $200 right off the bat. On top of that,
The global PC-based GPU market reached a massive 756 million units in the fourth quarter of 2025, even as the industry prepares for what analysts describe as “rough sailing” in the year ahead. While the total installed base is projected to grow to 2,867 million units by 2029, the current climate is marked by significant volatility. Year-to-year total GPU shipments across all platforms decreased by 3.3%, with the notebook segment taking the hardest hit, down 5.2%. On the other hand, desktop graphics saw a modest 1.1% increase.
According to JPR, the quarter's most striking movement came from the shifting balance of power between the “Big Three” silicon giants. AMD emerged as the clear winner in terms of momentum, growing its overall GPU market share by 2.6% from the previous quarter. This growth was mirrored in the CPU space, where AMD shipments surged by 11%. In contrast, Intel saw its GPU share dip by 1.2%, and its CPU shipments fall by 1.1%, while Nvidia experienced a 1.4% decline in GPU market share. Despite this dip, the green team remains the only supplier forecasting a strong upcoming quarter, though notably, that optimism is anchored almost entirely in the AI sector rather than consumer gaming.
Looking ahead, the outlook remains clouded by a combination of geopolitical and economic stressors. JPR points to a “perfect storm” of rising memory prices, fluctuating tariffs, and the impact of the newly launched Middle East conflict as primary drivers of instability. While the 10-year average for fourth-quarter growth is typically around 4.7%, this quarter fell short of that benchmark. Market forecasters now warn that the total PC market could decline by as much as 10% in 2026, as memory availability continues to tighten and consumer purchasing power is squeezed by global inflation.
The long-term forecast remains cautiously optimistic, with GPU shipments expected to grow at a compound annual rate of 2.4% over the next four years. Another interesting bit is the projected penetration of discrete GPUs (dGPUs), which is expected to hold at 25% of the PC market through 2029. This suggests that while integrated graphics continue to serve the bulk of the mobile and office segments, the demand for dedicated gaming and workstation hardware remains a stable pillar of the industry, even as manufacturers navigate the logistical nightmare of a transitioning global economy.
KitGuru says: Have your plans to upgrade been put on hold due to current pricing issues?
Nvidia is reportedly preparing a new variant of the GeForce RTX 5050, which will feature an unconventional 9GB memory capacity. According to the report, this new model is designed to sit alongside the existing 8 GB version, offering a slight bump in both VRAM and speed.
As per MEGAsizeGPU's post, while the original 8GB model uses 20Gbps GDDR6 memory on a 128-bit bus, this newer 9GB variant will shift to faster 28Gbps GDDR7 modules. Despite moving to a narrower 96-bit memory bus, the higher clock speeds of the GDDR7 memory result in a total bandwidth of 336GB/s, a roughly 5% improvement over the 8GB model's 320GB/s.
The core specifications for the RTX 5050 9GB are expected to remain consistent with the original model. It will likely leverage the GB207 GPU, which is the smallest die in the Blackwell family. This chip is expected to feature 2,560 CUDA cores and a 130W TDP, making it a prime candidate for compact builds and systems with standard PSUs.
Beyond the 5050, the MEGAsizeGPU also stated that Nvidia will change the GPU die for the GeForce RTX 5060. Due to a reported shortage of GB206 chips used to produce the RTX 5060 Ti, Nvidia is reportedly allowing board partners to use defective GB205 dies (the same as the ones used for the RTX 5070) for standard RTX 5060 production.
KitGuru says: The move to 9GB is an oddity in GPU history – if this proves to be true that is. We've seen plenty of rumours about Nvidia GPUs with odd amounts of memory over the past few generations and they have rarely panned out.
Bungie's Marathon has officially launched today, marking a new beginning for the studio as it branches out into handling multiple live-service games simultaneously. While much of Destiny 2's monetisation was built around FOMO with expiring season passes and limited-time items, Marathon will be going in a different direction.
Bungie has detailed more about its post-launch plans for Marathon. For starters, all seasonal gameplay content will be free for all players. If you want the cosmetics from the premium rewards pass, then you will have all the time in the world to earn them, as rewards passes will not expire and previous seasonal passes will remain purchasable.
This means that you can pick and choose your rewards in a similar fashion to Helldivers 2, or Halo Infinite. Bungie also says there will be no ‘pay for power' elements in the game, which is pretty important for a competitive PvP title.
The in-game premium currency for Marathon, LUX, can also only be used on cosmetic items, with no gameplay items to be purchasable. If you want the high value items, you will have to earn your normal in-game credits the old-fashioned way.
KitGuru Says: Marathon has managed to become the top-selling game on Steam this week following its server slam weekend. Now we'll have to wait and see how it stacks up against the likes of Tarkov and Arc Raiders.
A few months ago, Arrowhead officially began rolling out a beta version of a new build of Helldivers 2 for PC, one that dramatically shrunk the storage space required to install the game. Now after monitoring user feedback, Arrowhead is officially retiring the original, bloated build of the game.
With the new slim build of the game, the install size of Helldivers 2 was reduced by a massive 85 percent, going from 85GB to just under 24GB. The original build of the game contained a ton of duplicated assets, implemented with the goal of improving the game's performance on holder mechanical hard drives. However, in practise, this wasn't providing any meaningful benefit for players. After figuring all of this out, Arrowhead worked with Sony's PC specialist studio, Nixxes, to remove the duplicated assets and create the new, slim build of the game.
Speaking on the decision to fully move over to the slim build, Arrowhead said: “After extensive testing of our ‘slim' build, weeks of your input and stress testing including a great influx of new and returning players in the ‘Machinery of Oppression’ major update, we are confident that players are having a great experience playing Helldivers 2 on the smaller build.”
As a result, the ‘large' build of Helldivers 2 will be going away as part of the game's next major content update, arriving on March 17th. Once the change has been implemented, you will automatically download the 23GB version of the game, without having to jump into your Steam settings to opt in to the beta.
KitGuru Says: Helldivers 2 went from being a game that I would have to uninstall from time to time, to now being small enough to sit on my system indefinitely. More developers should really put more thought into smaller install sizes, as storage requirements across the industry have gone out of control.
The next wave of games for GeForce Now have been announced, including a teaser for what's ahead over the rest of March. In total, this month will see 13 new day-one games joining GeForce Now.
There are a few headline releases this week, including the likes of Slay the Spire 2, Legacy of Kain: Defiance Remastered and the newly available Game Pass version of Kingdom Come Deliverance 2. Ahead of the release of Death Stranding 2, Nvidia is also bringing Death Stranding: Director's Cut over to the RTX 5080-powered servers.
Here is the full list of games joining GeForce Now this week:
Kingdom Come: Deliverance II (New release on Xbox, available on Game Pass, March 3, GeForce RTX 5080-ready)
Legacy of Kain: Defiance Remastered (New release on Steam, available March 3)
Esoteric Ebb (New release on Steam, available March 3)
The Legend of Khiimori (New release on Steam, available March 3, GeForce RTX 5080-ready)
Slay the Spire 2 (New release on Steam, available March 5)
Docked (New release on Steam, available March 5)
Death Stranding Director’s Cut (Steam, GeForce RTX 5080-ready)
LORT (Steam)
Later in the month, new games like Legacy of Kain: Ascendance, Subliminal, Crimson Desert and John Carpenter's Toxic Commando will all arrive day-one on GeForce Now servers.
KitGuru Says: What do you think of this week's GeForce Now lineup?
Seagate has begun shipping its next-generation 44TB hard drives to major hyperscale cloud providers. These drives are the first to use the Mozaic 4+ platform, which leverages Heat-Assisted Magnetic Recording (HAMR) technology to achieve record-breaking storage densities. By using a nanoscale laser to heat the recording medium during writes, Seagate can pack 4.4TB of data per platter, reaching a total of 44TB in a standard 10-platter configuration.
Unlike older density-increasing methods like Shingled Magnetic Recording (SMR), HAMR does not rely on overlapping tracks. This allows the 44TB drives to maintain predictable performance under mixed read/write workloads, a critical requirement for modern data centres. While official performance specs haven't been finalised, considering Seagate's current 30+ TB drives can achieve speeds of 270MB/s, we assume a similar level of performance.
The jump to 44TB provides massive logistical advantages for enterprise users. Seagate claims that deploying these high-density drives can improve infrastructure efficiency by 47% compared to using older 30TB models. Taking an exabyte-scale deployment as an example, the new drives reduce the data centre footprint by roughly 100 square feet (9.29 m²) and decrease annual energy consumption by approximately 0.8 million kWh.
This launch places Seagate ahead of its primary competitor, Western Digital, which is currently aiming to ship 40TB units in H2 2026. Looking further ahead, Seagate's Mozaic roadmap targets an evolution to 10TB per platter, with the goal of producing 100TB hard drives by 2030.
KitGuru says: If you're a home user, don't expect to see these in your local shop anytime soon, but your cloud backups are likely about to get a lot more room to breathe.
Emil Pagliarulo has worked on a lot of the games you loved over the years, including Thief II: The Metal Age, Oblivion and Fallout 3. It is that last one that…