PSA: T-Mobile customers have a week to sign up for a free year of MLB.TV

Today marks the start of the 2026 baseball season and in what has sort of become an annual tradition, T-Mobile is once again offering a free subscription to MLB.TV.

In order to take advantage of the deal, T-Mobile customers simply need to log into the T Life app, navigate to the Benefits tab and then hit Redeem after clicking the banner for a free season of MLB.TV. From there, you just need to download the latest version of the MLB app to your mobile device and sign in or create an account. That said, this is a time-limited offer, so if you want the ability to stream regular season baseball for free, you’ll need claim the deal prior to March 31 at 4:59 AM ET. For anyone on a different carrier, this may be enough time to switch providers and still get in on the savings.

Unfortunately, MLB.TV is subject to blackouts and market restrictions, so depending on where you live and where your favorite team is playing that day, you may not be able to catch every game. Sadly, this includes tonight’s 8:05 PM ET matchup between the New York Yankees and the San Francisco Giants, which is streaming exclusively on Netflix. Even so, with a one-year subscription to MLB.TV currently going for $150, this is one of the best perks available from any of the big cellular carriers.

In addition to full season of games, an MLB.TV subscription also includes access to a collection of baseball documentaries, game streams from previous years, World Series films, highlights, news and more. And with over 1.25 million customers having redeemed last year’s offer, this is potentially one of T-Mobile’s biggest offers of the year, with the company claiming to have delivered more than $1 billion in savings since it first started running the promotion 10 years ago in 2016.

This article originally appeared on Engadget at https://www.engadget.com/entertainment/streaming/psa-t-mobile-customers-have-a-week-to-sign-up-for-a-free-year-of-mlbtv-211306444.html?src=rss

The Titanium Apple Watch Series 10 Is Just $449 During the Amazon Big Spring Sale

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Flagship Apple Watches tend to start at $399, but the price only goes up from there. If you want a larger size, that’s a slight bump in cost; if you want cellular connectivity, that’s an even larger hit. But the titanium Apple Watch—the “premium” material, if you will—is the most expensive upgrade outside of the Ultra line. These models typically start at $699, but cost $749 for the larger size, and a whopping $799 if you want the stainless steel band. Right now, you can get a titanium Apple Watch for as low as $449 during Amazon’s Big Spring Sale—so long as you’re okay with using last generation’s watch.

Here’s the deal: Amazon currently has the titanium versions of the Apple Watch Series 10 on discount for the Big Spring Sale. You can get the Natural or Slate models with rubber sport bands for $449, or if you want the stainless steel band, you can get the watch in gold for $499. That’s a pretty great price, considering the watch once retailed for $799.

Now, this is the Series 10. The Series 11 is Apple’s newest flagship watch. If you ask me, however, that isn’t a big deal. The Series 10 is still the best Apple Watch for most people, since it has most of the Series 11’s features, while often being available at a discount. They both have large displays that can reach 2,000 nits of brightness; they both have heart rate and sleep tracking with alerts for each; they both support Emergency SOS, and are water resistant up to 50m; they both have the same S10 chip, and support the same gestures; and both have Precision Finding, so you can use your iPhone if you misplace it.

Really, the key advantages of the Series 11 are few, but noteworthy: The battery life is better, up to 24 hours instead of 18 hours; you get 38 hours in Low Power Mode versus 36 hours; and while both watches support fast charging (0-80% in 30 minutes), the Series 11 can get eight hours of battery life in 15 minutes of charge time. The Series 11 also supports 5G, if you opt for the cellular plan. That’s largely it, however. Other than that, the Series 10 is virtually the same watch. Amazon does have the Series 11 discounted at this time, starting at $649. You just need to ask yourself whether those extra features are worth $200.

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Google’s Pixel Buds Pro 2 Are $60 Off for the Amazon Big Spring Sale

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There are all kinds of earbuds to choose from out there—especially if you aren’t dedicated to one specific ecosystem. If you’re an Android user, however, and especially if you’re a Pixel user, you might find that Google’s Pixel Buds Pro are among your best options. Right now, the latest model, the Pixel Buds Pro 2, have a solid 26% discount for Amazon’s Big Spring Sale—bringing the price from $229 down to $169.

The Pixel Buds Pro 2 have a number of features you’d expect from earbuds sporting the “Pro” moniker. There’s Adaptive Audio, which adjusts the volume based on your environment (if your surroundings get too loud, the volume turns up so you can hear); Loud Noise Protection, which dampens loud noises to protect your hearing; and Active Noise Cancellation. These Pixel Buds Pro are also the first to include a Tensor chip built in, Google’s in-house chip. The earbuds use the Tensor A1 chip to power Active Noise Cancellation, which Google says cancels “twice the noise” as the first generation Pixel Buds Pro.

As this is a Google product, and it’s 2026, Pixel Buds Pro 2 also have AI features you can use—powered by Gemini, of course. You can use the buds to talk to Gemini Live without picking up your smartphone, answer calls by nodding your head, or have Gemini field your incoming messages, including summarizing long texts (though we know how AI summaries can be).

Google says that Pixel Buds Pro 2 have 12 hours of listening time when Active Noise Cancellation is disabled, and up to 48 hours with the charging case. With Active Noise Cancellation turned on, you get eight hours of listening time, and 30 hours with the charging case. You can pop the earbuds in the case for five minutes to get 1.5 hours of listening time (with noise cancellation off).

In their review, PCMag found the Pixel Buds Pro 2 “excellent,” with “strong sound quality and solid noise cancellation in a comfortable design.” In their view, the Pixel Buds Pro 2 were definitely best for Pixel users, though all Android users can access the Pixel Buds app for additional customizations. (Sorry, iPhone users.) If you have an Android phone, especially a Pixel, these earbuds are definitely worth a consideration—particularly with the price cut. It’s not the lowest Amazon has had the buds for, but it is the lowest price since January.

Apple Can Create Smaller On-Device AI Models From Google’s Gemini

Apple reportedly has full access to customize Google’s Gemini model, allowing it to distill smaller on-device AI models for Siri and other features that can run locally without an internet connection. MacRumors reports: The Information explains that Apple can ask the main Gemini model to perform a series of tasks that provide high-quality results, with a rundown of the reasoning process. Apple can feed the answers and reasoning information that it gets from Gemini to train smaller, cheaper models. With this process, the smaller models are able to learn the internal computations used by Gemini, producing efficient models that have Gemini-like performance but require less computing power.

Apple is also able to edit Gemini as needed to make sure that it responds to queries in a way that Apple wants, but Apple has been running into some issues because Gemini has been tuned for chatbot and coding applications, which doesn’t always meet Apple’s needs.


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This Surprisingly Powerful Compressed Air Duster Is 27% Off Today

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Are you still dusting off your electronics with disposable cans of compressed air? Get with the times, man. All the cool people are using rechargeable air dusters like this one. I love mine so much, and I think you will too—and it’s on sale for 27% off during Amazon’s Big Spring Sale.

Seriously, you really need this thing, even if you don’t think you do. For a one-time purchase, you can have endless compressed air, and blow the dust off anything you want to for the foreseeable future. It’s so much better than compressed air cans: It doesn’t get cold in your hand, it’s makes a satisfying high-pitched whining noise, and it never runs out of propellant. You just recharge it and you’re good to go blow. It doesn’t create the waste of spent compressed air cans either.

I got mine for Christmas, and I was skeptical at first. It’s small enough to fit in your hand, so how could it have the blowing power of a can of compressed air? A couple pulls on the trigger prove it’s better than compressed air. The motor’s top speed is 110,000 rpm, more than enough power to blast the gunk out of electronics, all the little crevices in your car, air filters, and anything else that needs dusting.

I use mine so often that I have started giving them out as gifts. It’s the perfect for any practical person—the kind of tool you wouldn’t think of buying for yourself, but that you’ll use all the time.

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HBO Max’s Harry Potter series premieres this Christmas

HBO released a teaser trailer and premiere date for its take on Harry Potter and the Philosopher’s Stone. The show will premiere on the HBO Max streaming network this December 25. It’s a rare case where a big-ticket project is coming out earlier than anticipated instead of later; the series wasn’t expected to arrive until 2027. 

HBO has already proved its bona fides with lush adaptations of fantastical stories several times over, and this trailer looks like more of the same. The team behind the camera includes notable names who have worked on series such as Succession, Game of Thrones, The Last of Us and Killing Eve. Harry Potter creator J.K. Rowling, who alienated many fans after outing herself as transphobic, is also one of the show’s executive producers.

Engadget’s Jess Conditt has already written eloquently on the struggle of when and how to engage with the Harry Potter franchise while rejecting Rowling’s worldview, although the author’s involvement at the top level may make this adaptation a harder sell to the disillusioned community than, say, the Hogwarts Legacy video game where Rowling was barely involved and the studios took a more proactive approach toward presenting many types of diversity, including gender expression. If you’re hyped for this particular show, seems you’ll have a shorter time to wait for it.

This article originally appeared on Engadget at https://www.engadget.com/entertainment/tv-movies/hbo-maxs-harry-potter-series-premieres-this-christmas-202818238.html?src=rss

Webb and Hubble telescopes combine forces for a new view of Saturn

The ESA, NASA and CSA have released new images of Saturn captured by the James Webb and Hubble space telescopes that offer an unprecedented view of the gas giant’s atmosphere. Particularly, comparing shots captured with Hubble against an infrared view from Webb highlights details in the composition and movement of Saturn’s outer layers.

The Hubble images were captured as part of the Outer Planet Atmosphere Legacy program in August 2024, while the Webb images were shot a few months later. “Both sense sunlight reflected from Saturn’s banded clouds and hazes,” NASA says, “but where Hubble reveals subtle color variations across the planet, Webb’s infrared view senses clouds and chemicals at many different depths in the atmosphere, from the deep clouds to the tenuous upper atmosphere.”

Hubble has historically been used to track storms on Saturn, and you can see bands of atmospheric clouds in the telescope’s new photo. The infrared sensors on the Webb telescope are able to highlight even more detail, like the highly-reflective ice of Saturn’s ring, which is practically white in the photo, and grey-green shading on the planet’s poles. The different coloring in the Webb photo could be caused by a “a layer of high-altitude aerosols” scattering light across latitudes, or “charged molecules interacting with the planet’s magnetic field” and causing “auroral activity.”

The visual information from both telescopes is valuable to scientists and should prove to be more valuable over time. “These 2024 observations, taken 14 weeks apart, show the planet moving from northern summer toward the 2025 equinox,” NASA says. “As Saturn transitions into southern spring, and later southern summer in the 2030’s, Hubble and Webb will have progressively better views of that hemisphere.”

This article originally appeared on Engadget at https://www.engadget.com/science/space/webb-and-hubble-telescopes-combine-forces-for-a-new-view-of-saturn-202526270.html?src=rss

Here is NASA’s plan for nuking Gateway and sending it to Mars

NASA’s announcement Tuesday that it will “pause” work on a lunar space station and focus on building a surface base on the Moon was no big surprise to anyone paying attention to the Trump administration’s space policy.

But what should NASA do with hardware already built for the Gateway outpost? NASA spent close to $4.5 billion on developing a human-tended complex in orbit around the Moon since the Gateway program’s official start in 2019. There are pieces of the station undergoing construction and testing in factories scattered around the world.

The centerpiece of Gateway, called the Power and Propulsion Element, is closest to being ready for launch. NASA’s rejigged exploration roadmap, revealed Tuesday in an all-day event at NASA headquarters in Washington, calls for repurposing the core module for a nuclear-electric propulsion demonstration in deep space.

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Cloudflare’s New Dynamic Workers Promise A 100x Faster Sandbox For AI Workflows

Cloudflare's New Dynamic Workers Promise A 100x Faster Sandbox For AI Workflows
As AI has become more engrained as part of the software development pipeline, there’s a need for tooling that enables developers to get the most out of deployed AI agents. Cloudflare is doing its part to meet this need with the release of a Dynamic Worker Loader that creates a lean sandbox environment for AI agents, which is latest feature

Ayaneo Next 2 Becomes First PC Handheld Casualty Of Soaring RAM And SSD Prices

Ayaneo Next 2 Becomes First PC Handheld Casualty Of Soaring RAM And SSD Prices
Ayaneo’s Next 2 (also stylized Next II) was teased as far back as January 2023, but was formally reintroduced late last year. There was much enthusiasm for the device, which sports a 9-inch OLED and an AMD Strix Halo APU. But the harsh reality of the current PC hardware market in 2026 has finally caught up to Ayaneo, which just announced that

Reddit will require “fishy” accounts to verify they are run by a human

Reddit will require accounts that exhibit “automated or otherwise fishy behavior” to verify that a human runs them, Reddit CEO Steve Huffman said in a Reddit post today. The verification process aims to combat unwanted bots from flooding Reddit at a time when AI bots are poised to take over the Internet.

“As AI becomes a bigger part of the Internet, we want to make sure that when you’re on Reddit, you know when you’re talking to a person and when you’re not,” Huffman said.

Human verification will only occur if Reddit suspects that an account is a bot. This is “rare” and won’t apply to “most users,” Huffman emphasized. If the account cannot prove that it’s human, it “may be restricted,” he said.

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This Budget Fitbit Is Only $70 During Amazon’s Big Spring Sale

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Fitbit devices are among today’s fitness tech deals during Amazon’s Big Spring Sale. The Charge 6 is down to $119.95 (from $159.95) and the Versa 4 is $149.95 (down from $199.95), but I think the best deal of the bunch is the Inspire 3 at $69.95 (down from $99.95). If you want a simple, minimalist fitness tracker, this is a great way to grab one on the cheap. 

The Inspire 3 is, in many ways, a pared-down Charge 6. You can read my review of the Charge 6 here. It’s a basic fitness tracker that will count your steps and track heart rate during workouts, which may be all you want. 

To understand what you’re missing if you go for the Inspire 3: 

  • The Inspire 3 doesn’t have its own GPS, and thus needs your phone to be with you if you want to track your distance and pace when you jog or walk. (The Charge 6 has its own GPS, but doesn’t always work as well as you’d hope—more on that in my review.)

  • The Inspire 3 doesn’t have Google Wallet, Google Maps, or YouTube Music. The Charge 6 has all three, but all require your phone to be nearby and music requires a subscription. 

  • The Inspire 3 has a smaller screen: 0.7×0.5 inches, instead of the Charge 6’s 0.86×0.58 inches.

  • The Inspire 3 has 6 workout types, while the Charge 6 has 40+.

If you’re OK without those extra features, I’d recommend the Inspire 3 for a minimalist fitness tracker. It’s got a 10-day battery life and a slim, bracelet-like shape. And if you want something more full-featured, consider Garmin’s Vivoactive 5, which is on sale for just $179.95 today.

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Supreme Court Sides With Internet Provider In Copyright Fight Over Pirated Music

Longtime Slashdot reader JackSpratts writes: The Supreme Court unanimously said on Wednesday that a major internet provider could not be held liable for the piracy of thousands of songs online in a closely watched copyright clash. Music labels and publishers sued Cox Communications in 2018, saying the company had failed to cut off the internet connections of subscribers who had been repeatedly flagged for illegally downloading and distributing copyrighted music. At issue for the justices was whether providers like Cox could be held legally responsible and required to pay steep damages — a billion dollars or more in Cox’s case — if they knew that customers were pirating music but did not take sufficient steps to terminate their internet access.

In its opinion released (PDF) on Wednesday, the court said a company was not liable for “merely providing a service to the general public with knowledge that it will be used by some to infringe copyrights.” Writing for the court, Justice Clarence Thomas said a provider like Cox was liable “only if it intended that the provided service be used for infringement” and if it, for instance, “actively encourages infringement.” Justice Sonia Sotomayor, joined by Justice Ketanji Brown Jackson, wrote separately to say that she agreed with the outcome but for different reasons. […] Cox called the court’s unanimous decision a “decisive victory” for the industry and for Americans who “depend on reliable internet service.”

“This opinion affirms that internet service providers are not copyright police and should not be held liable for the actions of their customers,” the company said.


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Job Simulator’s Developer On Evolving In VR with Dimensional Double Shift

Andrew Eiche, the ‘CEOwl’ of Owlchemy Labs covers the longevity of Job Simulator across a changing VR consumer market, the unique challenges of multiplayer versus single player, and more in this wide ranging interview.

At GDC earlier this month, I had a chance to play Sporelando, the newest paid expansion for Dimensional Double Shift, on a Galaxy XR headset, with Andrew Eiche. The following is a transcript of my discussion with Eiche immediately following that demo.

Dimensional Double Shift Travels to Sporelando In Next Paid Expansion
Dimensional Double Shift’s next DLC, Sporelando, launches in April. We got a chance to play at GDC this month.
UploadVRMike Johnson

UploadVR: So, we just played the new world in Dimensional Double Shift. What was different about that versus the first [worlds] that you introduced when the game went out?

Andrew Eiche: Yeah, so this is our fourth. Each one has a different theme. You still do these kind of two consistent jobs, but what changes is obviously the environment, that’s part of the biggest change, and the characters. But then the cars and what you do. We increased some of the complexity between things. So, in the Treeatle, our base dimension, things are very straightforward.

And now we’re having more of the kind of puzzles that you see where it’s like, “Hey, I’m wearing this and this, can you figure out how to dress this gator, for instance?” So, we’re increasing complexity. We changed the modules, we generally change all what we call the “appliances,” which are the pieces around the outside. On the diner, we changed what food you make, and then we change those appliances too. So you’re still doing the same high-level job, but on the specifics of it, it’s all themed and thought of and brought to what Fungus Florida would be like.

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Dimensional Double Shift Sporelando Trailer

UploadVR: How long in terms of QA and playtesting does it take you to get that balance right between, “Okay, this is intuitive, the player will understand this,” versus “We probably need to give a bigger signpost”?

Andrew Eiche: That is constant. That’s throughout the whole thing. It takes us about six months to make a dimension, and that is the whole time we’re doing that. So, we have a process where we write a one-page document of what we think it would be, we call it the brief, and then we review the brief. We have a ton of briefs and we kind of pare it down, and then we make a mechanical sketch. So, all of those pieces that we do, and there’s like five or six pieces, we’re doing that refinement over and over again until finally it gets to you.

UploadVR: You’ve been out for quite some time on the record saying that hand tracking was something that you really believed in, and it was pretty much the way forward for a lot of people who aren’t comfortable with controllers. This is your first hand-tracking-first game, because hand tracking was added to your previous games. Were there any different challenges in doing hand-tracking-only versus Job Simulator, Vacation Simulator, your previous games?

Andrew Eiche: Yeah, so in hand tracking, you can do a bunch of things that you can’t do as easily in controllers. So, like because of your fingers, you can finally do fine movement, right? So we have lots of like small switches that you pinch with just two fingers. And that was always like off-limits. If you play Job Simulator, you’ll see every object is a certain size, like the keyboard being large is on purpose because we couldn’t track your finger. And then, you know, the other thing is like these secondary gestures that feel more natural. Like, on a controller, we could make that sprayer work, that air sprayer where you use your thumb, and it’ll work just fine. It won’t feel as natural; it’ll feel like pressing a button versus when you pick up that air sprayer and it has that thumb trigger, it really feels nice when you’re doing hand tracking.

UploadVR: Did you notice a difference between when you built it for Galaxy XR versus Quest? Was there a massive gulf in hand tracking, or was it pretty comparable to where there wasn’t a lot of fine-tuning to do?

Andrew Eiche: Each platform has their kind of own take on hand tracking, and I’d say in terms of technology, the Meta is the furthest along in like pure hand tracking, which is what we’re doing, right? So the Apple Vision that we’ve ported our other games to and the Galaxy XR, the main thing they focus on for hand tracking is that pinch gesture and making sure that’s right. And so that works like beautifully. But then we have to just put in a little more guardrails just because they’re kind of newer at making this. So they’re getting better every day, but, you know, Meta has the deep, long experience making hand tracking, so they’ve been doing it for a while. So you can just play it and feel it, right? Like, certain fast movements you’re going to lose tracking that you wouldn’t necessarily lose on a Quest, but I imagine that’s a temporary state of affairs.

Dimensional Double Shift screenshots Provided by Owlchemy Labs

UploadVR: Okay. This is also your first multiplayer game, from my understanding?

Andrew Eiche: Yes.

UploadVR: How challenging was that? You built Job Simulator, Rick and Morty, Vacation Simulator, Cosmonious High—they’re all single-player. Just the simple act of, “Hey, pass me this,” how complicated was that?

Andrew Eiche: I mean, we threw it all away. We used to build on the same tech, and we basically threw it all away to rebuild. When we first started what would become Dimensional Double Shift, the game director at the time was like, “I don’t even think we’re going to get fluids multiplayer,” right? We have to start completely from scratch. That’s how much we went back. And so we were able to convince him otherwise and we got fluids in the game. But it’s totally different and we also violated some of the rules of multiplayer that we want to do, which was, “Hey, like, don’t have high-fidelity interactions where you cross spaces because, like, physics is a mess and all that.” We worked really hard to figure it out. I gave a talk last GDC where I walked through how we got there, and it was a lot of trial and error to get those to the fidelity where we finally felt comfortable that we could approach a multiplayer game. And now we’ve done the multiplayer game, and yeah, there’s all sorts of challenges and there’s bugs that you never anticipated where we have this concept of authority. It’s… it’s exponentially more difficult to make the multiplayer game than the single-player game.

UploadVR: What was the biggest bug you encountered that you weren’t expecting? Like, I’m sure you were expecting some roadblocks going into it.

Andrew Eiche: The biggest bug that we’ve encountered that is completely unexpected is… we have a lot of bugs where you don’t see it because we catch them, but there’s this concept where one player is what we call the authority. And so essentially that player is telling the other players like, if there’s a mismatch, they go, “No, no, no, I’m the right one,” right? And if the authority doesn’t tell the other players like, “Hey, I did this,” then you get these states where you’ll have one person go like, “I see the world this way!” and then everybody else will be like, “Uh, what are you talking about? Like nothing happened.” We got very adept at finding it, but yeah, it’s just one of those things you don’t think about.

UploadVR: Job Simulator turns 10 years old this year for initial release. It’s at 6 million downloads. It’s perennially in the top 10 on Quest and on PS VR2. Where do you think that staying power came from?

Andrew Eiche: I think Job Simulator, I mean, obviously there’s like a level of “we were there early,” that kind of stuff, but I also think it meets the promise of VR. A lot of our games do in a way that developers still struggle to meet the promise of VR. And what I mean by that is the promise of VR as in no limits on a small scale. So we have a lot of games that are really good at no limits on a big scale, right? Like even Gorilla Tag in a weird sense is like, “There’s no limits if you can be the monkey, you can get there” kind of thing, right? But on the small scale of “Can I open every drawer? Can I fumble around with the items? If I do something with this, will the game block me?” right?

And we still have the problem in VR where like somebody puts a water bottle on a table and you go to reach it and you reach through it, right? And so it’s that kind of promise. And I think the staying power, especially the staying power we’ve seen from the younger generations, is that you get to be experimental. You get to play around in a space and no one’s going to yell at you that you can’t do that, and no one’s going to yell at you that you won’t. And it’s like the Fisher-Price play set, but it’ll actually light things on fire, right? And I think… I think that that’s… it’s that joy of exploration and that… that space to experiment freely that has really pushed it. And the lack of like strict goals of all things, right? And we see this time and time again in VR where, you know, the games that are really capital-V video games don’t perform as well as the games that have a little bit more like space to explore and be free and less guardrails around it.

Job Simulator Screenshots provided by Owlchemy Labs

UploadVR: So I’m guessing that carried all the way through to your other projects, down to Vacation, all the way through to DDS?

Andrew Eiche: Actually, we took a diversion. So Cosmonious High feels very much like a video game, right? And it was not our best-performing game. I mean, it was one of our worst-performing games. And it has all these collectibles and all this story and all this stuff. And so when that, you know, it’s not a top-10 game, right? That’s when we took a step back and looked at what worked. And that’s kind of one of the parts of the inception of Dimensional Double Shift is looking at what players liked was there’s no goal in the game right now. We have a million downloads and the game doesn’t tell you that you have to do anything or not, and people seem to enjoy that.

And there’s a big group of people that want to play and be together, but they don’t want to be like, “Now is the time where you pick up fifteen widgets and you give it to this person,” right? And especially in VR, players are very resistant to that. And I think on the Gorilla Tag-style games, that’s like a wonderful example where like players are very resistant to that kind of goal setting and that boundary setting because it’s like… go nuts. And they do. And you can choose to be put in the box, but you don’t have to be. And so it’s more of an opt-in, in the same way that our game is an opt-in.

UploadVR: So in DDS, everything is directly in front of you. You could reach everything from a seated position, just like Job Simulator, for instance. But then in other games you introduced motion—Vacation Simulator was node-based, then Cosmonious you could move around. What made you want to pull that back and just say, “No, you’re going to stay in this station, everything’s going to be right here in front of you”?

Andrew Eiche: It’s a great question. We’ve come to the conclusion. after many, many years of doing this, that either your game needs to have locomotion as like a core mechanic in the game, or it’s better if you actually don’t do it. And we have very few players complaining about that. And the point is if you look at Bone Lab or you look at the Gorilla Tag games or you look at any of these other very popular games with high motion, Blade and Sorcery, right? Your position in the world and how you move and interact with it, that’s important to the game. That is a key mechanic and it’s worked out.

Movement is actually unimportant in Cosmonious High. If you look at Cosmonious High when you’re moving, you’re just kind of trying to get from one place to another station, essentially. And so movement actually acts as an impediment to what you want in the game. In Job Simulator we had all these tool switchers because we couldn’t move, and when we started moving, we started reducing that. And so what increased was this liminal time that was not very fun, right? Because in a flat game, when you’re riding your horse in Breath of the Wild, it’s awesome because you get these great vistas and stuff. In VR it’s like: boring, boring, I want to do something.

The physicality of the space matters, and so it just was like either your game has locomotion as a core mechanic or it’s better if you just remove it entirely. And we see very, very few complaints from the community. I mean, we do get the occasional “Can I please walk around?” thing, but a lot of our community, what they do is they actually back into a corner of their room, reset their space, and then they just run. They just run across… they just run around. But the thing is like if we make you not want for locomotion, then we don’t have to solve that problem, and not every game needs it. And in fact, I’d argue that there’s many, many games that would benefit from removing it entirely and stop worrying about it.

UploadVR: Was there ever a point where you considered DDS not being free-to-play? There’s been such an industry shift towards that model for multiplayer.

Andrew Eiche: It was actually not free-to-play until very close until… so it was originally not free-to-play, and we were going to launch all these dimensions all at once in the game. And then it was taking a long time to make dimensions and we’re like, “We do have to ship a game.” The other thing too is what really made us switch was less market free-to-play. We looked like geniuses because we made this like choice, but what really caused us to switch was we were looking at the game and we said, “It’s an $80 buy-in if we charge $20 for you and your friends to play.” We’re asking for $80 sight-unseen for all of you to play. And so we’re like, “But if we make it free-to-play and we do one pay, everyone plays,” now we’re just asking for one person to pay, and it’s much… it’s a much more straightforward transaction where you could try it, or one friend goes, “Hey, I picked it up and I picked up the dimension,” and you’re like, “Okay, I’ll jump in.” And given the size of the VR market, we just didn’t see a path where like we could convince a lot of people like these groups of four to drop 80 bucks, especially when there were other games that didn’t require that.

Dimensional Double Shift campfire provided by Owlchemy Labs

UploadVR: I’d be remiss if I didn’t talk about the state of the industry. In the last three years, over 200 companies have gone through layoffs. VR has not been immune from that. We just heard about Mighty Coconut earlier this year. Where do you sit with where the market’s going from when you started over 10 years ago now?

Andrew Eiche: At Owlchemy we’re an interesting case because we’re part of Google, so that insulates us a bit from a lot of what’s happening. VR, it’s entering a downturn, right? So is games in general, right? And, I think some of it is that we saturated it. We built a device, right? And then because there’s really only been one player, Meta, and Meta has its own goals and some of them align with games and some of them are orthogonal to games. Given that, what you’re seeing, as they realign to go like, “Oh, we should probably make something profitable,” they have to like unwind a lot of choices they made. And that’s causing a lot of the problem, is that had we done this slowly, had we said, “Okay, we’re going to unwind and this is like a three-year plan,” but it feels like what happened is Meta showed up and was like, “Yeah, let’s make a profitable division tomorrow, and we’re going just take an axe to everything.” And move around. The Galaxy XR is wonderful, it’s a great headset, but even Google will be the first to tell you it’s not supposed to replace, you know, the millions of Quest 2s. It’s the first headset in a line of headsets which will be coming out for Android XR. So, looking at the big picture of the industry here is like: there’s one major player, and when they make changes, the ripples are enormous to the rest of us.

UploadVR: With that said, what excites you about it, about the future outlook that you have now? What do you see?

Andrew Eiche: We’re really excited about some of the new form factors of headsets. Project Aura, which is the Google headset, so that’s a collaboration between Xreal and Google. That’s really exciting. There’s some others along that line. I think one of the big hang-ups that we’ve been sitting at and why we’re reaching this market saturation point is like looking like a dork, right? We all don’t care clearly because we put on the headsets, but there’s a large percentage of population that really cares about that kind of look. And like, you have to answer the question: would you wear this in a coffee shop? And if we can start answering that “maybe” or “yes,” that starts to swing VR and XR more in our favor. So that’s really exciting to us. Ebb and flow is normal. VR is not going anywhere. There’s an entire generation that lives and breathes VR. We can tell you this. I go and talk to people and they know Job Simulator. We do this “allocation vacation,” and if you wear an Owlchemy shirt around the kids, they’ll like bother you if they recognize it. It’s pretty ubiquitous. So I’m not worried that like VR is going to go away, you know? It’s really like: when is VR going to come back?

UploadVR: So do you feel like there’s a full generation of kids who are growing up with this tech as just… this is part of their lives, in the same way that we grew up with Atari, Nintendo, and all that?

Andrew Eiche: A hundred percent. That’s it exactly. So there’s a kids… I’ve heard stories where lunchrooms divide in half on whether or not you have VR. I had a friend who had two undergrad babysitters that they alternated, and both of them individually knew and had played Job Simulator.

UploadVR: That’s fantastic.

Andrew Eiche: Yeah, but this is what I’m saying, right? And then we pop up on like random shows where somebody will complain about their kids or like, “He’s doing a job in VR!” Gen Alpha is VR native. They don’t see it like as novel. It’s not a new tech, it’s just part of their life. And every time I say this, I always get a parent who’s like, “Oh yeah, we went and visited, you know, the cousin’s house and one of the cousins was just in the headset the whole time.”

So some of the downturn is just us waiting for this generation to have a salary so they stop having to ask their parents, some adult to be like, “Give me money so I can spend money,” right? They don’t need to conduit that money anymore. So it’s coming.

UploadVR: Coming back to DDS, do you have a cadence of how often you want to release new maps?

Andrew Eiche: We have a plan for dimensions, but we’re still in early access, so there’s a lot of experimenting happening with the community, right? We’re thinking about all the things the community wants and kind of swinging around and addressing some of that. So we have the direct communication with the community and then our metrics and everything. So it’s less about cadence of dimensions and more about like what’s going to make this game the best thing possible, right? So we have four dimensions out now. We’re going to see how this one does and we’re going to look at the metrics, look at all that stuff, and then see where our efforts are best spent next.

UploadVR: Okay. So you haven’t figured out what the next two or three are, you’re taking it one at a time?

Andrew Eiche: We do know what we would make if we’re going to make another dimension.

UploadVR: Last question: anything else you want to tease out for future of DDS, future of Owlchemy, anything you’re working on that you want to talk about?

Andrew Eiche: Owlchemy has some really cool stuff coming. You know, we’re very excited for the anniversary of Job Simulator. For Dimensional Double Shift, Sporelando is the big thing, but looking at Sporelando and beyond, we have a lot of really cool stuff in the pipe that I can’t talk about. I think that the people who play the game are going to be very happy with where things are going, and I think that the people who may have been sitting on the fence or maybe they played a little bit will be really excited to come back and play with their friends. 2026 is going to be a really cool year for Owlchemy.

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