Back in 2020, when the COVID pandemic was still new, everyone was “sheltering in place” and bingeing films and television. Pandemic-related fare proved especially popular, including the 1995 medical disaster-thriller Outbreak, starring Dustin Hoffman. Chalk it up to morbid curiosity, which some researchers have suggested is an evolved response mechanism for dealing with threats by learning from imagined experiences. Outbreak turned 30 this week, making this the perfect time to revisit the film.
(Spoilers for Outbreak abound below.)
Outbreak deals with the re-emergence of a deadly virus called Motaba, 28 years after it first appeared in an African jungle, infecting US soldiers and many others. The US military secretly destroyed the camp to conceal evidence of the virus, a project overseen by Major General Donald McClintock (Donald Sutherland) and Brigadier General William Ford (Morgan Freeman). When it re-emerges in Zaire decades later, a military doctor, Colonel Sam Daniels (Hoffman), takes a team to the afflicted village to investigate, only to find the entire town has died.
Landing in Mesa 25.1 today for the RADV Vulkan and RadeonSI OpenGL drivers is Radeon GPU Profiler “RGP” integration for RDNA4/GFX12 GPUs with the newly-launched Radeon RX 9070 series…
Dungeon crawlers are a common sight with VR releases, which makes the fact that Pixel Dungeon stands out from the crowd all the more impressive.
Some of the best VR games are the ones you can sink either a few minutes into, or a couple of hours, and it never feels like your time is wasted. Pixel Dungeon is one such case; a dungeon crawler with a decidedly retro-inspired aesthetic. Player models, environments, and enemies utilize voxel-like graphics across three different dungeons – with more coming in later updates.
The Facts
What is it?: A retro-inspired dungeon crawler, for solo or co-op play Platforms: Steam, Quest (reviewed on Quest 3) Release Date: Out Now (Quest) Developer: Suplife Games Price: $19.99
At its core, it’s a simple dungeon crawler. Players spend 15–20 minutes crawling through one of three randomly generated dungeons, based on a classical dungeon, a mystical library, and interconnected floating islands all available at launch, with more coming in later updates. You can use weapons attached to both hips and your shoulders, also stowing resources gathered in the dungeon – namely, healing apples and hand grenades – in a pack strapped to your chest.
Along the way, players deal with puzzles, fight off enemies, and gather items and equipment. Finding keys lets you unlock Loot Chests that will drop randomly rolled weapons that will be added to your inventory after leaving the dungeon (deaths allow you to keep earned weapons).
Even accounting for the limited number of tiles that dungeons can be made from, different rooms can have any number of secrets. False walls that can be bashed down, ropes that can be climbed to bring the player up to the rafters. Pits players can drop down, filled with enemies and treasures both. Each of the three dungeons comes with its own occasional unique gimmicks, exclusive monsters, and entirely different final boss encounters, too.
Visually, Pixel Dungeon looks stunning, and it runs great on a Quest 3. When things get hectic in multiplayer on higher difficulties, the performance holds up without any noticeable dips, even when you might be surrounded by a veritable horde of spiders. While the game’s visuals might not be technically impressive, it nails that aspect where it counts, with both a pleasing art style that makes it easy to read what’s going on at any given time and rock-solid performance.
Combat is simple, but feels responsive in practice – especially with ranged weapons. Crossbows force you to manually reload by pulling back the string, and feel incredible to use by smoothly reloading quickly in the heat of battle. Bows and Magic Wands feel similarly great, too. If anything, melee feels a bit undertuned compared to ranged weapons at higher difficulties; though this is balanced out a bit with the ability to throw melee weapons straight at enemies alongside the standard hack-and-slash. I haven’t encountered any noticeable issues with controls, tracking, or the like – even the bag at the front of my chest isn’t an issue, despite some initial concerns I harbored due to some recent VR experiences.
In between runs, players can spend gold to upgrade their unlocked weapons – either increasing their base damage, or to reroll their randomized perks. Maybe a crossbow will deal extra damage when hitting a weak point, or have a 50% chance to fire 3 arrows at once. Perhaps your axe will deal 50% extra damage to bosses across two combined perks. Every run will grant you XP, and with each level up you can invest into a skill tree over time. Potentially, dodging an attack at just the right moment will give you invincibility, or when revived you’ll have more health available before healing.
You won’t find too much depth in terms of “builds” – everyone will eventually max out the same skill tree. That’s good considering, as far as I could tell, there’s no option to reset your allocated skill points. It’s still enough to make the game have a real sense of progression, beyond an oblique sense of getting “stronger”. It also means that even if other players you queue up with may have similar setups, depending on what has dropped for them, there’s still individuality in how players treat the game in their unique ways.
Speaking of multiplayer, we spent a few hours checking out multiplayer online with some randoms, and found a pleasantly smooth experience. Personally, I can’t report noticing any lag spikes, and overall connectivity has been great. Voice chat is also clear once the in-game music gets turned down – the default setting is slightly too loud to parse other players, which would be my one main issue with the experience. Even then, it feels like a nitpick.
Comfort
As of launch, Pixel Dungeon’s comfort options are rather spartan; players can adjust between snap turning, smooth turning or no turning whatsoever without actively turning your body.
Pixel Dungeon can require some verticality; ropes and ladders require you to manually climb them, and sometimes pitfall traps might drop you one or more stories below yourself without much warning. Because of this, we would caution VR players to only play the game if they’re confident in their VR legs, at least with the options available at launch.
We also tackled a few higher difficulty dungeons and it’s a blast, especially in a group setting. Presently, the gameplay loop revolves around tackling harder and harder difficulty dungeons, gathering 3-star equipment with special perks as you go; while there are only 3 dungeons to do it with currently. Even if you only do each dungeon a handful of times, chances are you won’t see everything they have to offer. Suplife doesn’t have a formal roadmap, though it claims that players can expect a fourth dungeon to be added sooner rather than later, with more updates to come. Even just accounting for the state of the game at launch, it’s hard to say the amount of content isn’t adequate, all considered.
Pixel Dungeon – Final Verdict
Put another way, Pixel Dungeon already feels like a complete package. It’s fun, polished, and packs a decent amount of content to play through at launch. Even if the promised post-launch updates never came, I’d still be likely to return to the game in the weeks and months to come.
Though it’s still early days, the fact that I can instantly queue into a lobby weeks after launch rather late at night bodes well for the game’s activity, too. Pixel Dungeon is exactly the type of game that’s easy to recommend to anyone looking for something to strap into, whether they’re only in it for a shorter session or if they plan to spend a Saturday night getting sweaty with some friends.
UploadVR uses a 5-Star rating system for our game reviews – you can read a breakdown of each star rating in our review guidelines.
Just Add Water’s comedic construction simulator, DIG VR, makes its PlayStation VR2 and Steam debut this May.
In DIG VR, you become a construction god, digging up pesky dirt around the comically named Diglington in the County of Digshire. As you progress, you’ll become privy to hidden lore across the city while unlocking complex machinery and crevice-creating tools like a Circular Saw, Compactor, and Grabber.
PS VR2 and Steam players will have their chance to work through the building simulator’s quirky campaign and enjoy DIG VR’s handful of minigames and sandbox game mode, too. While it previously targeted a March 20 launch, that’s now been delayed “like any real construction project” to May 1 for “extra time to add polish.”
We enjoyed our time with DIG VR and gave it a 3.5/5-star review, describing it as “an enjoyable premise backed by a vibrant presentation, comically silly minigames, and beautifully British humor.”
DIG VR launched on Quest last November and recently received fresh content in its follow-up Winter Update. The update welcomed new cosmetics, a time trial mode, and an online leaderboard. Developer Just Add Water also introduced two new radio stations, Oceanic Beach Radio and Cultural Rhythms Radio, for players to listen to as they work.
DIG VR is available on Quest now, and it’s coming to PS VR2 and SteamVR on May 1.
This article was initially published on February 5, 2025. It was updated on March 14, 2025, following DIG VR’s delay confirmation on Steam and PlayStation VR2.
I went to a Metallica concert in Mexico with my Apple Vision Pro.
After Whiplash, I left my couch in Manhattan to find my AirPods Pro in another room. I needed to hear One and Enter Sandman a little bit louder. As I type this, I’m now considering what a pair of AirPods Max can offer when it comes to future concerts like this one. I’ve never really been drawn to headphones, but as I ponder attending concerts like this I guess I’m now in the market.
Somewhere on Staten Island my buddy sang along. I could barely hear him over the music, so I upped his volume, maxed the venue’s and started head-banging as a sustained chill ran down my spine.
The video is 25 minutes long and represents a landmark moment in the history of virtual reality. Some Metallica fans will walk into Apple Stores, hear Whiplash during a demo, and then make a $3500 purchase to experience One and Enter Sandman at home too.
The concert cuts between wide views of the entire venue and intimate eye-to-eye contact with both the band and crowd. One of the angles is set up inches from Lars Ulrich, close enough to feel sweatier at the sight, another sees you looking down at the crowd as if you’re surfing over them, others set the vibe backstage or walking out with the band. When an inflatable ball that was dropped on the crowd came toward me I tried punching it away.
Apple says it built a custom stage layout featuring 14 Apple Immersive cameras. Some of the best moments here are floating toward the band above a sea of iPhones recording their views underneath.
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“Heavy Metal is godhead,” they say at one point.
That’s a vibe delivered. If you could be the spirit of Heavy Metal for 25 minutes it would feel like this, disembodied and floating in space between the music and fans.
I saw Metallica in reality once in Los Angeles and again, decades later, with my VR headset when they played in Mexico. Many of us have a mental model of VR experiences eating physical ones, but this isn’t exactly right. I went to a Metallica concert with a friend in VR and listened to their music for hours afterward. I then looked up tickets to one of their physical shows for the first time in years and started making plans for how I can intersect with their ongoing tour.
There’s absolutely a marathon haptic, visual and auditory experience to be had with Metallica at a physical concert. I needed VR this good to remind me how great physical reality can be.
Check out Metallica now on Apple Vision Pro or get a demo in an Apple Store.
While ReactOS is widely known as the open-source operating system working on maintaining software and driver compatibility with Microsoft Windows, there’s another new one in the field and it’s Free95. The Free95 project is working to become an open-source, Windows-compatible operating system. Version 0.2 Alpha of Free95 was released today for testing…
Apple released a new version of the basic $349 iPad this week, though you could be forgiven for not noticing. The new 11th-generation iPad (also known as the “iPad (A16)” or just plain-old “iPad”) looks identical to the previous version, it was introduced in a single paragraph buried in the middle of an iPad Air announcement, and the company didn’t offer to send any to reviewers. The one I have I bought myself for our 5-year-old, whose hand-me-down 2019 iPad Air 3 is slightly older than he is and a little worse for wear.
There’s nothing exciting or even particularly interesting about this tablet. The design is recycled from 2022’s 10th-generation iPad, which was itself a lower-rent version of the 2020 iPad Air design. It’s powered by a variant of the Apple A16, originally an iPhone chip from 2022. It still doesn’t support the regular Apple Pencil or Pencil Pro or the same keyboard accessories as other iPads. It still doesn’t have an anti-reflective screen coating, and the screen doesn’t feel as nice to use as an iPad Air’s or Pro’s.
But for all that, this is still probably the purest expression of what the iPad is: a cheap Internet-connected screen for reading and watching things. I say this as someone who has tried every new piece of hardware and software that Apple has introduced to try and make the iPad a powerful and versatile laptop replacement—it still feels like trying to make a square peg fit into a round hole. The more expensive iPads are nice, but I don’t end up using them much differently from how I use this bare-bones tablet.
Steering Committee decides against merge of over-complex and largely unloved ALGOL-68 ‘at this point’. Version 15 of the GNU Compiler Collection is getting close to release, and as it does, some changes are not going to make it.
Phaser Lock Interactive, the studio behind Quest exclusive Primal Hunt (2023) and a host of early PC VR games, announced it’s shutting down, citing a “challenging economic climate and the current state of the gaming industry.”
Founded in 2015, the Austin, Texas-based VR studio was behind a number of PC VR games over the years, including bow-shooter Twisted Arrow (2016), and real-time strategy games Final Approach (2016) and Final Assault (2019).
In 2023, Phaser Lock released dino-hunting game Primal Hunt, which leveraged Twisted Arrow’s bow-shooting mechanics in a Turok-inspired single player adventure, released exclusively on Quest.
Although Primal Hunt garnered a solid [4.3/5] user rating on the Horizon Store, it faced challenges finding broad appeal. At the time of this writing, only 201 users have reviewed the ‘M’ rated game, which was priced at $30.
Shortly after releasing Primal Hunt on Quest, Phaser Lock pivoted from full-time VR studio to developing a multi-player version of the game for Roblox. While the free-to-play game did well on the platform, attracting over 5.4 million visits, the studio’s last update arrived in April 2024, leaving the Primal Hunt’s future in question.
Then, in June 2024, co-founder and former studio exec Michael Daubert left studio, according to LinkedIn, leaving the studio’s trajectory and its future ambitions uncertain.
With deep sadness, we announce that Phaser Lock Interactive is shutting down. Despite our relentless efforts to bring our vision to life, the challenging economic climate and the current state of the gaming industry have made it impossible for us to continue. We want to express our heartfelt gratitude to our loyal fans and the amazing community that has supported us through this journey. Your passion, encouragement, and belief in our work have meant the world to us. While this chapter closes, the memories we’ve created together will remain forever. Thank you for being part of our story.
IGT GPU Tools began as a set of tools by Intel for working on their Linux Direct Rendering Manager (DRM) kernel driver but with time has been broadened by the open-source community to support non-Intel drivers/hardware. IGT GPU Tools 2.0 was released on Thursday with new enhancements for these tests and other tools incorporated into the project…
Breakthrough Energy, the climate group founded by Bill Gates, has laid off dozens of employees in the U.S. and Europe, eliminating its public policy and partnerships teams as it shifts away from advocacy work. Its investment and grantmaking divisions will remain unaffected. The Detroit News reports: Breakthrough Energy is an umbrella organization founded by Gates that houses various initiatives aimed at accelerating the clean energy transition. It also encompasses Breakthrough Energy Ventures, one of the biggest investors in early-stage climate technologies with stakes in more than 120 companies, as well as a grantmaking program for early-seed stage company founders and Breakthrough Catalyst, a funding platform focused on emergent climate technologies. None of those divisions of the group were impacted by cuts, which were reported earlier by the New York Times.
[…] “In the United States especially, the conversation about climate has been sidetracked by politics,” Gates wrote in the introduction to his 2021 book. “Some days, it can seem as if we have little hope of getting anything done.” The climate pullback is happening at the same time as the US cuts foreign aid, a field where Gates is also a major donor. His nonprofit, the Gates Foundation, operates with a budget of billions and has a strong focus on overseas development. “Bill Gates remains as committed as ever to advancing the clean energy innovations needed to address climate change,” a Breakthrough Energy spokesperson said in an emailed statement. “His work in this area will continue and is focused on helping drive reliable affordable, clean energy solutions that will enable people everywhere to thrive.”
On Wednesday, the EPA announced the agency will “undertake 31 historic actions in the greatest and most consequential day of deregulation in U.S. history…”
Clasp and mount specialist Fidlock is set to add to its range of useful commuter accessories with all-new stainless steel bottles and its first bike light set.
The range of accessories use the fast and secure magnetic Pinclip mounting system.
Fidlock’s entry into the world of bike lights is somewhat unexpected, but it looks to have applied the same quick-and-secure mantra to these as-yet-unreleased lights.
Fidlock will also offer a Pinclip-mounting rear light. Warren Rossiter / OurMedia
Presented as 3D-printed mock-ups, the circular 360-degree visibility rear light snaps into a minimal Pinclip mount similar to the brand’s seat packs and on-bike action cam mounts.
The front light uses a band-on Pinclip mount that’s much more minimal than the competition, which suggests you could leave the mount in place when not using the light, without taking up excess bar real estate. Or you could use the Pinclip with the compatible action cam unit.
Fidlock’s twist-mount bottle range gains three durable steel bottle options. Warren Rossiter / OurMedia
The new Twist steel bottles are designed to work with Fidlock’s minimal twist-lock bottle mount.
The bottles are available with a capacity of either 400ml with a bite-valve top or 600ml with a screw-cap.
The twist-lock system is now incorporated into a range of hardy steel bottles. Warren Rossiter / OurMedia
The model that caught our eye, however, is the 500ml dual-wall insulated bottle.
The insulated steel twist-lock bottle should be commuter gold. Warren Rossiter / OurMedia
The Twist bottles are fully compatible with all Twist bases, which are available to fit standard bottle bosses, while a zip-tie mounting version is also available for frames without bosses.
The bottles and lights are set to be released later this year, with no global pricing yet available.
IMDT has introduced its latest System-on-Module and Single-Board Computer, both powered by the Renesas RZ/V2N processor. These new platforms are designed to deliver cost-effective, high-performance AI computing at the edge, supporting applications in robotics, smart cities, industrial automation, IoT, and smart retail.
People Can Fly, the publisher behind Bulletstorm VR and Green Hell VR, will stop publishing VR games after this year.
The Warsaw-based studio recently confirmed it’s phasing out publishing VR titles once the next game from developer Incuvo, currently known as Project Bison, releases in Q4 2025. Spotted by MauroNL, People Can Fly says its market analysis found a “significant reduction in investments in the production of new VR games by VR hardware platform holders.”
People Can Fly have decided to phase out its VR game publishing business. Project Bifrost will be the last published VR game, planned for Q4 2025.
PCF noted a “significant reduction in investments in the production of new VR games by VR hardware platforms holders” among reasons. pic.twitter.com/KtXW4bNkwE
As such, People Can Fly explained that this negatively affected its assessment, leading to this decision. Therefore, the studio “will not commission Incuvo with development work on the production of new VR games,” and further activities related to publishing VR games will not be carried out. People Can Fly’s other subsidiaries will stop working on VR development, though it notes Incuvo is excluded from this.
It’s not particularly clear what will happen with the People Can Fly-owned studio long-term following this news. Alongside Bulletstorm VR and Green Hell VR – the latter of which recently added a co-op mode on Quest and PS VR2 – Incuvo’s previous work also includes working with Bloober Team on Blair Witch: Oculus Edition and Layers of Fear VR.
People Can Fly’s statement also underlines an increasing concern about wider investment. While the studio doesn’t name Meta or Sony specifically in this report, this suggests funding isn’t as readily available from either company as it might have been previously for other Quest and PlayStation VR games.
With the wider video game industry facing mass layoffs these last few years, which includes numerousVRstudios – People Can Fly’s move could be interpreted as a means of avoiding such measures. It’s something we’ve recently seen with PowerWash Simulator dropping VR support, a decision developer Futurlab advised was made for the team’s job security.