This PlayStation VR2 Bundle Is $100 Off Right Now

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Black Friday may have passed, but there are still some serious deals out there for gamers—especially PS5 owners. This PlayStation VR2 bundle with Horizon Call of the Mountain is currently $299 on Amazon, a 25% discount off the usual $399 and its lowest price ever according to price tracking tools. 

The Sony PlayStation VR2 earned a PCMag Editor’s Choice Award upon its 2023 release for offering comprehensive upgrades from its predecessor, including better tracking tech, improved sound, and enhanced graphics. This model comes with the Horizon Call of the Mountain, an action-adventure game packed with immersive climbing, machine combat, and immersive world-building, allowing you to dive into the VR experience right out of the box.

The headset features 2000×2040 resolution per eye, an OLED display, 4K HDR support, and a 120 Hz refresh rate. It has a 110-degree field of view and controls with haptic feedback and adaptive triggers, as well as 3D audio and eye-tracking.

If you have a PS5 and are curious about diving into the world of VR—and want to start with a popular game that will get you hooked right away—this PlayStation VR2 bundle is one of the best console-based options on the market right now, especially at $100 off. 

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You can get three months of Amazon Music Unlimited for free right now

Amazon’s Black Friday and Cyber Monday sales might be over, but the company is still running a deal on its premium music streaming service. Right now, you can get three months of Amazon Music Unlimited for free if you’re a new subscriber.

As with most offers of this nature, your subscription will auto-renew for the full price of $12 per month (or $11 for Prime members) after your three months are up. But you can cancel whenever you like and won’t be charged a penny if you do so before the trial ends.

Amazon Music Unlimited offers lossless streaming and podcasts, and as you’d expect, it works best with Amazon’s ever-swelling army of Alexa devices. It’s a bit clunky compared to the likes of Apple Music and Spotify, and not as good for music discovery and curation, but the app has made strides over the years. It even has its own Spotify Wrapped-alike now.

If you do take advantage of this deal, bear in mind that Amazon Music Unlimited is more expensive than Apple Music, YouTube Music and Tidal without a Prime subscription, after Amazon put its prices up earlier this year. A paid Spotify Premium Individual plan costs the same as Amazon’s service (sans Prime), and you can also try that for free right now, with the company offering four months without payment provided you’ve never been a Premium subscriber in the past.

Follow @EngadgetDeals on X for the latest tech deals and buying advice.

This article originally appeared on Engadget at https://www.engadget.com/deals/you-can-get-three-months-of-amazon-music-unlimited-for-free-right-now-175508803.html?src=rss

FCC boss Brendan Carr claims another victory over DEI as AT&T drops programs

AT&T told the Federal Communications Commission that it has eliminated DEI (diversity, equity, and inclusion) policies and programs, complying with demands from Chairman Brendan Carr.

The FCC boss has refused to approve mergers and other large transactions involving companies that don’t agree to drop support for DEI. On Monday, AT&T filed a letter disowning its former DEI initiatives in the FCC docket for its $1 billion purchase of US Cellular spectrum licenses.

“We have closely followed the recent Executive Orders, Supreme Court rulings, and guidance issued by the US Equal Employment Opportunity Commission and have adjusted our employment and business practices to ensure that they comply with all applicable laws and related requirements, including ending DEI-related policies as described below, not just in name but in substance,” AT&T’s letter to Carr said.

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A little-known Chinese company nearly landed a rocket from space on its first try

China’s first attempt to land an orbital-class rocket may have ended in a fiery crash, but the company responsible for the mission had a lot to celebrate with the first flight of its new methane-fueled launcher.

LandSpace, a decade-old company based in Beijing, launched its new Zhuque-3 rocket for the first time at 11:02 pm EST Tuesday (04:02 UTC Wednesday), or just after noon local time at the Jiuquan launch site in northwestern China.

Powered by nine methane-fueled engines, the Zhuque-3 (Vermillion Bird-3) rocket climbed away from its launch pad with more than 1.7 million pounds of thrust. The 216-foot-tall (66-meter) launcher headed southeast, soaring through clear skies before releasing its first stage booster about two minutes into the flight.

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Epic bans indie game Horses from its storefront 24 hours before release

Indie studio Santa Ragione is facing more strife after claiming its latest game has been blocked on another major storefront. The developer previously said it was at risk of closure after Valve banned Horses from Steam, noting that it would be very difficult to recoup its investment without access to the world’s largest PC gaming storefront. The situation became more dire this week after Epic Games blocked Horses as well.

Santa Ragione said Epic notified the studio of its decision just 24 hours before the game was released on Tuesday, despite approving Horses for sale on the Epic Games Store weeks earlier. “Once again, no specific indication of problematic content in the game was given, only broad and demonstrably incorrect claims that it violated their content guidelines,” the studio wrote in an FAQ. “Our appeal was denied twelve hours later without further explanation.”

According to an email from Epic that Santa Ragione shared, the company banned Horses from its store due to violations of its inappropriate content and hateful or abusive content policies, the latter of which “prohibits content that promotes abuse and animal abuse.” It also determined that Horses had received an adults-only rating, and such games aren’t allowed on its store. Engadget has contacted Epic for comment.

Horses is a horror game about a college student who works on a farm during the summer. The farm’s so-called horses are actually nude human adults who wear equine masks and live as horses.

Santa Ragione said that, in its appeal to Epic, it pointed out that Horses is a “strong critique of violence and abuse in general” and that it doesn’t promote any kind of abuse. It claimed that there are no “explicit or frequent depictions of sexual behavior,” as nudity is pixelated and although the three-hour game has four “sexual sequences,” these are brief and censored, with two mainly taking place off-camera. However, Santa Ragione said Epic stuck by its decision to block the game from its store.

With Horses being banned from Steam and the Epic Games Store, that leaves GOG (where it’s currently at the top of the bestsellers chart) and Itch.io as the only storefronts on which the $5 game is available as Santa Ragione tries to recoup the $100,000 or so it spent on development. Horses was supposed to have been available via the Humble Store as well but, as Gamespot notes, the URL for the listing now redirects to the store’s homepage.

This article originally appeared on Engadget at https://www.engadget.com/gaming/epic-bans-indie-game-horses-from-its-storefront-24-hours-before-release-173500417.html?src=rss

Intel’s Open-Source Linux Graphics Driver Delivered Significant Improvements In 2025

Last week I provided a look at how Intel’s GPU compute performance on Battlemage evolved in 2025. In today’s article is a similar Intel Arc A-Series “Alchemist” and B-Series “Battlemage” look at how the OpenGL and Vulkan graphics performance has evolved over the past year. Simply put, the open-source Intel Linux graphics driver stack has evolved immensely this year… Not just for Vulkan but even the OpenGL support continues moving in the right direction too.

Fraudulent gambling network may actually be something more nefarious

A sprawling infrastructure that has been bilking unsuspecting people through fraudulent gambling websites for 14 years is likely a dual operation run by a nation-state-sponsored group that is targeting government and private-industry organizations in the US and Europe, researchers said Wednesday.

Researchers have previously tracked smaller pieces of the enormous infrastructure. Last month, security firm Sucuri reported that the operation seeks out and compromises poorly configured websites running the WordPress CMS. Imperva in January said the attackers also scan for and exploit web apps built with the PHP programming language that have existing webshells or vulnerabilities. Once the weaknesses are exploited, the attackers install a GSocket, a backdoor that the attackers use to compromise servers and host gambling web content on them.

All of the gambling sites target Indonesian-speaking visitors. Because Indonesian law prohibits gambling, many people in that country are drawn to illicit services. Most of the 236,433 attacker-owned domains hosting the gambling sites are hosted on Cloudflare. Most of the 1,481 hijacked subdomains were hosted on Amazon Web Services, Azure, and GitHub.

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Windows 11 Growth Slows As Millions Stick With Windows 10

Despite Windows 10 losing free support, Statcounter shows Windows 11 holding only a modest lead of 53.7% market share compared to Windows 10’s 42.7%. Analysts say the slow transition reflects both hardware limitations and a lack of must-have Windows 11 features compelling organizations to refresh their fleets. The Register reports: The Register spoke to Lansweeper principal technical evangelist Esben Dochy, who noted that consumers were more likely to have devices that couldn’t be upgraded or follow the “if it ain’t broke, don’t fix it” rule when it comes to change. He also pointed out consumers in the EU get Microsoft Extended Security Updates (ESU) for free.

For businesses, though, it’s different. Dochy told us: “The primary blocker is slow change management processes. These can be slow due to bad planning, lack of resources, difficulty in execution (in highly distributed organizations) etc. “The ESU are used to be secure while those change management processes take place, but organizations will have to pay to get those ESU making it more expensive for unprepared or inefficient organizations.” […]

The challenge facing Windows 11 is that, other than the end of free support for many versions, there is no must-have feature to make enterprises break a hardware refresh cycle, particularly in a difficult economic environment. Microsoft has not released official statistics on Windows 11 adoption. However, hardware vendors have noted the sluggish pace of transition. Dell COO Jeffrey Clarke commented during an analyst call: “If you were to look at it relative to the previous OS end of support, we are 10-12 points behind at that point with Windows 11 than we were with the previous generation.”


Read more of this story at Slashdot.

India will no longer require smartphone makers to preinstall its state-run ‘cybersecurity’ app

India will no longer require smartphone makers to preinstall the Sanchar Saathi “security” app. After blowback from Apple, Samsung and opposition leaders, the Modi government issued a statement saying it “has decided not to make the pre-installation mandatory for mobile manufacturers.” The app is still available as a voluntary download.

India’s Ministry of Communications framed the U-turn as a result of strong voluntary adoption. The nation said 14 million users (around 1 percent of the nation’s population) have downloaded the app. “The number of users has been increasing rapidly, and the mandate to install the app was meant to accelerate this process and make the app available to less aware citizens easily,” the statement read.

The country had previously given smartphone makers 90 days to preinstall the Sanchar Saathi app on all new phones. They were also required to deliver it to existing devices via software updates. India claims its app exists solely for cybersecurity purposes. It includes tools allowing users to report and lock lost or stolen devices.

But privacy advocates warned that it could be used as a government backdoor for mass surveillance. According to the BBC, the app’s privacy policy allows it to make and manage calls and send messages. It can access call and message histories, files, photos and the camera.

Reuters reports that industry experts cited Russia as the only known precedent for such a requirement. In August, Vladimir Putin’s regime ordered the messenger app MAX to be preinstalled on all mobile devices in the country. Like with India’s example, experts warned that it could be used for surveillance.

On Tuesday, Reuters reported that Apple would not comply with India’s order, citing privacy and security concerns. Samsung reportedly followed. Opposition leaders in the Indian government also joined the fray. Senior Congress leader Randeep Singh Surjewala called on the Modi government to clarify its legal authority for “mandating a non-removable app.” Despite India’s framing, it seems likely that the two companies’ stances, along with domestic political pressure, played no small role in the reversal.

This article originally appeared on Engadget at https://www.engadget.com/cybersecurity/india-will-no-longer-require-smartphone-makers-to-preinstall-its-state-run-cybersecurity-app-171500923.html?src=rss

Samara Weaving levels up in Ready or Not 2: Here I Come trailer

One of big surprise hits of 2019 was the delightful horror comedy Ready or Not, in which Samara Weaving’s blushing bride must play a deadly game of Hide and Seek on her wedding night. Searchlight Pictures just released the trailer for its sequel: Ready or Not 2: Here I Come.

(Spoilers for Ready or Not below.)

In Ready or Not, Grace (Weaving) falls in love with Alex Le Domas (Mark O’Brien), a member of a wealthy gaming dynasty. After a picture-perfect wedding on the family estate, Alex informs Grace that there’s just one more formality to be observed: At midnight, she has to draw a card from a mysterious box and play whatever game is named there.

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My Favorite Amazon Deal of the Day: The Apple Watch Series 11

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The Apple Watch Series 11 is the middle-of-the-pack smartwatch, sandwiched between the budget-friendly Apple Watch SE 3 and the flagship Apple Watch Ultra 3. It also happens to be the only one still holding on to its Black Friday discount. You can get the GPS version starting at $329 (originally $399) and the GPS + Cellular version starting at $429 (originally $499), both the lowest prices they’ve reached, according to price tracking tools.

It’s always nice when the “best Apple Watch for most people” gets better without a price increase over the previous generation. The Series 11 improved its battery life, going up to 43 hours with the always-on display enabled, up from 36 hours for the Series 10. Also, now you can get a 5G Cellular version, which, before, the best Apple could offer was LTE. This makes cell service much better for calls and helps to keep the battery life running longer. Another big update is that its hypertension notification feature is FDA-approved, so this watch could potentially save your life if you suffer from high blood pressure. Like new iterations, the new smartwatch is also more vibrant, slimmer, and more durable.

You’ll start off with the new WatchOS 26 and all of the features it brings, like Heart Rate Monitor, ECG, Blood Oxygen Monitor, Temperature Sensor, Pedometer, Gyroscope, and others. If you already own the Series 10, you’ll see the same display, measurements, processor, and sensors, so it might not be worth upgrading unless battery life and 5G connectivity really matter to you.

At its current price, the Series 11 is a great smartwatch for most Apple lovers, and the lowest price it’ll likely be this year.

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Walkabout Mini Golf Creator Lucas Martell Makes A Sandbox For Artists To Play Inside

During a recent trip to New York, Walkabout Mini Golf game director Lucas Martell sat down with me as well as some fans and students for an in-depth Q&A session.

Walkabout launches its 37th course this week with Alice’s Adventures in Wonderland alongside a new size-changing mechanic that will quickly turn a VR outing into a mad tea party. Work has already begun on Walkabout’s 50th course. At publication time, Martell, art director Don Carson and a few other members of the Mighty Coconut art team are in Gravity Sketch roughing out ideas for courses that will open starting in 2027.

I’ve lightly edited the first half of the session featuring questions for Martell aimed at covering how he transformed the project from an effort he worked on solo before the pandemic to something dozens of artists contribute to from their homes.

What is the ‘Walkabout Path’?

We hop into Gravity Sketch once we figure out what the course is gonna be and we actually start designing the course. And one of the very first things that we do is a yellow line that goes through the entire course that represents the path that the players will take to get to holes one through 18. That is the core thread of gameplay of how it all works, and sort of how we decide what areas you’re gonna get to when, what is the sort of narrative that’s gonna unfold.

How did you decide to build VR that way?

Gravity Sketch is a tool in VR that allows you to basically sketch in 3D space. So you could just be sketching lines, you could also do full models. A lot of our courses, we actually do the final models in Gravity Sketch, or we’ll use it to place an asset library — all of the grass and rocks and stuff that you would see is probably just someone grabbed a little library of grass and they’re like, oh, put that one there, put that one there. It gives it a very organic feel because, it’s not perfect, it has a little bit of that hand-feel to it. And the other really cool thing about Gravity Sketch is that you could have multiple people in the same room working at the same time. We’ve added a fourth designer to the team within the last year here, and so we will all be in there and literally sketching and be like, oh, we need to have a table. And so Don tends to do a lot of the prop work and he’d be like, oh, let me go do that really quick. He’ll literally like do a rough table in just like 20 seconds. “Like this? What if we’d made it longer, made it more oval?” He’ll make the tweaks and we’re literally going through and making it. He might just be like, ‘Oh, here, I replaced the chair. Can you go put this around?” And I’ll grab his chair and place it and stamp it all over the place. So it’s a very interactive way of working and it allows us to sort of work in 3D in a very sketchy way. And we have really found that sort of like the instinct a lot of people have is to try to make something look good. And what we’ve learned is try to stay as messy as long as possible. And that’s where the “Walkabout Path” kind of came in, is that we want to think about what the overall experience is like, kind of like you would doing storyboards for a film. You want to be fast, loose, you want to capture it as quickly as you can so you can start finding what works and what doesn’t work, so you don’t spend a whole lot of time polishing something that’s gonna end up on the cutting room floor.

How did you decide the trigger pull mechanic to teleport to the next hole?

The game started off as a solo project. So this would’ve been mostly during the pandemic. There was actually a little bit of work that was done on it before the pandemic, but that’s really when it kicked into full gear. And it was just me for probably about nine months full time, although there’s probably about three months spaced out of work that had been done in the year or two prior. And the two big things that I had always felt was, to me, mini golf, half the fun is not necessarily the game, it’s actually the course itself. It’s walking through the pirate ship. It’s walking through the cave, it’s seeing the blue, weird water. It’s the environment that’s around you. And yes, the game itself can be fun, but to me the path with all of that stuff takes it from even being like a hike into almost being like a theme park, but it’s almost like a guided tour through the theme park.

The trigger to get to your ball, the one other big kind of like idea that I had is that I wanted people to be able to play the game with a single button. And so even to this day, you can play the entire game with just the trigger button. And so if you’re ever trying to teach someone how to do it, that’s the only thing you have to. And part of that came from just having done mobile games before, or just having done some other things where you have to keep it so, so simple that it shouldn’t take long. And now you can’t pick up the lost balls, you couldn’t fly. But the actual, the core game mechanic is just one button.

Can you list off all the things that you can do in Walkabout now?

When it launched it was just four courses. Teleport only. There was no music, there was no settings menu cause there weren’t any settings to adjust. There were no fox hunts and there was night mode and there were lost balls, but it was just four courses, night mode, no avatars, you were just gray. So flying became a thing. Smooth locomotion became a thing. We added music and fox hunts at the same time with the new putters. And then all the other activities that we’ve done as well. So that would be slingshots, mini mode, giant mode. I don’t know if people have played recently, but there are a lot more sort of like game modes. You can play chess now in Venice, Upside Town and Welcome Island. And if you just go up to it and it’s the same idea, it is just a trigger. You’ll just get like a little sort of like an eyedropper thing that you can just grab whatever piece you want and place it wherever you want.

Are we gonna get hand tracking at some point?

We’re definitely looking at it and I will say that the hand tracking has to be really good in order to do golf, but there’s a lot of other things that don’t, like picking up that chess piece, could theoretically work really nicely without some of that.

Why did you build your workplace the way that you did?

We were an animation and visual effects studio for a really long time, mostly doing vendor work. I came from the film world, mostly animation, pitching, setting up projects, got a couple of things made. So we came at this not as traditional game designers and we have kind of inherited a lot of things from animation. So one of the things that we do very, very differently than most other game design companies is that normally, when you were building a world like this, you would have artists building individual pieces. They would build that table, they would build that whiteboard, they would build the trash can and then someone else would be assembling it all in the engine. We do it all more like the film world where everything is just built in Gravity Sketch, Blender, it’s all basically there. So you can do the entire world at any point in the process. Anyone can come along and be like, I don’t like that railing right there, and move the whole thing. And it gives a lot more freedom to the team and there’s a lot more trust. But also, because it’s low poly, it also allows them to help create the world and maybe not get lost so much in the detail. Because one of the things that I’ve seen a lot of game studios struggle with is just if people are hyper-focused on making a version of that phone, they’re gonna want to keep adding detail and detail and detail. And our point is more like, let’s stop adding so much little detail to every single item. Yes, you could sort of make that phone look perfect, or you can have the table set up that clearly it looks like there’s been a party. There’s like a bunch of chip bags, there’s a couple that have been opened. It actually feels like this big space is lived in, and that you only get when people are not focused on the micro, they’re focused on more of the big picture stuff.

What does your funding model mean when recruiting talent – is it difficult or easy to hire?

I have to say it’s a lot easier because I think that everyone who works in the games industry has struggled with what happens when funding gets pulled. Just a year ago, especially with some of the Embracer group stuff, like there were so many projects that got canceled just because, not cause the project was bad, but just because financing blew up or everyone has horror stories of all that happening. So the fact that we call it “player funded” because I sunk about a year of my personal time into it, but there was no like hard dollars that were into that. It was just the effort involved. And then since then it’s just been sale of the game and sale of the DLCs that has fully funded the entire thing. I think that does put us in a really unique spot where we, when we say player-first, we really do mean it because we need those players to keep coming back and keep supporting the game.

Who is Don Carson?

Don joined us, I think probably about number 10 or 12, somewhere in there. So he was earlier on, he was an Imagineer, he was the senior art director on Splash Mountain, Mickey’s Toontown. A couple of different, pretty big things. So he came from the theme park world and since then he’s worked on Dragons and Mario World and he had worked on a bunch of other stuff, much of it five, 10 years ago and it’s just now actually getting finished and seeing the light of day because theme parks just take so long to do. But Don had embraced VR pretty early on as a design tool because he was creating spaces. It was just the best way for him to do that. And he’s always been very, very sort of like tech-forward, and Don reached out to us just because, I think it was in Bogey’s Bonanza, which is  course number six or seven, somewhere in there. Why don’t you come talk? So we had kind of had him into an all-hands meeting. He just came in and did a presentation. It was like 45 minutes or so, talking about theme park design and what he did. And we just played a couple of rounds and kind of kept talking.

It was like, “would you ever consider coming to, to work for us?” He jumped at the opportunity. It really has sort of changed a couple things about how we do. We’ve definitely kind of embraced some of the theme park design in what we do, and a lot of that comes down to environmental storytelling, and the way that you can kind of create these different stories. For folks like me, coming from the film world, I always had a very, a very sort of like linear idea of what storytelling was. And he really helped us understand that it’s almost more about, you need to have a very, very general conceit about what the world is and why it is that way. But then it’s about all the details that you put in there that sort of support that. And it’s not a linear story. It’s sort of like all these little things that you might find as you go around. So I feel like once Don came on board, Nautilus or 20,000 Leagues was the first one that he was super involved with, and I think you kind of feel that…that sort of like, it really took a, a big leap at that point, from these are cool worlds to being sort of like, no, this is inhabited. It feels like a place.

What is the value of virtual reality to you?

I think that being able to go into another world, that was the thing that sort of like really drew me there. And I feel like space is such an important thing to me and I love that ability of basically just being able to like fully immerse yourself in a world. Also, I think that games like this that also maybe feel a lot less like games. That it is almost more of a space. And yes, there is a game activity, but that is almost like the lightest of — it’s an excuse to get in. A lot of times people aren’t even coming for the game. They’re coming more to spend time in the world. There’s a significant number of people who do use it just as almost like kind of meditation or just sort of like a way to just like wind down at the end of the day.

But then the social side of things. When I was doing this, Quest 1 was the only headset that was really out there at the time. And Oculus had talked, we didn’t take any money, but they were just like, we know it’s coming up, we really think you should add multiplayer. This is like two months before launch. I was like, okay. I didn’t know any better. Luckily mini golf turned out to be one of the easier things to do multiplayer with just because you don’t have some of the interactions. So I basically coded up a really crude multiplayer implementation and the very first time that I played I was like, I need someone to play with. So my dad, it was height of the pandemic. He grabbed the other headset, went upstairs and we played a game together. And it was mind blowing how being in the same space as someone else really sort of like – it felt alive. And it felt like you were sort of sharing that, that place with someone. It gets to you in a way even more so than FaceTiming someone would.

How often has the subject come up of selling the company? 

It came up and there was definitely a period, especially three years ago when all the VR stuff was really hot, that we were getting approached quite a bit. And yeah, I think that ultimately, none of the prospects brought anything to us that was really of interest outside of money. But it was also one of those things that we weren’t trying to pay anything off. The game has already paid for itself. And because we’re already set up that the game is paying for all of the artists, it does put sort of an upper limit on our burn rate. I don’t know that we could make more mini golf faster in a way that would really be better for anyone. I feel like we’ve really found a nice sort of like a nice pace and cadence with all that. But sure you could spend more time on any individual course adding more stuff. But even then, there’s a polygon budget that we have to hit. There’s only so much that we can put into any one thing anyways. I feel like if we reduced the number of courses, if we went to like one every quarter or so, I feel like then we would be in a weird boat where we would have to be so much more precious about every single one of them. If you’re spending twice as much as what we’re spending on this certain course, now you’re getting into a version of AAA where now it’s like, ‘okay, now like everything has to be a raging success in order to just break even.’ As opposed to, we can make an Upside Town and maybe some people will hate it, but taking those risks, I think is one of the things that the independence has allowed. And it lets us sometimes try some stuff, and we don’t have to deal with a lot of the bureaucracy.

When you’re playing with people in like Ice Lair, where you get turned into an ice cube, which is intentionally kind of a little annoying that you’re putting a cube now. When you’re playing with people, you’re sharing the laugh and when it turns into a cube, and then it bounces and then suddenly rolls off to the wrong side, everyone is laughing and having a good time. I’m reminded of something Elan Lee, the Exploding Kittens creator, talks a lot about making it so that it’s not about making the game funny, it’s about allowing the other players to be. And the more you can get one of the other people who are playing to be funny or to have a good time, then it’s sort of like, then that’s what’s infectious. 

All your artists work from home?

Yeah. We do technically have an Austin office and a Boise office where a couple of our tech folks in the QA team are, but almost everybody’s working remotely. 

How do we make more places like Mighty Coconut?

I definitely think that being driven by the creative is kind of a big part of that. And I think that some of it goes back to what we were talking about earlier in terms of sort of like giving people the latitude to contribute things like that. Because part of the reason that we’ve got so much of that in there is that it comes back to how we’re fundamentally set up so that someone owns the entire course at any given point for usually multiple weeks. And so they have opportunities to add capybara in, to add those little scenes, to create those little moments that were never really intended. And I feel like when I’m doing my job as sort of a game director, I wear a few different hats, but like the game director side of me when I’m doing my job right, is really early on sort of like, “here’s what the course is.” I’ll call it sandbox directing. It’s sort of like my job is not to describe the sand castle that’s gonna be. My job is to sort of like create the sandbox and it’s like, “here’s how big the sandbox is.” Here’s a few of the toys that you have to work with inside of there. Okay, focus here, and as long as you stay within the walls,  then we’re good. And by doing that and then trusting people to make something cool, I think that’s where you get some really interesting stuff that no one person on the team could have possibly come up with. And even the courses that I’ve designed myself, a lot of the things that make them the most memorable are the things that other people add. And yeah, just embracing that. I think that a lot of it does come just down to being creative-led and trusting and knowing how to hire the right people that have that right sense of taste.

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Zillow removes climate risk scores after agents complain about sales

Zillow has dropped its climate risk score program just one year after it started, according to a report by TechCrunch. It has removed climate risk scores from over one million listings after real estate agents complained that the data was misleading and leading to lost sales.

In their place, listings now feature a small link to data sourced from climate risk startup First Street, which is the organization that provided the original assessment. The startup isn’t too happy about this move, with spokesperson Matthew Eby telling TechCrunch that “the risk doesn’t go away; it just moves from a pre-purchase decision into a post-purchase liability.” First Street’s climate scores still appear on listings from Redfin, Realtor.com and Homes.com.

The California Regional Multiple Listing Service (CRMLS) is pleased with Zillow’s decision, as this real estate database is used primarily by industry professionals. CRMLS CEO Art Carter told The New York Times that “displaying the probability of a specific home flooding this year or within the next five years can have a significant impact on the perceived desirability of that property.”

Carter also questioned the validity of First Street’s data, saying that areas that haven’t flooded in 40 or 50 years were not likely to flood in the next five. First Street responded by saying “our models are built on transparent, peer-reviewed science and are continuously validated against real-world outcomes.”

Some maps.
Zillow

Zillow’s climate risk score labels have been controversial since the company launched the program in 2024, particularly among real estate agents. One agent told The Boston Globe last year that they were “putting thoughts in people’s minds about my listing that normally wouldn’t be there.” More than 80 percent of prospective buyers consider climate risks when shopping for a new home so, yeah, those thoughts are already in there.

First Street maintains that its climate risk scores are extremely useful for consumers, noting that its maps correctly identified risk for over 90 percent of the homes that burned during the Los Angeles wildfires. The company says its internal maps have been “significantly outperforming CalFire’s official state hazard maps.”

Engadget has reached out to Zillow to ask about its reasoning here. We will update this post when we hear back.

This article originally appeared on Engadget at https://www.engadget.com/big-tech/zillow-removes-climate-risk-scores-after-agents-complain-about-sales-164405763.html?src=rss

Django 6.0 released

The Django Python web
framework project has announced
the release of Django 6.0
including many new features, as can be seen in
the release
notes
. Some highlights include template partials for modularizing
templates, a flexible task framework for running background tasks, a
modernized email API, and a Content
Security Policy
(CSP) feature that provides the ability to “easily configure and enforce browser-level security policies to protect against content injection“.

Hello Kitty Skyland Gets Early Access Release Date On Quest

Hello Kitty Skyland, a free-to-play social VR experience based on Sanrio’s iconic mascot, enters early access later this month on Quest.

Originally announced in September, Hello Kitty Skyland is being developed by Thirdverse (Soul Covenant, X8). Set in a virtual world called ‘SKYLAND’ with various Sanrio characters, the early access release features a central online lobby and a full-body multiplayer racing game called ‘Sky Dash,’ which seems to use Gorilla Tag-style locomotion. You can see that below with today’s trailer.

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Early access trailer

Other features available in this month’s early access launch include an avatar dress-up system, using various original outfits. Limited-time costumes themed around Hello Kitty, Kuromi, and My Melody are also included, though it’s unknown how long they’ll be available for.

It’s currently unknown what further features will be added for the full release of Hello Kitty Skyland, and a targeted release window for that wasn’t provided; Thirdverse only states that “the development team will gather player feedback and continue adding content toward the full release.”

Hello Kitty Skyland enters early access on December 22 on the wider Meta Quest platform (store page currently down) as a free-to-play release with in-app purchases.