Category: Gaming

  • Powkiddy V90 vs Anbernic RG35XX SP & Miyoo Flip: Who’s Best?

    Powkiddy V90 vs Anbernic RG35XX SP & Miyoo Flip: Who’s Best?

    Key Takeaways

    1. Powkiddy has started taking pre-orders for the V20, launched about six weeks after the X35H’s global release.
    2. A new version of the V90, possibly called V90 V2 or V90 Refresh, is in development to celebrate its fifth anniversary.
    3. The design and colors of the new V90 are not finalized and are still a work in progress.
    4. Changes between the new V90 and the original include altered button and speaker configurations and thinner bezels.
    5. The new V90 may feature a larger 3.5-inch display and could use the Rockchip RK3566 chipset, though specifications are not yet confirmed.


    Retro Handhelds has recently revealed another upcoming gaming handheld from Powkiddy. Just to recap, the company started taking pre-orders for the V20 last month. Similar to what Anbernic did last year, the V20 was launched about six weeks after Powkiddy made the X35H available worldwide (currently priced at $86.99 on Amazon).

    New V90 Version on the Horizon

    According to Retro Handhelds, there’s also a new version of the V90 being planned. At the moment, it’s referred to as the V90 V2, V90 2.0, or simply the “V90 Refresh.” However, since the original V90 is nearing its fifth anniversary, it’s likely that Powkiddy will opt for a completely different name instead of just calling it the V90 Refresh.

    Design and Features Still in Progress

    Regardless, Jdewitz emphasizes that the design and colors showcased ‘are not final’. Therefore, it’s best to view these images as they are currently described, ‘very much work in progress’. Still, they provide some hints on how Powkiddy’s upcoming clamshell handheld may vary from the original V90.

    For example, Powkiddy has altered the button and speaker configuration between the two generations. Additionally, the new V90 features thinner plastic bezels, suggesting a shift from a 3.0-inch display to a 3.5-inch one, aligning it with Anbernic’s RG35XX SP and Miyoo Flip. Sadly, further specifications remain unclear for now, but it appears that Powkiddy might revert to the Rockchip RK3566 for the chipset in this device.

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  • Rumored Xbox Handheld Device Expected to Launch This Year

    Rumored Xbox Handheld Device Expected to Launch This Year

    Key Takeaways

    1. The Xbox handheld, codenamed “Keenan,” is expected to launch later this year, but Microsoft will not produce it themselves.
    2. A well-known manufacturer like Asus, Lenovo, or MSI will handle the hardware development, with Microsoft creating a simplified version of Windows 11 for it.
    3. The handheld will feature a special Xbox button for adjusting settings like fan speed and refresh rate.
    4. The choice of chip for the device remains uncertain, with options including AMD’s Ryzen Z2 and Intel’s Lunar Lake series, but performance is not expected to be groundbreaking.
    5. Microsoft is also working on a next-generation console to succeed the Xbox Series X, set for release alongside a fully developed Xbox handheld in 2027.


    Rumors regarding an Xbox handheld have been circulating for quite a while now, and they are not something new. Recently, Jez Corden from Windows Central added some exciting details to the story with his latest scoop. The handheld, which is referred to by the code name “Keenan,” is expected to be released later this year. However, it seems that Microsoft won’t be the one to actually produce it.

    Hardware Development Insights

    It looks like a well-known manufacturer, such as Asus, Lenovo, or MSI, will handle the hardware development. Microsoft is planning to assist in creating a simplified version of Windows 11 that will be free from unnecessary software. Additionally, there will be a special Xbox button included, allowing users to adjust settings like fan speed, TDP, refresh rate, and more. Basically, this handheld is just a more efficient version of a typical handheld device, featuring software tweaks from Microsoft, along with a stamp of approval as an Xbox accessory.

    Chip Selection Mystery

    The biggest question still remains about which chip will power this device. Microsoft has a selection of options to choose from, including AMD’s Ryzen Z2 Go, Ryzen Z2, Ryzen Z2 Extreme, and Intel’s Lunar Lake or Arrow Lake-H series. In a post, Jez suggested that it might be the standard Z2, but that is not confirmed yet. Regardless, it is unlikely to achieve record-breaking performance, especially if it utilizes the anticipated Hawk Point-based Ryzen Z2.

    Future Console Plans

    Jez also mentions that Microsoft is working on its next-generation console, which will take over from the Xbox Series X. This new console is expected to be released alongside the first true handheld from Xbox that is developed entirely from scratch in 2027. This upcoming console is rumored to feature a combination of an AMD Zen 5 CPU and UDNA 1 (previously known as RDNA 5) GPU. There have been discussions about incorporating 3D V-Cache as well, but that technology might be reserved for Sony’s PlayStation 6.

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  • Retroid Pocket Classic Specs: Qualcomm 4nm Chipset Teased

    Retroid Pocket Classic Specs: Qualcomm 4nm Chipset Teased

    Key Takeaways

    1. The Retroid Pocket Classic features a 3.92-inch AMOLED display with a resolution of 1,240 x 1,080 pixels and a peak brightness of 500 nits.
    2. It is powered by a 5,000 mAh battery and a Qualcomm 4 nm chipset, though specific chipset details have not been confirmed.
    3. The device will have 4 GB of LPDDR4x RAM and 64 GB of eMMC 5.1 flash storage, along with an active cooling solution.
    4. The dimensions of the Pocket Classic are 138 x 89.8 x 26 mm, and it weighs 223 g.
    5. It supports Bluetooth 5.0, Wi-Fi 5, and runs on Android 14 out of the box.


    Retroid has disclosed additional details regarding the Pocket Classic, following their announcement about the device’s display last week. To summarize, the company had previously indicated that the Pocket Classic will be equipped with a 3.92-inch display that offers a resolution of 1,240 x 1,080 pixels, featuring an effective aspect ratio of 5:4 (1.15:1) and achieving a peak brightness of 500 nits.

    Battery and Chipset

    Retroid is set to pair this AMOLED display with a robust 5,000 mAh battery along with a ‘Qualcomm 4 nm’ chipset. While this term could refer to several recent Qualcomm Snapdragon chipsets, it notably does not include the Snapdragon 865, which will power the Retroid Pocket Flip 2. For instance, Retroid could opt for any Snapdragon 7 or 8 series chipsets launched in the last three years, and they might even consider the Snapdragon 6 Gen 3.

    Memory and Size

    The Retroid Pocket Classic is also going to have 4 GB of LPDDR4x RAM operating at 2,133 MT/s, paired with 64 GB of eMMC 5.1 flash storage and an active cooling solution. Retroid has confirmed that the dimensions of the Pocket Classic are 138 x 89.8 x 26 mm and it weighs 223 g, making it roughly equivalent in size to the Anbernic RG40XX V (currently priced at $79.99 on Amazon). Moreover, Retroid’s upcoming vertical gaming handheld will support Bluetooth 5.0 and Wi-Fi 5 connectivity, which sets it apart from the RG40XX V, and will come with Android 14 as its operating system right out of the box.

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  • Battlefield 6 Gameplay Footage: New Gunplay and Movement Changes

    Battlefield 6 Gameplay Footage: New Gunplay and Movement Changes

    Key Takeaways

    1. Battlefield Labs allows gamers to test new features and provide feedback before the official release.
    2. The game will feature a 60 Hz tick rate for improved server performance and hit detection.
    3. Gunplay is enhanced with new spread patterns and distinct recoil behaviors for each weapon.
    4. Classic movement mechanics, like crouch sprinting and combat dives, are being reintroduced for improved fluidity.
    5. Concerns remain about potential monetization strategies and the design of maps, particularly regarding diversity and engagement.


    Battlefield 2042 was released in November 2021, but it faced lots of technical problems, design issues, and missing key features. To avoid similar troubles, EA has set up Battlefield Labs, a testing ground where gamers can experience new features ahead of time and provide their feedback. The initial playtests have occurred already, showcasing significant gameplay modifications. Fans can check out the fresh mechanics on this Reddit thread, which features an 11-minute gameplay video.

    Improved Server Performance

    In Battlefield 6, EA is introducing a 60 Hz tick rate, which means that servers will register player actions and hits 60 times each second. This enhancement boosts hit detection, especially during intense firefights. Furthermore, all weapons will come with new spread patterns and distinct recoil behaviors, making the gunplay feel sharper, more responsive, and unique for each different weapon.

    Enhanced Movement Mechanics

    The movement system in Battlefield 6 is also getting an upgrade by reintroducing classic mechanics. The crouch sprint from Battlefield 5 is back, alongside the combat dive found in Battlefield 4, 1, and 5, along with the landing roll after jumps from Battlefield 5. Moreover, vaulting and leaning animations have been refined to improve fluidity and offer players greater freedom in movement.

    The Reddit community has had a good reaction to the gameplay tweaks, with many fans applauding the improved gunplay and more fluid movement. Still, there are worries about monetization. Many players are concerned that EA might negatively impact the experience after launch by implementing aggressive microtransactions, battle passes, or paid content. Additionally, some have voiced their discontent with the map design, fearing that the game will have too many boring desert battlefields instead of more varied and engaging landscapes.

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  • Steam’s New MMO Surprise: It’s a Single-Player Game with 98% Rating

    Steam’s New MMO Surprise: It’s a Single-Player Game with 98% Rating

    Key Takeaways

    1. Players can choose from four classes: Arcanist, Druid, Duelist, or Paladin, in a fantasy world populated by AI-driven SimPlayers.
    2. The game features a dynamic world with changing cities and factions based on player choices, along with a tactically intense combat system.
    3. Non-playable characters (NPCs) can be attacked and looted, affecting relationships with different factions.
    4. Erenshor is set to launch in Early Access on April 14, 2025, with a free demo available on Steam since September 8, 2023, receiving 98% positive feedback.
    5. The Early Access phase is expected to last about 18 months, with a price increase anticipated for the final release.


    In Erenshor, players can pick from four distinct classes: Arcanist, Druid, Duelist, or Paladin, and dive into an expansive fantasy environment. Unlike the usual MMORPGs, this world is filled not with human players but with AI-driven SimPlayers. These characters can loot items, level up, and even invite players to join in on group activities such as raids. Each SimPlayer has its own personality, engages in conversations, and can form guilds, giving the impression of a vibrant MMO—without requiring an online connection.

    Dynamic World and Combat

    Apart from the SimPlayers, Erenshor showcases lively cities and factions that change based on player choices. The combat system is tactically intense, with formidable enemies, and players must utilize their AI allies carefully. Every non-playable character (NPC) is available for attack and looting, but this action could alter relationships with different factions. The game offers a single-player MMO experience, all wrapped in a vibrant yet straightforward art style, which helps keep hardware requirements minimal.

    Early Access and Demo

    Developed by Burgee Media, Erenshor is set to launch in Early Access on April 14, 2025. Players who can’t wait to try out the game can access a free demo on Steam. Released on September 8, 2023, the demo has received around 220 reviews, with a whopping 98% positive feedback. Although the exact pricing for the Early Access version hasn’t been revealed yet, it will be a paid product. The Early Access phase is anticipated to last about 18 months, and a price hike is expected for the final release.

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  • Indie Classic Just $2 – Almost 90K Positive Reviews on Steam

    Indie Classic Just $2 – Almost 90K Positive Reviews on Steam

    Key Takeaways

    1. Fast-Paced Gameplay: Hotline Miami features intense, quick gameplay where players must strategically take down enemies in one hit while avoiding being killed themselves.

    2. Unique Art and Sound: The game is known for its vibrant pixel art style and a captivating synthwave soundtrack that complements the 1980s Miami setting.

    3. Engaging Story: Players follow the cryptic narrative of Jacket, who receives mysterious phone calls instructing him to eliminate members of the Russian mafia, leading to puzzling cutscenes.

    4. Critical Acclaim: The game has received positive reviews, with a Metascore of 85 and a User Score of 8.6 on Metacritic, praised for its gameplay and story despite some criticisms regarding controls and enemy variety.

    5. Current Discounts: Hotline Miami is currently available on Steam at an 80% discount, with a special offer for the Hotline Miami Collection at an 82% discount, making it an attractive deal for players.


    Hotline Miami, which was made by Dennaton Games and published by Devolver Digital in October 2012, has turned into a beloved title in the indie gaming scene. This shooter, viewed from above, is famous for its super quick gameplay, vibrant pixel art filled with neon colors, and a driving synthwave soundtrack. Players step into the shoes of Jacket, a faceless anti-hero navigating 1980s Miami, who gets mysterious phone calls that instruct him to take out members of the Russian mafia. As he slices through violent bloodbaths, the plot reveals itself through strange cutscenes and puzzling conversations, often leaving players with more questions than clarity.

    Intense Gameplay Experience

    The gameplay is fast and punishing; players must invade buildings and take out every foe using various weapons like guns, knives, baseball bats, or just their fists. Before each mission, they can pick a mask of an animal, which provides special advantages. Every enemy can be taken down in one hit, but the player can, too, making tactical thinking very important. Success relies on quickly assessing rooms and executing the best attack plan with incredible speed.

    Critical Reception

    In its review, the German publication GameStar commended Hotline Miami for its rapid-fire, violent gameplay and its thoughtfully constructed story with a cryptic plot. The game features unlockable weapons and masks, plus an alternative ending, which adds significant replayability. Nevertheless, the difficulty can be brutal, particularly in the later stages.

    GameStar noted that while the mouse and keyboard controls perform well, the gamepad support is not as refined. Other downsides mentioned include a lack of variety in enemies and the absence of voice acting. Despite these issues, GameStar awarded the game a respectable 76. On Metacritic, Hotline Miami boasts a Metascore of 85 and a User Score of 8.6. Furthermore, it has garnered about 87,500 reviews on Steam, achieving an outstanding 97% positive rating.

    Current Offers

    Right now, Hotline Miami is on Steam for an 80% discount, lowering the price from $9.99 to around $2. This deal is available until March 13, 2025. Additionally, the Hotline Miami Collection, which includes both Hotline Miami and Hotline Miami 2: Wrong Number along with their soundtracks, is also on sale at an 82% discount for roughly $7.50 instead of the original $41.

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  • MSI Claw 8 AI+ Gaming Handheld: Strong Hardware, Software Gaps

    MSI Claw 8 AI+ Gaming Handheld: Strong Hardware, Software Gaps

    Key Takeaways

    1. Processor Upgrade: The Claw 8 AI+ features a new Intel Lunar Lake processor, enhancing efficiency while providing impressive gaming performance despite lower power limits compared to the original model.

    2. Improved Efficiency and Noise: The new model operates at a lower power draw (37/30 watts) while achieving 25% better performance than its predecessor, and it has reduced fan noise during use.

    3. Design and Display Enhancements: The Claw 8 AI+ has a larger 8-inch IPS display with a 120 Hz refresh rate, offering a more immersive gaming experience, though it’s heavier than competitors like the ROG Ally X.

    4. User-Replaceable Storage and Better Battery: It includes a user-replaceable M.2 2230 SSD and a larger 80 Wh battery, allowing up to 3.5 hours of gameplay in energy-efficient mode.

    5. Pricing Challenges: Priced at $899.99, the Claw 8 AI+ may face competition from more affordable options like the Steam Deck, despite its advanced features and performance.


    When MSI introduced the original Claw gaming handheld last year, its choice of processor raised eyebrows. Unlike most other brands, it opted for an Intel Meteor Lake processor, which is known to need more power than AMD chips to function properly. In its highest setting, the processor could draw up to 43 watts continuously. While this amount of power is impressive for a cooling system to manage in such a small device, it contradicts the goal of creating an energy-efficient product. Moreover, the fans were almost always on and tended to be quite noisy during gaming sessions.

    New Processor for a New Generation

    For its latest model, the Claw 8 AI+, MSI has continued to rely on Intel processors, now featuring a Lunar Lake processor aimed at enhancing efficiency. Although the performance of the processor itself is somewhat lower when compared to previous models, the integrated GPU offers commendable performance even with reduced power limits, resulting in overall gaming capabilities that are quite impressive. During our gaming trials, the new Claw 8 AI+ outperformed the original Claw by 25% while operating at 37/30 watts compared to the earlier 45/43 watts. Additionally, its gaming performance surpasses that of the ROG Ally X, which uses an older AMD Ryzen Z1 Extreme (Zen 4), by about 10%. While the GPD Pocket 4 with the latest Zen 5 SoC is a bit faster, it comes at a much higher price point and isn’t designed specifically for gaming.

    Efficiency and Noise Management

    Thanks to its enhanced efficiency, the Claw 8 AI+ achieves higher performance without increasing fan noise, which has actually decreased overall. However, during testing, we observed that the fan speed often fluctuated between two settings despite a stable thermal design power (TDP), which can be a bit irritating. These variations were also present in the slower AI mode, albeit at a lower intensity. This leads to some confusion regarding the device’s energy profiles, as the AI engine produced notably weaker results in our tests. There are three manual TDP settings (8, 17, and 30 watts), making it hard to find a true manual mode. While the device’s software is generally good, it still experiences some lags and lacks the extensive features compared to Asus’ Armoury Crate SE software. MSI needs to address these areas and optimize fan performance.

    Design and Display

    In addition to the processor, the new casing and larger screen make a significant impact. Compared to the ROG Ally X, the Claw 8 AI+ is noticeably larger and about 100 grams heavier. Still, it feels comfortable to hold, especially for those accustomed to the ROG Ally X, and the 8-inch display is quite a bit bigger. Ultimately, it’s a matter of personal preference whether one favors a larger screen or a more compact design. The screen remains an IPS panel with 500-nit brightness, 120 Hz refresh rate, and variable refresh rate (VRR), making it suitable for gaming, even though its response times are slightly inferior to the older model.

    Storage and Battery Life

    The compact M.2 2230 SSD is user-replaceable, and MSI has also included a larger 80 Wh battery (up from 53 Wh), which allows for extended usage times. The duration of gameplay varies depending on the performance mode chosen. In the fastest mode, our testing lasted around 1 hour and 45 minutes, while using the AI engine (at 17 watts) extended playtime to approximately 3.5 hours.

    Pricing Concerns

    One significant concern is its price tag of $899.99. While we believe this price is justified given the hardware offered, it may deter many potential customers. The Steam Deck has gained popularity not only for its user-friendly Steam OS but also due to its more affordable price point, and the original ROG Ally continues to sell well. Whether the new Claw 8 AI+ will find success despite its strong performance remains uncertain.


  • RTX 5060 with 8GB GDDR7 Found in Leaked Acer Gaming PC Listing

    RTX 5060 with 8GB GDDR7 Found in Leaked Acer Gaming PC Listing

    Key Takeaways

    1. The Nvidia RTX 5060 is expected to launch in April, with prebuilt PCs already featuring the GPU spotted, such as the Acer Nitro 50.

    2. The Acer Nitro 50 is priced just under 1600 Euros and includes a 14th-generation Intel Core i7-14700F CPU and 32GB of DDR5 memory.

    3. Pricing estimates for the RTX 5060 range from $300 to $350, while the RTX 5050 may be about $50 less.

    4. The RTX 5060 is anticipated to have 3,840 CUDA cores and a total graphics power (TGP) of 150 watts, which is a 30% increase over the previous generation.

    5. The RTX 5060 features 8GB of GDDR7 memory, which may be insufficient for some gamers, leading to discussions about a potential RTX 5060 Ti with 16GB VRAM.


    Gamers are not likely to see the Nvidia RTX 5060 hitting the market until April, but a prebuilt gaming PC equipped with this GPU has already been spotted. According to VideoCardz, a French retailer has revealed some details that align with earlier rumors about the RTX 5060 specifications. Notably, the Acer Nitro 50 desktop features the graphics card with 8GB of GDDR7 SDRAM.

    Pricing and Specs

    The Acer Nitro 50 isn’t exactly a cheap gaming option, priced just under 1600 Euros. It comes fitted with a 14th-generation Intel Core i7-14700F CPU and 32GB of DDR5 memory. Despite the extensive list of components, it’s still tough to pin down the exact price of the RTX 5060. Current estimates suggest it could range from $300 to $350, while the RTX 5050 may be around $50 less. If rumors of an Nvidia announcement turn out to be true, gamers won’t have to wait too long for more clarity.

    Conflicting Information

    According to VideoCardz, the French retailer’s listing indicates a PCIe x16 graphics controller, which goes against most evidence suggesting that the RTX 5060 will use eight lanes. However, a reliable leaker known as kopite7kimi has shared more insights about the Blackwell GPU. They predict that the RTX 5060 will sport 3,840 CUDA cores, which is an increase of 768 cores compared to the RTX 4060. Additionally, the RTX 5060 is expected to have a total graphics power (TGP) of 150 watts, marking a 30% increase over the previous generation.

    Memory Considerations

    Early discussions about the RTX 5060 have focused on its memory size and type. While the 50-series GPU is making the shift to GDDR7, some gamers are disappointed by the 8GB limit. Many recent games demand more VRAM, which could be problematic for those looking for an affordable custom or prebuilt gaming PC. The RTX 4060 comes with 8GB of GDDR6 VRAM, while the RTX 3060 was available with up to 12GB of memory. To accommodate higher-resolution textures, gamers may need to look at the RTX 5060 Ti, which might offer a 16GB VRAM option.

    Without significant improvements in processing power or memory size, the RTX 5060 appears a bit less enticing. Nonetheless, even the entry-level Blackwell GPUs will be compatible with all DLSS 4 features, including multi-frame generation.

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  • Interview with Julian Creutz on Quest Master and its Future

    Interview with Julian Creutz on Quest Master and its Future

    Key Takeaways

    1. Development Journey: Julian Creutz transitioned from small indie projects to focusing on Quest Master, drawing inspiration from his love for games like The Legend of Zelda and his experience modding Minecraft.

    2. Team Dynamics: The support from a talented team at Apogee allowed Julian to focus on programming and game design, enhancing the game’s quality, especially its soundtrack, which plays a crucial role in player immersion.

    3. Community and Future Content: There’s a strong player demand for an overworld creator in Quest Master, which Julian underestimated. Future updates will include this feature along with a campaign and other content leading to version 1.0.

    4. Advice for Indie Developers: Julian advises aspiring developers to avoid strict release dates, find a unique niche, and focus on creating games that resonate with themselves and a larger audience.

    5. Vision for Quest Master: Julian aims for Quest Master to be a self-sustaining game, with robust modding capabilities and the potential to be recognized as a “Zelda Maker,” while also hoping for its release on Nintendo consoles.


    Notebookcheck’s Sasha Mathews (SM) recently chatted with Julian Creutz from Quest Master about his journey in game development and the inspirations for Quest Master. This conversation also offers hints about upcoming features and modding options, plus advice for new indie developers!

    Development Journey

    SM: I did some digging before our chat and saw that apart from Quest Master, you have two other games on itch.io. Can you share what your development experience has been like over the years?

    Julian: Yes, I do have a couple of other games on itch.io. Quest Master is actually my first big commercial project. The other games were mostly smaller projects, like one from the GBJAM I worked on in 2021. Since then, I’ve focused all my time on Quest Master because it’s pretty complex, and I’m the sole programmer. I started programming in elementary school, around fourth grade. I taught myself Scratch and then moved to Game Maker and programming languages like C and C++. I spent a long time modding Minecraft, which was my main interest. I’ve always loved [The Legend of Zelda], and you can see that influence in Quest Master, right? I created Minecraft mods inspired by Zelda, adding items and features. Even though those projects didn’t go far, they shaped my path into game development. I dreamed of making my own Zelda game. Initially, I wanted to work with Nintendo, but now I prefer to focus on my own creations. I feel more comfortable with Quest Master, where I have complete control over everything. I’m very thankful to have this opportunity, especially since I just turned 23. It feels like a privilege to work on this full-time.

    Team Dynamics

    SM: That’s really fascinating; I had no idea! Next, I want to know about your experience with the Apogee team while developing Quest Master. How has their support helped you create this spiritual successor?

    Julian: Our artists are amazing! I was surprised by how many people are on the Quest Master team because I usually work alone. I’m used to being a solo indie developer handling programming, marketing, and art—only the music was out of my skill set. Now, with Quest Master, I can focus solely on programming and game design without worrying about art and other aspects.

    SM: That’s pretty amazing!

    Julian: Yeah, it is! Let me quickly list our team members [laughs]. We have Thomas, Zach, Giulianno, Presley, and Felipe—five artists! Plus, we have a fantastic music team at Apogee. I’ve always put a lot of emphasis on the soundtrack because, like Zelda, music plays a crucial role in creating appeal. Many competitors miss the mark in this area, often using royalty-free tracks or music that doesn’t fit well. Quest Master stands out because we have high-quality soundtracks that enhance the game’s quality and immersion. Although you’ll be able to add your own music through modding, I really love the base game’s music. It’s top-notch.

    Community and Future Content

    SM: That’s really impressive! Your passion for Zelda clearly shines through in this project. When you look at the updates, there are numerous references to The Legend of Zelda series. I got a good chuckle from Cojiro when you showcased the modding features for pets. How does it feel knowing your game is being dubbed the “Zelda Maker” that Nintendo hasn’t created? I even saw someone recreate the entire NES overworld of the original Zelda in the first month of early access!

    Julian: Yeah, it was wild! I always wanted Quest Master to be that “Zelda Maker” that Nintendo hasn’t made. Our competitors just weren’t able to deliver what people wanted, and there was a clear demand for something better. I nearly released the game early because I had been working on it since January 2021. I remember seeing a Reddit post about Super Dungeon Maker and thinking, “Wow, we have competition?” It looked decent, but it ultimately didn’t meet the expectations of a “Zelda Maker.” I debated whether to release early to test the waters or wait to learn from what others were doing wrong. Delaying turned out to be a good choice because it gave us insights into what players liked and disliked.

    There are still things I wish I had changed during development. One major insight from the last six months of early access is that players don’t fully see Quest Master as a “Zelda Maker” until there’s an overworld creator. I underestimated how many people wanted that feature. If I could start over, that’s the one thing I would prioritize. Many don’t recognize how much work goes into creating an overworld, which is like a dungeon but much larger. We’re working on it, and it’s confirmed in our roadmap, but it won’t be ready before version 1.0. We have a campaign in the works and another secret update coming this month, along with smaller content updates leading up to 1.0. Unfortunately, the overworld feature wasn’t feasible before the launch due to its complexity compared to the dungeon maker.

    Balancing Development and Community

    SM: It’s touching to see your vision come to life online! Before we wrap up, can you share any hints about the secret update?

    Julian: Well, there aren’t many possibilities to reveal. There was one similar secret update previously, so that’s about all I can say. I don’t want to spoil anything. [laughs]

    SM: Keeping things close to the chest! As an indie developer, how has it felt receiving fan feedback and being in a position where you can create something incredible, fulfilling your dreams and those of your fans?

    Julian: It’s definitely a double-edged sword. I love that I can do this work and still enjoy it as much as I did on day one. However, being in the public eye comes with challenges I didn’t anticipate. Fans get very attached to the game and can be emotional when things don’t go as they expect. For instance, if an update is delayed, I’d get bombarded with messages on Steam and Discord asking about it. While I understand their eagerness, it can be exhausting to explain the reasons behind delays, especially as a small team. With me as the only programmer, it takes a toll on my mental health. I try to separate myself from that pressure, but it’s hard not to feel affected. That’s why I decided to remove the strict Friday update schedule to ease some of that stress. I’ll aim to still provide updates regularly, but they might not always drop on Fridays.

    SM: That’s a wise choice! Mental health is crucial. Your advice for aspiring developers seems clear: don’t set strict expectations.

    Julian: Exactly! Avoid promising release dates because things often don’t go as planned. It’s better to be vague than overly specific. I’m grateful for the community’s connection to the game; it’s heartwarming. I love being engaged with players, but it can also lead to spoiling too much. I receive messages that overstep boundaries, which can be odd, but I manage it for Quest Master. I’m unsure if I’ll continue this level of interaction for my next project, but we’ll see.

    Advice for Indie Developers

    SM: That makes sense! How would you advise indie developers to position themselves to find that big break and create opportunities?

    Julian: It mostly comes down to luck, I’d say. I feel fortunate to be where I am now. One key piece of advice is finding a niche that attracts a large audience. In my case, that’s the “Zelda Maker.” Avoid oversaturated markets, which is common with platformers and shooters; those genres are tough to succeed in. A game doesn’t need to be overly complex to be successful. Often, unique art styles or cool ideas resonate better than deep mechanics that aren’t marketable. So, I recommend identifying a niche, perhaps creating a game you’d want to play yourself. The idea of a dream game is a bit far-fetched, as I’ve been working on Quest Master for almost four years now, and I don’t get to play it much anymore. I still try to play it occasionally to experience new dungeons, but it’s ironic how game developers often don’t have time to enjoy their creations.

    Vision for Quest Master

    SM: That’s very sound advice! What would you say your ultimate goal for this project is?

    Julian: Hmm, let me think. My main goal is to make the game self-sustaining. I want modding to take the lead in keeping the game alive. Ideally, the game will generate enough new content daily to keep players engaged, potentially even surpassing the original content I create. I want Quest Master to be recognized as the “Zelda Maker,” which it already seems to be, based on what I’ve heard. I also hope to get Quest Master on a Nintendo console, likely the Switch, and I’m aiming for a release around the holidays, possibly coinciding with the Switch 2.

    Navigating Game Development

    SM: What advice would you give to those who feel overwhelmed by the multitude of options in game development? There are so many engines and resources, and it can be daunting.

    Julian: Navigating this space is challenging, as there are countless options. I used to advocate for building custom game engines, and I still believe in that, particularly since I’m back to modding. I initially started Quest Master with a custom engine in 2021, but switched to Unity about six months in for easier porting. It’s all about efficiency and your willingness to learn. I wouldn’t be where I am without starting with custom engines, as it deepened my understanding of game mechanics and programming principles. Many developers rely on messy code rather than structured programming. Learning these fundamentals is valuable, especially when developing business applications, which differ significantly from games. If you want to pursue a career in game development, experimenting with custom engines can be beneficial. However, if you just want to dip your toes in, starting with user-friendly engines like Unity or simpler platforms like Pygame or GameMaker is wise. I still advocate for custom engines for their flexibility and learning potential, but they do come with challenges when it comes to porting.

    SM: That’s interesting to hear! I recently saw someone suggest making a Game Boy emulator as a learning tool because you can code it piece by piece.

    Julian: Yeah, I saw that too!

    Self-Driven Gameplay

    SM: When you say you want the game to be self-driven, do you mean in terms of modding potential or replayability, like Mario Maker enables?

    Julian: Before I answer that, do you know Zelda Classic?

    SM: That rings a bell.

    Julian: I’d refer to it as the original “Zelda Maker.” It started as a recreation in the 90s and evolved into a tool for creating custom Zelda games with a more moddable structure than Quest Master. It has a dedicated community that’s been active for nearly 30 years, creating remarkable quests. Quest Master aims to fill that role but on a larger commercial scale. I want it to be more approachable because Zelda Classic can be hard to get into. The self-driven aspect is crucial for me because, honestly, I don’t want to work on this game forever. I hope to finish it in a few years. With modding, I envision a constant flow of new content and experiences. My ultimate goal is for the game to sustain itself. Unfortunately, modding won’t be available on consoles like the Nintendo Switch, but I believe the PC community might thrive with it.

    SM: It’s unfortunate about the hardware limitations. So, what’s your favorite Legend of Zelda game?

    Julian: Oh, that’s tough! I usually separate them into 2D and 3D because they play so differently. For 2D, I’d pick A Link Between Worlds. It holds a special place in my heart due to nostalgia and its fantastic remake of A Link to the Past. It strikes a perfect balance in difficulty and offers great replayability. For 3D, I know it’s controversial, but I’d say Skyward Sword. I loved the motion controls; they made me feel like I was really Link. The story is captivating, and the world is beautiful, though I wish it weren’t so linear. I think Zelda works best with a linear approach, while the recent trend towards non-linearity is a bit misguided, but that’s up to personal preference. Skyward Sword is definitely my favorite, with Twilight Princess close behind.

    Campaign Structure

    SM: That’s a rich answer! What type of campaign are you envisioning? I noticed your past projects on itch.io had roguelike elements. Will the campaign be linear, non-linear, or procedurally generated?

    Julian: Great question! I was initially into procedural generation, especially with a previous project meant to be a fully procedurally generated Zelda game. While it worked okay, nothing compares to a hand-designed dungeon. For Quest Master, the campaign will be an engaging, lore-driven adventure through dungeons, mostly linear, but with some non-linear branches to break things up. It’ll be more story-focused than a typical Zelda game, with a deeper world and lore than you might expect. The campaign will showcase what you can do with Quest Master. Most of what’s in the campaign will be achievable in the dungeon maker. I aim to avoid the frustration seen in Mario Maker, where useful elements in the campaign aren’t available in the maker. Any unique aspects in the campaign will either be unlockable or available from the start. We won’t have anything that players can’t use in the dungeon maker, except maybe the final boss, but we’ll see. My philosophy is to ensure the campaign complements the dungeon maker without any frustrating restrictions.

    SM: I’m excited to hear how it all unfolds! We’ve discussed modding quite a bit. How extensive do you want the modding capabilities to be?

    Julian: It’s a complex issue since I want the modding process to be as easy to navigate as the dungeon maker. That’s why I opted for a text-based format like YAML instead of programming languages like Lua or Python. I believe Quest Master will be one of the most approachable games for modding. My plan is for all dungeon maker elements—tiles, objects, items, enemies, and rings—to be moddable. However, things like Castle Town and the campaign will remain untouched. Excitingly, in one of the upcoming updates, players will be able to create custom translations, which many have asked for. I can’t handle translations myself because Apogee will manage the

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  • RTX 5060 Specs Leak: $299 GPU Offers 25% More CUDA Cores

    RTX 5060 Specs Leak: $299 GPU Offers 25% More CUDA Cores

    Key Takeaways

    1. The RTX 5060 features 3,840 CUDA cores and a thermal design power (TDP) of 150 W, placing it between the RTX 5050 and RTX 5060 Ti in terms of power and performance.

    2. The RTX 5060 is expected to have 8 GB of GDDR7 VRAM with a memory speed of 28 Gbps, a significant increase compared to the RTX 4060.

    3. It may offer a performance boost of 25-30% over the RTX 4060 due to its higher CUDA cores and bandwidth.

    4. The RTX 5060 is speculated to be priced at $299, making it an attractive option for gamers if performance expectations are met.

    5. All information is based on leaks and speculation, with final specifications and performance details yet to be confirmed.


    We have gathered quite a bit of information regarding the hardware specifications of the RTX 5050 and RTX 5060 Ti due to recent leaks surfacing online. The latest updates come from a series of posts on X by the leaker known as kopite7kimi, who disclosed the specifications for the RTX 5060 Ti, RTX 5050, and RTX 5060. Since we have previously discussed the RTX 5060 Ti and the RTX 5050, let’s focus on the details of the RTX 5060.

    Detailed Specifications

    The RTX 5060, as its name indicates, occupies a position between the RTX 5050 and the RTX 5060 Ti. This means that the GPU will feature more CUDA cores and draw more power than the RTX 5050, but will be less powerful than the RTX 5060 Ti. According to kopite, the RTX 5060’s GB206-250 GPU includes 3,840 CUDA cores and has a thermal design power (TDP) rated at 150 W.

    In comparison to the RTX 4060, the RTX 5060 is said to have 25% more CUDA cores and a TDP that is 30% higher. For the memory subsystem, it is rumored that the RTX 5060 has 8 GB of GDDR7 VRAM on a 128-bit bus. While both the bus width and memory size match those of the RTX 4060, the memory speed is expected to be 28 Gbps GDDR7, which is a 65% increase compared to the 17 Gbps found in the RTX 4060.

    Performance Expectations

    Before diving into the potential performance of the RTX 5060, it’s crucial to keep in mind that this is all just speculation based on the limited hardware information we have so far. For instance, the final clock speeds for the RTX 5060 are yet to be disclosed.

    With that said, it is logical to anticipate that the RTX 5060 could be over 25% or even 30% faster than the RTX 4060, based solely on the increase in CUDA cores and bandwidth. For example, the RTX 5080 has 10.5% more CUDA cores and boasts 34% more bandwidth compared to the RTX 4080. In our tests of the RTX 5080 Founders Edition, the card performed approximately 19% better in synthetic benchmarks against its predecessor.

    Conclusion

    Given these numbers, it seems feasible that a 25% increase in CUDA cores along with enhanced bandwidth could allow the RTX 5060 to achieve a 25-30% speed boost over the RTX 4060.

    Regardless of the final outcome, if Nvidia indeed launches the RTX 5060 at the speculated price of $299, along with a performance increase exceeding 20% over the RTX 4060, it might just be a favorite among gamers.

    Buy the Asus Dual GeForce RTX 4060 OC on Amazon

    kopite7kimi on X, Teaser image: Asus, Markus Spiske on Unsplash, edited

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