Stellar Blade, the action game where if you squint it will look like Nier: Automata, is finally coming to PC on June 11.
Actually, you don’t even have to squint to make it look like Nier: Automata because the DLC that lets main character Eve wear 2B’s outfit comes with it. It’s a complete edition, after all, so everything PlayStation 5 players got a year ago will be included, like the Nikke DLC and whatever other jiggly outfits were released for Eve.
If you pre-order it, however, you can get something even more ridiculous: ear armor. At least that’s what the trailer calls it. It’s a curved piece of metal that will protect Eve’s precious ears from the sci-fi horrors of Stellar Blade. Horse armor was so 2006—we live in an ear armor era now.
Given that this is a third-person action game, I’m not sure about the value of a handful of pixels on an ear versus, you know, a whole outfit, but I guess there had to be something to convince you to pay for it early. The only use I can think of is the game’s photo mode, which makes the other pre-order bonus, a pair of glasses, make a little more sense. The selfies will go wild.
The PC release will support Nvidia DLSS 4 and AMD FSR 3 upscaling and will let you fully unlock the frame rate. It’ll also support 21:9 ultrawide and 32:9 super ultrawide resolutions. You won’t need beefy hardware to run it either, according to the PC requirements. Anyone with a Nvidia GeForce GTX 1060 or newer will be fine.
(Image credit: Shift Up)
There’s a new boss to fight and an outfit to earn from it, and fully-supported Chinese and Japanese voiceovers and facial animations for the cutscenes.
You will also be investing in what will probably be a very popular game for modders, if you’re into that sort of thing. (I will be like Wes and will avoid the NexusMods page at all costs.)
https://gamingarmyunited.com/wp-content/uploads/2025/05/1747335391_Stellar-Blade-comes-to-PC-next-month-with-new-armor.jpg10801920Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2025-05-15 19:51:112025-05-15 19:51:11Stellar Blade comes to PC next month with new armor to cover up Eve’s woefully exposed ears
Ransomware is already a horrible blight on the tech world. These insidious programs are specifically designed to hold your computer and its data hostage. Criminal hackers and the likes will then use this to extort money or further information from the victims. Of course security protections against things like ransomware are always being worked on, but that’s because ransomware also continues to develop in more complex and terrifying ways.
Some of the latest developments in ransomware are all around microcode found on CPUs. This is the code just one step up from the hardware that tells the processor how to function and order its tasks. Ideally microcode shouldn’t be touched, let alone altered by anyone other than the manufacturer, but in recent days we’re seeing that this isn’t the case anymore.
Recently we saw a BIOS exploit reveal the potential for editing AMD’s microcode in some of its older CPUs. Now, inspired by these kinds of developments, Security researcher and Rapid7 analyst, Christiaan Beek, has come up with a way to hijack microcode updates and use them to install ransomware onto your central processor.
“Coming from a background in firmware security, I was like, woah, I think I can write some CPU ransomware,” Beek told The Register.
And apparently Beek has done just that. While for the good of everyone they’re not planning to release the ransomware to the public, Beek claims to have successfully created a ransomware that hides in a CPU processor.
“Of course, we won’t release that, but it’s fascinating, right?” says Beek. “Ransomware at the CPU level, microcode alteration, and if you are in the CPU or the firmware, you will bypass every freaking traditional technology we have out there.”
The thing with ransomware installed directly into the microcode of a CPU is that it bypasses most aspects of security we already have set up. In previous examples, such as the AMD exploit, you’d also require access to the machine, but of course Beek is keeping tight-lipped on those details.
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He seems rightly more worried that we are still even having to deal with things like ransomware in the capacity that we do. As most cybersecurity folk will tell you, our cyber hygiene is pretty disgusting, and most problems are caused by user error or inaction.
“We should not be talking about ransomware in 2025—and that fault falls on everyone: the vendors, the end users, cyber insurers,” says Beek. “Twelve years later, we’re still fighting the battle,” he says, “while we’re still seeing a lot of technological evolution, everybody’s shouting agentic, AI, ML. And if we’re bloody honest, we still haven’t fixed our foundations.”
https://gamingarmyunited.com/wp-content/uploads/2025/05/1747299325_It-sounds-like-a-six-word-horror-story-but-Ransomware-running.jpg10801920Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2025-05-15 06:38:452025-05-15 06:38:45It sounds like a six-word horror story, but ‘Ransomware running directly from your CPU’ is now a real thing
The history of Star Wars is the history of visual effects. For decades, Lucasfilm and its effects division Industrial Light & Magic have—through innovations in camera technology, miniature techniques, practical effects, and computer-generated imagery—charted the course of Hollywood film production, establishing a visual canon that resonates so strongly with its fans that many of them idolize a guy who hacked up a bunch of younglings with a laser sword purely because of how cool his armor looks.
To celebrate that legacy of cutting-edge craftsmanship, former ILM chief creative officer and current senior vice president of creative innovation at Lucasfilm Rob Bredow got on a TED stage in April to share a vision of what he called “a new era of technology” (via 404 Media). That vision was a two-minute AI-generated video of blue lions and chimpanzees with zebra stripes, not to mention the ungodly outcome of snail and peacock interbreeding.
Star Wars Changed Visual Effects — AI Is Doing It Again | Rob Bredow | TED – YouTube
Bredow began his talk with a summary of ILM’s history, founded 50 years ago to “solve the visual storytelling challenges” in Star Wars. As Bredow describes it, ILM’s success came from artists and engineers working in tandem, blending aesthetic sensibility with technical innovation. He shared anecdotes from the production histories of Jurassic Park, Indiana Jones, and the Mandalorian—moments where artists elevated what could be achieved with new technology, rather than be replaced by it.
I can safely say that if I sent a probe down to a Star Wars planet and got back images of alligator heads crudely spliced onto turtle bodies, I’d be pretty bummed.
“That’s blending the old and new—how tech and creativity working hand in hand create things we just love,” Bredow said. “So what happens when you put the latest AI tools in the hands of talented artists, both to see how good these tools are these days, and what does it do to our artists’ imagination?”
Unfortunately, I don’t think tech and creativity were particularly aligned on this one.
Bredow then moved on to his premiere of Star Wars: Field Guide, a short film created by an ILM artist over the course of two weeks using AI generation to “explore what it would feel like if you sent a probe droid out to a brand new Star Wars planet.” And I can safely say that if I sent a probe down to a Star Wars planet and got back images of alligator heads crudely spliced onto turtle bodies, I’d be pretty bummed.
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(Image credit: TED/Lucasfilm)
(Image credit: TED/Lucasfilm)
(Image credit: TED/Lucasfilm)
(Image credit: TED/Lucasfilm)
(Image credit: TED/Lucasfilm)
Field Guide is, to be frank, embarrassing. Despite the triumphant Star Wars score, ILM’s foray into AI generation didn’t produce anything remotely compelling—or even particularly alien. It made a mostly normal sloth with bits of rock sticking out of its fur. It put a peacock head on a snail. There’s a bear with tiger stripes. There’s a blue gazelle, and also a blue lion, and a pink iguana, and a couple walruses with octopus bits stuck on there, and none of it makes me feel anything because why would I care about a barely-fake creature—essentially just two existing animals smushed together—which nobody bothered to make themselves?
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“It’s pretty fun to see artist expression leveraging the latest new tools,” Bredow said as the film ended to perhaps the most generous applause anyone has ever given, and I have to ask: Is it? The AI-generated imagery doesn’t have any glaring errors, but what was fun here? What’s being expressed by a person typing “what if a hyena had an ape’s face” for two weeks?
(Image credit: YouTube)
Bredow closed out his talk as though he had illustrated a point—that his two minutes of animated creature collage is a stepping stone towards, as he said, “that next Star Destroyer moment that’s going to light up screens around the world.”
https://gamingarmyunited.com/wp-content/uploads/2025/05/1747263330_Lucasfilm-declares-creative-bankruptcy-with-an-AI-generated-Star-Wars-film.png10801920Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2025-05-14 23:37:122025-05-14 23:37:12Lucasfilm declares creative bankruptcy with an AI-generated Star Wars film that’s just 2 minutes of mostly-normal animals jumbled together
After being first announced in April 2024, Tales of the Shire has already made quite a name for itself in the cozy gaming space even a few months away from its scheduled release. Within that year and a bit, we’ve seen a handful of trailers and videos that give us a brief look into the life of a hobbit.
Things like cooking, decorating, and foraging have all been spotlighted across the videos shared to social media by Weta Workshop, making us more prepared than ever to start our new life in Bywater. If you want a little more insight though, here’s everything you need to know before you take on your career as a hobbit, alongside when the game will release.
Tales of the Shire release date
Tales of the Shire will be released on Tuesday, July 29, 2025. across all platforms too, so no one will have to wait around for their turn at being a hobbit.
Originally, Tales of the Shire was scheduled to be released toward the end of 2024, but it was met with a handful of delays. In a statement published to social media in February, Weta Workshop explained that “a lot more work is going to need to be done between now and its launch.”
Tales of the Shire trailers
Tales of the Shire | Official Announcement Trailer – YouTube
Outside of an initial announcement trailer, followed by a separate release date reveal, Tales of the Shire hasn’t had a huge amount of trailers. With that said, there have been a number of “inside look” videos and shorts shared to social media and the Tales of the Shire YouTube channel.
These videos give a better look at what to actually expect from the game, alongside Bywater as a whole, and have often featured the team behind the game explaining mechanics or elements of the game in more detail. We’ve already had videos about foraging, cooking, decorating, and hosting dinner parties. All of which seem to be core mechanics in the game.
The Fellowship Behind Tales of the Shire | Inside Look – YouTube
The most recent “Inside Look” uploaded to YouTube talks about multiple features of the game, like the work that’s gone into character creation so players can make the most accurate hobbit version of themselves, the wayfinding system, and explains the introduction to the game. Most importantly, a whole section of the video is dedicated to decorating your hobbit hole and the reasoning behind the decision to make it as open as possible, so you can decorate every possible inch of your home in Bywater.
Tales of the Shire gameplay
A lot of the content in Tales of the Shire is made up of traditional life-sim elements like farming, foraging, fishing, and decorating your own hobbit hole. But, to keep you on your toes, you’ll also complete quests for the hobbits around Bywater to progress through a very laid-back story.
Rather than these quests sending you on epic quests to slay dragons and take down monstrous spiders, you can expect to run between locations delivering items to hobbits and lending a helping hand where needed. Basically, your main aim in Tales of the Shire is to develop a comfortable and relaxing life as a hobbit, so as you can imagine the story is by no means intense.
Cooking also plays a huge role in the game, which is unsurprising given how much hobbits eat. With the ingredients you’ve foraged and farmed you’ll have the opportunity to invite your fellow hobbits over for a meal too. This will help you develop and maintain friendships with any character you want to, rather than relying on some sort of gifting mechanic which so many other life sims are keen on.
From what we’ve seen in trailers, customization is another significant part of the experience. Your entire house, or hole, can be decorated from ceiling to floor with whatever aesthetic you fancy. This was designed to help players “express themselves within the game” according to UX designer Jordan Peat. Weta Workshop shared in an “inside look” video for the game that decorating features a grid-free approach, meaning you can place furniture and items around your house wherever you want for that ultimate cozy experience Tales of the Shire promises.
https://gamingarmyunited.com/wp-content/uploads/2025/05/1747227199_Tales-of-the-Shire-everything-we-know-about-the-cozy-scaled.jpg14402560Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2025-05-14 12:44:262025-05-14 12:44:26Tales of the Shire: everything we know about the cozy hobbit life sim
Most PC users can agree that as Windows progresses, Microsoft forces more integration with its other products and services onto the user. One of the worst culprits for this has to be OneDrive, Microsoft’s cloud storage service, which Windows basically tricks people into using on install. While normally just frustrating for consumers, this could become a huge security risk when Microsoft’s planned June update goes ahead.
The update, spotted by Techzine, adds a new feature called “Prompt to Add Personal Account to OneDrive Sync,” that asks users to add their personal data to a business account running the device. This will come up as a prompt on any business device that detects a personal account, asking if the user would like to synchronise their files. Ticking yes will automatically add these files to the business OneDrive account, potentially bypassing a bunch of security features.
It also means business files can be copied to the personal account by default. So unless the IT department has specifically put their own safeguards in place for this, data can go back and forth between a user’s business and personal account.
This would be fine if the world was full of super savvy tech users, but given this will roll out on work-from-home laptops all over the globe, that’s just not going to be the case. A helpful looking message asking users to synchronise accounts isn’t going to get a second look from most who’ll simply tick “yes”. Maybe this is the real reason Microsoft is also laying off 3% of it’s workforce.
Then you can combine that with the fact that half the users out there don’t even realise they’re using OneDrive. I’ve recently had the pleasure of setting up a very capable Razer Blade 2024 model laptop and it reminded me just how pervasive and sneaky Microsoft can be. Even after declining setting up OneDrive during the initialisation, all my default files and save locations were OneDrive folders. It’s really not the easiest thing to get rid of, especially in Windows 11.
And frankly, it’s an insidious piece of money grabbing deception. It brought me back to the days of working tech support and finding many customers didn’t even realise they were using the service they were supposedly out of memory for. Having confused elderly folks asking why they need to pay for more storage for whatever “this cloud thing is” only to find their laptop drives empty is infuriating.
For anyone really worried, it’s probably a good idea to contact your IT department and make sure they’re ready for this update. They can use the DisableNewAccountDetection policy, to stop the popup from coming up on computers asking for syncrhonisation or better yet, enable the DisablePersonalSync policy all together.
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https://gamingarmyunited.com/wp-content/uploads/2025/05/1747191143_Microsofts-upcoming-OneDrive-update-bypasses-security-protocols-between-business-and.jpg10801920Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2025-05-14 03:06:092025-05-14 03:06:09Microsoft’s upcoming OneDrive update bypasses security protocols between business and personal files
Microsoft announced plans today to cut 3% of its global workforce. With the most recent available headcount for the company thought to be around 228,000 last June, that translates into 6,840 firings.
This latest cut follows a roughly 10,000-strong purge back in 2023 and a smaller round of firings in January this year. That latter cull was said by Microsoft to be “performance” based.
“When people are not performing, we take the appropriate action,” Microsoft said in January. However, the company told CNBC that the latest 3% reduction would not be performance based.
Somewhat counterintuitively, the move follows Microsoft reporting higher than expected profits of $25.8 billion in the most recent quarter. However, those figures cover a period that predates the uncertainties raised by the ongoing tariff escapades of the Trump administration.
Microsoft says the cuts are in part an attempt to reduce layers of management. But beyond that, it’s hard to know what the motivation is beyond perhaps hedging against a tariff-driven downturn.
It’s not the first time we’ve spoken about Microsoft firing people, as in April this year we covered the firing of the employees who protested publicly the company’s continued supplying of AI tech to the Israeli military. This is one of the main reasons for Microsoft’s appearance on the boycott list at the Boycott, Divestment and Sanctions (BDS).
https://gamingarmyunited.com/wp-content/uploads/2025/05/1747155080_Microsoft-is-firing-3-of-its-staff-totalling-just-under.jpg12801919Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2025-05-13 17:42:312025-05-13 17:42:31Microsoft is firing 3% of its staff, totalling just under 7,000 employees
AI is an acronym I’m hearing multiple times a day lately, and usually only with a 30% hit rate of being used for the right actual thing. LLMs like ChatGBT and DeepSeek are constantly in the news while we talk about putting AI in everything from our gaming chips to our schools. It’s easy to dismiss this as a pop-culture phase, just like uranium fever had gripped the glove in the past with nuclear anxiety.
The comparison between launching an a-bomb and an AI might seem hyperbolic, but the Guardian has reported AI experts are calling for a safety test akin to what was put in place for the Trinity test for the first detonation of a nuclear weapon.
Max Tegmark, a professor of physics and AI researcher at MIT along with three of his students have published a paper recommending a similar approach. In this paper they call for a required calculation of whether or not any significantly advanced AI might slip out of humans control. This test is being compared to those carried out by Arthur Compton in ascertaining the likelihood of a nuclear bomb detonating in atmosphere before Trinity was allowed to take place.
In those tests, Compton approved the go ahead of Trinity after declaring the likelihood of such an explosion to be slightly less than one in three million. Tegmark when carrying out similar calculations, has found it to be 90% likely that a highly advanced AI could pose its own threat to humanity, as opposed to Windows bugs. This level of currently theoretical AI has been dubbed an Artificial Super Intelligence or ASI.
The calculations have left Tegmark convinced that safety implementations are needed, and that companies have a responsibility to be checking for these potential threats. He also believes a standardised approach agreed to and calculated by multiple companies is required to create the political pressure for companies to comply.
“The companies building super-intelligence need to also calculate the Compton constant, the probability that we will lose control over it,” he said. “It’s not enough to say ‘we feel good about it’. They have to calculate the percentage.”
This isn’t Tegmark’s first push for more regulations and thought to go into making new AIs. He’s also a co-founder at a non-profit towards the development of safe AI called the Future of Life Institute. The institute published an open letter in 2023 that called for a pause on developing powerful AIs that gained the attention and signature of folks like Elon Musk and Steve Wozniak
Tegmark also worked with world-leading computer scientist Yoshua Bengio, as well as researchers at Open AI, Google, and DeepMind on The Singapore Consensus on Global AI Safety Research Priorities report. It seems if we ever do release an ASI onto the world, we’ll at least know the exact percentage chance it has of ending us all.
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https://gamingarmyunited.com/wp-content/uploads/2025/05/1747119024_AI-experts-are-calling-for-safety-calculations-akin-to-Comptons.jpg11962126Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2025-05-13 07:03:222025-05-13 07:03:22AI experts are calling for safety calculations akin to Compton’s A-bomb tests before releasing Artificial Super Intelligences upon humanity
If you ask me, No Man’s Sky is at its best when it’s at its most desolate—when it’s just you, your spaceship, and the awe of an indifferent cosmos. By most metrics, No Man’s Sky has only improved since its launch in 2016, but all those massive updates and feature additions have made that delightful isolation a bit harder to find.
Unless you’re No Man’s Sky permadeath player Spirited_Ad3028, that is.
Eight days ago, Spirited_Ad posted on the No Man’s Sky subreddit to say farewell to their permadeath save. He’d made a critical error in the worst possible circumstances, creating what might be the most poignant end that a No Man’s Sky character has ever met.
“I landed on the wrong planet in my permadeath save,” Spirited_Ad said. “I’m on a tiny pillar of rock, surrounded by deep ocean in every direction. I’m out of launch fuel, and I have no ferrite. I can only survive a few seconds outside the ship before the toxic air kills me—and toxic storms roll in every few minutes, bringing massive waves.”
In the accompanying video, Spirited_Ad’s character watches the world outside from within the safe refuge of his stranded vessel. It’s a somber scene: Surging seas rage through the haze around his spaceship’s wretched perch, whipped into frenzy by toxic gale. In the distance, lightning splits the murk of his planetary tomb. There is no sound but wind and rain.
(Image credit: Hello Games)
“All I can do is sit in my ship, watch the lightning storms, and wait for my oxygen to run out,” Spirited_Ad said.
The tragic scene resonated with other No Man’s Sky players. Many tried to help, brainstorming solutions like digging downwards through the pillar for necessary ferrite or offering to personally fly to Spirited_Ad’s aid.
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Others questioned whether mounting a rescue would detract from the moment, and I’m more in their camp. When procedural generation and personal oopsies collaborate to produce a moment of singular pathos, I think you gotta let it stand.
Spirited_Ad’s doomed vigil even reached the attention of Hello Games itself. Studio founder Sean Murray posted a reaction to the clip on X, where he honored the doomed traveler with a salute emoji. Would that we could all be so remembered.
It’s almost enough to convince me to fire up my own permadeath save. Can’t imagine my ignominious end would achieve quite the same level of cinema, though. I’d probably just jetpack into a hillside a little too fast.
https://gamingarmyunited.com/wp-content/uploads/2025/05/Sean-Murray-pours-one-out-for-No-Mans-Sky-permadeath.png10801920Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2025-05-12 21:02:472025-05-12 21:02:47Sean Murray pours one out for No Man’s Sky permadeath player who stranded himself in bittersweet space purgatory: ‘All I can do is sit in my ship, watch the lightning storms, and wait for my oxygen to run out’
WB Games has had a bit of a rough time recently. That’s as per a finance report that unveiled a cliff-sharp drop in gaming revenue in the first quarter of 2025. While the report doesn’t have its own segment purely for gaming, it does go into the numbers pulled in by videogames in its highlights summary.
The report states that “Games revenue decreased 48% [excluding foreign currencies] due to the prior year release of Suicide Squad: Kill the Justice League compared to no releases in the current year quarter, as well as higher carryover from Hogwarts Legacy and Mortal Kombat 1 in the prior year.”
Now, in fairness to Rocksteady—and the report itself—any successful game will see a drop in revenue the quarter after, for the simple fact that games take a long time to make and hits are rare. Hogwarts Legacy sold gangbusters, with over 22 million copies flooding cash directly into Warner Bros’ pocket. You could make some very decent games after that and still see a drop in revenue.
The real corporate mic-drop happens as WB explains its lower expenses—what it’s spending—on gaming content, which dropped 66% “primarily driven by the prior year quarter impairment related to Suicide Squad: Kill the Justice League and lower games revenue in the current quarter”.
Oof. Having your game name directly called out as being related to a quarter-year impairment feels like the most savage takedown you’d get in a business earnings report.
Especially since that drop in expenses is likely related to a sweep of closures that saw Monolith, Player First Games, and WB San Diego shuttered—alongside a Wonder Woman game. This is all conjecture, sure—but when you say you’re spending 66% less money on games after you closed a bunch of studios, then say that’s because of an impairment “related” to a poorly-performing game? It’s conjecture with meat on the bone, at least.
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It’s completely scrubbed-clean, anesthetised, unoffensive language that nonetheless suggests a miserable attitude towards Suicide Squad: Kill the Justice League’s market flop. I feel like I’m a noble in a highly political fantasy drama dropping my glass of wine in shock, because some lord suggested the fair lady’s etiquette was passing strange. The scandal!
https://gamingarmyunited.com/wp-content/uploads/2025/05/1747046919_Ouch—Warner-Bros-throws-Suicide-Squad-Kill-the-Justice-League-under.png10801920Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2025-05-12 11:35:182025-05-12 11:35:18Ouch—Warner Bros throws Suicide Squad: Kill the Justice League under the bus in the most corporate way possible, side-eyes it for closed studios and cancelled games
The devs behind co-op horror game REPO have laid out a decision they’ve made after player feedback from their latest open beta update: they’re going to make the Overcharge mechanic that penalizes players grabbing onto monsters something that only kicks in after 10 levels of play.
That’ll tie it into their escalating scheme of difficulty to come in the future—every 10 levels something new will show up to get in your way.
“Huge thanks for testing and letting us know your bugs and feedback—helps us out a lot!,” said the semiwork devs in their statement about the change.
The open beta of the update includes some neat new stuff like a new map and the overcharge mechanic, but really focuses on a server region picker and various other quality of life upgrades around hosting, joining, and playing REPO.
There’s also a bucket for that nasty little duck. You can put the duck under a bucket. Good.
https://gamingarmyunited.com/wp-content/uploads/2025/05/1747010812_REPO-devs-are-making-that-new-Overcharge-mechanic-kick-in.jpg10801920Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2025-05-12 01:16:002025-05-12 01:16:00REPO devs are making that new Overcharge mechanic kick in later on—alongside other difficulty scaling
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