
The un-canceled survival crafting game is headed for Early Access
The post <i>Vampire Survivors</i> Remade In <i>Hytale</i> Shows Why So Many Players Are Hyped For The <i>Minecraft</i> Rival appeared first on Kotaku.

The un-canceled survival crafting game is headed for Early Access
The post <i>Vampire Survivors</i> Remade In <i>Hytale</i> Shows Why So Many Players Are Hyped For The <i>Minecraft</i> Rival appeared first on Kotaku.
Bigscreen founder Darshan Shankar believes Beyond headsets could be among the top five systems in use on Steam in the next few years.
On that path, Shankar hopes to fully catch up to demand for Beyond 2 headsets in February so they “ship within 1-2 business days, including custom-fit and universal-fit orders.” In April, Bigscreen marks 10 years of shared co-watching in VR on Steam with Shankar suggesting over email “perhaps we’ll keep the ‘beta’ tag forever.”
Shankar said Valve’s announcement of Steam Frame coincided with “one of our biggest sales days” as “the Beyond 2 has become the obvious upgrade path for those who want ultra-lightweight high-resolution micro-OLED and still use their preferred SteamVR tracking/controller setup.”
With Valve preparing to launch the Frame headset, I asked Shankar whether Bigscreen would support flat screen co-watching to devices like Steam Deck. Shankar responded:
“This has regularly come up in the past decade. We’ve stayed focused on VR, and I think that’s our strength. Many others (especially Valve) will do a good job of cross-play across PC and VR. We’re focused on the areas in which we think we have an exceptional edge in capability and knowledge. We have nothing to announce yet on our software development, need more time to develop 🙂 but we haven’t been sitting idle, that’s for sure.
Bigscreen just launched Dynamic Foveated Rendering for the Beyond 2e headset with early access in iRacing and DCS World among the first to explore support for the feature, which promises “eye tracking-driven performance improvements.” I purchased a Beyond 2 without eye tracking and received it near the end of 2025 to keep my base stations in service another couple years. We’ll be curious to hear reports from 2e customers when it comes to their real world performance using the feature.
“Many customers – hundreds of thousands around the world – are actively using SteamVR Base Stations and Controllers right now with their Valve Index, HTC Vive, etc., and the Beyond 2 has become the obvious upgrade path for those who want ultra-lightweight high-resolution micro-OLED and still use their preferred SteamVR tracking/controller setup,” Shankar wrote. “We are firmly committed to manufacturing the Beyond 2 with SteamVR Lighthouse tracking for the next 2 years. We can say this with certainty as we’ve inventoried components and have setup a continuously running production line. We’ve signed commitments to enterprise customers as they are reliant on our hardware for their businesses.”
Beyond 2 was announced in March 2025, shipping started in July 2025 with a universal fit cushion shipping near the end of the year.
“December is our biggest month of shipping, shipping more units in a single month than we typically did in an entire year with Beyond 1 in 2023 or 2024,” Shankar wrote. “We faced a lot more demand than we expected, with Beyond 2 already selling approximately 3 times more than Beyond 1 did.”
“We thought we would have inventory on hand for fast-shipping by August/September, but demand has just been too high. Each time we ramp up supply/production, demand was going up even further.”
The Steam Hardware Survey suggests that, as of this writing, Beyond headsets still need to climb past PlayStation VR2, Meta Quest Pro and both Windows Mixed Reality and the Oculus Rifts to make it into the top five.
“Perhaps within 1-2 years, we’ll be Top 5 alongside Steam Frame, Quest 3, etc,” Shankar wrote. “Beyond 2e’s built-in eyetracking cameras is the first computer vision-driven product we’ve shipped. It should be no surprise that we’ll eventually have more cameras inside Bigscreen Beyond, but there is no timeline for that. Camera R&D started years ago, and it’ll still take years before we release anything. The bar is very high for any camera-based feature.”
“I think the size of the existing SteamVR ecosystem is underestimated, and with Steam Frame dropping Lighthouse support, we’re actually seeing growing sales.”
Shankar said 2026 will see Bigscreen focus on expanding the company’s international presence.
“We currently sell in the US, Japan, Canada, UK, Europe, Australia, and New Zealand (>50% of sales are international). To improve the speed of European fulfillment and support, we’re planning to open a facility in The Netherlands in early 2026,” Shankar wrote. “It currently takes 3-10 days to ship products into the EU from our Los Angeles factory, and we aim to improve this to 1-2 days with our local European center,” Shankar wrote. “We’ve achieved meaningful scale as a company (expecting to cross $100 million in annual revenue in the next year). We’ve stayed true to our values, built by passionate VR enthusiasts for VR enthusiasts, and we’re here for the long run.”

Are you ready to buy a new RTX 3060 in 2026? I hope so
The post Things Are So Bad Nvidia Might Be Bringing Back Old Graphics Cards appeared first on Kotaku.

Sandfall Interactive is more focused on its ‘personal taste’ than caving to fan demands
The post <em>Clair Obscur’s</em> Devs Don’t Want To Ruin Their Next Game By Worrying Too Much About What People Want appeared first on Kotaku.
William Gibson’s 1984 novel Neuromancer describes jacking into “the consensual hallucination” of “the matrix” with a “custom cyberspace deck” projecting one’s “disembodied consciousness” there. The hardware necessary to spend time in VR is a “cyberspace deck” seen “banging against” the hip of the main character.
In 2026, the “Realworld cyberdecks” page on Reddit says “The era of virtual reality is coming, so it is also time for cyberdecks to come” as hundreds contribute new rigs weekly.
If the “era of virtual reality” is coming and a “cyberspace deck” is how we get there, what do the first “realworld” decks look like? What are their functions?
What is a cyberdeck?
My custom deck begins at a couple terabytes of local storage of videos, photos, music, games, and other personal files. I’ve been able to access this data store in VR since about 2016 with Virtual Desktop. I don’t buy much software from Microsoft, though, so my data has been an ill fit inside Windows. Looking ahead, I’d love to build on my data with a Framework laptop to drive VR directly with Linux. In the meantime, I’m using macOS, iOS, Windows 11, SteamOS, and various flavors of Android to operate my file systems.
Many of us already carry, at the very least, 50 gigabytes of storage in our phones everywhere we go. Is it so difficult for us to imagine a couple years more and almost everyone finding use for terabytes carried with us?
After roughly a decade of headsets from Gear VR in 2014 to Quest 3 in 2023, when the Vision Pro arrived in 2024 I first experienced a standalone system unlock terabytes of digital information to use in VR. Apple brought apps from my iPad and iPhone, sure, but I also started perusing my own personal data store on local drives wirelessly through Mac Virtual Display. When I use the feature, my Mac’s screen turns off in the “realworld” and a resizable virtual panel opens in VR instead. If anybody else happens to be watching my screen my data isn’t displayed there anymore. For some scenarios that’s a bug, but for many it’s a feature.
Gibson’s fiction understood the value of cyberspace before “the matrix” could actually be. Now VR is a consumer reality and our model for personal storage of digital content collides with Gibson’s idea of a deck and the technical delivery of cyberspace. For example, you discover the confines of your digital keepers when you apply personal computing to your life without any specific platform limitations. The FAT god commands us to store no file greater than 4 gigabytes. And beware special characters in thy filenames.
In my view, a “custom deck” starts with pouring one’s personal data into any portable device. MicroSD cards are readable in Steam Decks and Steam Frames while thumb drives include their universal connector. So you can start building a deck starting from a $15 thumb drive or MicroSD card, and build up over time to a multi-thousand dollar laptop with the very latest graphics card to cyberspace.
Hanging from a bag in the corner of my office is the latest personal computer from Raspberry Pi. Described as a “premium desktop computer” the Raspberry Pi 500+ is a keyboard selling for $200 with a 256-gigabyte solid-state drive built in running Linux.
Just send USB-C power into the Raspberry Pi and the keyboard starts computing. I used the included tools for the 500+ to unscrew the bottom of the keyboard and swap out its drive. The custom computer boots to the desktop quickly and now carries four terabytes of storage underneath satisfying mechanical keys.
Now I just need somewhere to display my files.
Conceptually, Raspberry Pi and I put together a custom deck of hardware and software that’s cheaper and more portable than anything made by Apple. The Pi doesn’t take me to cyberspace but it can display in cyberspace, and I can access it there as if from a floating terminal just like my Mac. And all of it is running in the space occupied by the keyboard traditionally used to operate a personal computer.
Wi-Fi and Bluetooth emanate from the keyboard. In the back, ethernet, USB and micro HDMI ports connect physical accessories. The biggest problem is that the year is 2026 and we don’t have the easy-to-use software I need in virtual reality to access my deck’s files wirelessly. Instead, I hack my keyboard PC into VR by any means necessary. That means dealing with stuff like VNC and IP addresses or perhaps a latency-inducing capture card.
The Steam Deck offers access to Linux in a more user-friendly handheld console-like form factor compared with any Pi or Mac. If logging into Steam online before you can do fun things with your computer is too restrictive, then you can build your own deck of hardware and software and log in online only if you want.
Readers who invest multiple thousands of dollars in their personal computing rigs know $200 or even $500 doesn’t truly buy a “premium desktop computer”. If a Raspberry Pi can only display a flat screen in VR, then a Framework laptop should be able to fully embrace the concept of cyberdeck carrying an NVIDIA RTX 5070 and 64 gigabytes of RAM.
My ideal configuration for a personal computer essentially matches the price of a top-of-the-line headset for a top-of-the-line deck that’s upgradeable for years. To me, it doesn’t really matter if my “deck” starts with my data on a thumb drive in a well-structured folder system, or if there’s a complex operating system and graphics card and central processor with a virtual assistant managing my data. The computer becomes “custom” and “personal” when I put my data inside.
The aim is to bring personal computing with me wherever I go. It’s not to the cafe or on a plane I really care about my deck of data and hardware going. Sure, those places would be great, but the most important place a deck goes is in VR.

A cyberdeck is the missing key to Bigscreen Beyond.
As long as you’re seated there in your chair and have a good supply of clean power, conceptually speaking, Bigscreen Beyond and a Framework laptop should put you in cyberspace when the headset touches your face.
Yes you need lasers sweeping the room right now for Beyond and a network connection added to this core experience would bring a lot. Yes you could also add accounts, friends, entitlements, digital rights management and thousands upon thousands of other services and software packages as with any open computer.
Whether Beyond is running from a desktop PC or the Framework laptop is a secondary concern. All that fundamentally matters is that when you go to VR you have at your fingertips a storage device you can separate from your computer with all your personal and favorite files organized, indexed, searchable, accessible and playable.
As of this writing, data portability in the “cloud” typically means waiting hours or days to download a store of information from a provider. There’s a more immediate and extreme example of data portability, however, and we’ve had it for decades with removable storage systems.
If you have the freedom to immediately unplug both your content and yourself from the network and the headset, you also have the freedom to take your stuff with you anywhere and everywhere, in VR or otherwise.
Over the last quarter century, the MP3 player became the iPod and music libraries became the launchpad for iPhone – a new kind of hyper-connected deck filled with personal information. From iPhone and Android, our pocket decks consumed almost every product category of personal computing and remade a few others.
Something new is happening with spatial computing starting with experiences in virtual reality and extending into passthrough views and mixed reality. Any surface can become a touch-sensitive display. And our existing touch-sensitive displays become even more useful accepting touch input while turning off the flow of photons. They just send that data as bits over the network when needed. With reskinnable passthrough views, that “deck” in hand can become anything from a camera to a map to a tool to drag objects. Even non-interactive displays can become frames for new functionality. Watch a movie with closed captions while a friend seated on the same couch enjoys the same film in 3D without any text distractions.
That’s just for starters. Now imagine looking down at your phone in hand in VR and swiping along its surface, but in the real world the screen is off. Or imagine playing Breath of the Wild while standing in Hyrule and holding a Sheikah Slate.
Like the words “virtual reality” before we could go there anytime, the word “cyberdeck” right now still exists largely in the realm of fiction, except to the people posting to a creative subreddit. It is still mostly a concept. But as a concept, consider the possibility that VR is taking so long to become accepted by mainstream audiences because we lack our companion devices, data, and services as we walk around another universe. To interact with VR, we hold a pair of controllers standing in for hands instead of a cyberdeck displaying a map of where to go.
Bring on the pucks to access cyberspace with terabytes carried between headsets and glasses. In the meantime, Neuromancer is in production for Apple TV.

Rockstar’s open-world blockbuster seems to be hiding at least one more mysterious puzzle for players to solve
The post <i>Red Dead Redemption 2</i> Players Find Strange Spider Web Mystery Seven Years After Launch appeared first on Kotaku.

The brutal Metroidvania was also rated ‘best game you suck at’
The post <i>Silksong</i> Finally Takes Home A ‘Best Game’ Award As Steam Breaks An All-Time Record appeared first on Kotaku.

One of the series’ creators says he ‘shouldn’t have done any of these postmortem interviews’
The post The <em>Stranger Things</em> Finale Fallout Keeps Getting Worse appeared first on Kotaku.

Save some money and see if you don’t stop sniffling, too.
The post Amazon Clears Out Blueair Air Purifiers at Record Lows, This HEPASilent Smart Air Cleaner Is Already Moving Fast appeared first on Kotaku.

If you want a great but affordable monitor, this is your next stop.
The post ASUS TUF 27″ Gaming Monitor Drops to All-Time Low to Compete With Samsung Odyssey appeared first on Kotaku.

Also: what if Cyberpunk 2077 took even longer to get started?
The post Xbox Just Set A Terrible New Record appeared first on Kotaku.

Magic Leap announced a manufacturing partnership with Pegatron, a major global electronics manufacturer, to scale production of AR glasses components, including Magic Leap’s waveguide technology.
Under the agreement outlined in a press statement, Pegatron will apply its manufacturing capabilities to help turn Magic Leap’s optical designs into mass-produced components.
Taiwan-based Pegatron specializes in developing and producing computing, communications, and consumer electronics for major brands, in addition to being the parent company of PC component company ASRock.
Details are still under wraps, however Magic Leap Product and Partner Development exec Jade Meskill says the partnership will create “a clear path to bring AR components to market at scale.”
“This collaboration reflects the growing maturity of the AR ecosystem,” said Jason Cheng, Vice Chairman at Pegatron. “By combining Magic Leap’s component-level expertise with Pegatron’s manufacturing infrastructure, we can support more efficient pathways from development to production.”
This follows the announcement in October that Magic Leap was entering into a multi-year AR hardware partnership with Google.
Despite early market missteps that saw millions (if not billions) go to the development of its ML 1 and ML 2 headsets, Magic Leap seems to be making good on its pivot from AR headset creator to major AR component player, as the company is leveraging its designs, know-how and catalogue of patents to stay in the fight.
And despite the years of grinding, it’s a fight that still hasn’t really heated up just yet, as companies like Meta, Apple and Google are still in deep in preparation to create their own AR glasses (note: not smart glasses) for release sometime before 2030.
Still, if the coming AR revolution is anything like the smartphone revolution of the early 2000s, there will potentially be a lot of players beyond those three tech giants to spin up competition when AR components eventually get cheaper with economies of scale.
And while we’re not there yet, Magic Leap seems to have found a solid raison d’être in the meantime, and a much better shot at one day becoming profitable as a result.
The post Magic Leap Signs Deal with Taiwan’s Pegatron, Strengthening AR Manufacturing Position appeared first on Road to VR.

Players are finding their accounts banned for 67 days, and the game’s offline yet again
The post <i>Rainbow 6 Siege</i> Hacked <i>Again</i>, This Time With A 6-7 Meme appeared first on Kotaku.

If it’s time to grab a new phone for 2026, make this one the one you choose.
The post Samsung Galaxy S25 Ultra Gets Cleared Out at Its Lowest Price Ahead of the S26 Series Launch appeared first on Kotaku.

Save $200 on the M4-powered Apple MacBook Air for a limited time at Amazon.
The post Apple Goes Full Clearance on MacBook Air (2025 M4, 13″) at Record Low to Make Room for the 2026 Laptop Lineup appeared first on Kotaku.

VRChat’s head of community says the popular social VR platform set a new concurrent user record over the New Year’s Eve celebrations.
As first reported by UploadVR, VRChat’s head of community ‘Tupper’ detailed concurrent user numbers as they rolled in across the various Western Hemisphere time zones during the platform’s annual 24-hour NYE celebration, making for a peak of 148,886 concurrent users during the Central Time Zone ball drop.
Here’s the full breakdown, courtesy Tupper, which includes all supported platforms:
Across the board for US TZs:
- ET: 147,226
- CT: 148,886
- MT: 141,184
- PT: 127,708
Notably, Tupper says that also Japan’s had “a strong showing,” although they declined to details the exact numbers, noting however “it did surprise me.”
Additionally, Tupper says that recent “normal weekend” numbers float around 120-125k concurrent users at peaks.
VRChat doesn’t regularly publish user figures, or user breakdowns across platforms, which is a real shame since it could be one of the best ways of telling just how well VR is doing overall during these post-holiday periods—right as a flock of new users is coming in to try the massive, free and extremely well-known social VR platform.
And yes, while I tend to call it a social VR platform, VRChat is actually much more than that nowadays, as it also undoubtedly pulls in a significant share of users across flatscreen, which include PC, Android, and iOS.

As it is, engagement doesn’t appear to be slowing down on PC, according to data obtained from SteamDB. Above, you can see the massive bump in 2018 leading up to recenrt ~75,000 concurrent users connected through the Steam version of the app. Notably, those local peaks always coincide with the holiday season.
That said, all platforms eventually plateau, although it’s difficult to say when that might be for VRChat. It’s still attracting a lot of maker talent, thanks to its flexible user-generated content platform, and is still the go-to place for a variety of Internet subcultures.
The post ‘VRChat’ Breaks Concurrent User Record on New Year’s Eve appeared first on Road to VR.

You’ll love having this compact PC in your setup where you need it the most.
The post Amazon Offloads This Ryzen 7 Mini PC at Its Lowest Price (32GB RAM, 1TB SSD), Cheaper Alternative to the Mac Mini appeared first on Kotaku.

Save 19% on the DJI Mavic 4 Pro tri-camera drone with DJI RC 2 for a limited time at Amazon.
The post DJI’s Flagship Drone Joins the Clearance Lineup, Tri-Camera Mavic 4 Pro With RC 2 Drops to an All-Time Low appeared first on Kotaku.

Save $50 on Microsoft’s flagship console of the current gaming generation—the Xbox Series X.
The post Xbox Series X Hits All-Time Low With Controller Included to Clear Out Stock, While PlayStation Stays at Full Price appeared first on Kotaku.

Bring the ultimate warfare experience straight to your couch.
The post Xbox Series X and PS5 Players Can Grab Battlefield 6 at Its Lowest Price, Over 40% Off to Start the New Year appeared first on Kotaku.