Normal view

Received before yesterday Platforms

PS5 Pro New PSSR Upscaler is now Accessible on Assassin’s Creed Shadows!

31 March 2026 at 23:00

On April 7, we’re officially offering the new upgraded version of PSSR (PlayStation Spectral Super Resolution) to Assassin’s Creed Shadows PS5 Pro players, alongside Title Update 1.1.9. PSSR is an AI library that analyzes game images pixel by pixel as it upscales them, and it’s been used to boost the effective resolution of over 50 titles on PS5 Pro to date.

Assassin’s Creed Shadows was supporting the original PSSR since its launch and now will be among the first titles to offer this new version, launching April 7 at 7:00am Pacific Time.

Here’s a deeper look at the optimization it brings to the image quality overall:

Improved image quality across all modes

With the upgraded PSSR, image quality is consistently improved throughout the game. Environments appear cleaner and more stable, with better reconstruction of fine details.


The upgraded PSSR significantly enhances Assassin’s Creed Shadows by delivering sharper pixel quality and exceptional image stability, effectively eliminating distracting visual artifacts caused by motion and vibration, and creating a smoother, more immersive experience that allows players to stay fully engaged in the world without interruption.”

– Robert Foriel, Technical Art Director


These benefits apply across all PS5 Pro modes — Performance, Balanced, and Quality — which render at different internal resolutions with Dynamic Resolution Scaling. The new PSSR allows each mode to deliver higher visual fidelity, reducing the trade-offs between performance and image quality. Whether targeting higher frame rates or higher internal resolution, the final image remains sharper and more stable than before.

PS5 Pro New PSSR Upscaler is now Accessible on Assassin’s Creed Shadows!

Better handling of complex rendering

Assassin’s Creed Shadows features dense vegetation, advanced ray-traced lighting, and a wide range of dynamic effects — all of which can be challenging for image reconstruction.

The new PSSR delivers particularly strong results in these scenarios:

Dynamic vegetation: Windy grass shows some of the most visible improvements. In Assassin’s Creed Shadows, foliage is driven by our Atmos system with fluid simulation–based wind, resulting in highly complex and natural motion across large environments. This kind of dense, thin geometry is especially challenging, with constant motion and frequent visibility changes across frames. The upgraded PSSR preserves fine details at close range, allowing individual blades of grass to remain clearly defined even in motion, while also improving crispness at longer distances, with cleaner edges on trees and other distant foliage. 

PS5 Pro New PSSR Upscaler is now Accessible on Assassin’s Creed Shadows!

Particles and transparency: Particle effects appear cleaner and more stable. These elements often involve layers of transparency and independent motion, which makes it challenging to determine which motion vectors to use — the particle’s, the background’s, or a combination of both. The new PSSR handles these scenarios seamlessly, keeping particle effects visually consistent during motion and maintaining the cinematic feel of the world.

PS5 Pro New PSSR Upscaler is now Accessible on Assassin’s Creed Shadows!

Ray-traced lighting and stochastic effects: Real-time ray tracing generates inherently noisy signals because only a limited number of rays are traced per frame. This produces both low-frequency noise — subtle variations that are difficult to perceive — and high-frequency noise that can be amplified during upscaling. The new PSSR handles these stochastic signals more effectively, allowing ray-traced effects like reflections, ambient occlusion, and dynamic lighting to be reconstructed more accurately across complex scenes. It reduces the need for manual adjustments, while the resulting image remains stable and visually consistent even in areas with dense foliage or complex lighting interactions.

PS5 Pro New PSSR Upscaler is now Accessible on Assassin’s Creed Shadows!

A smoother, more consistent experience

Overall, the new PSSR results in a sharper, cleaner, more detailed and immersive experience with less compromise than ever.

Integrating the upgraded PSSR into Assassin’s Creed Shadows was straightforward — the code changes were minimal, almost identical to the original PSSR integration,” says Nicolas Lopez, Technical Architect. “Yet the upgrade brings a noticeable improvement in image quality across the board. It’s rare to get such a significant visual boost with so little tuning required.” 

Get ready for April 7

We hope you enjoyed this technical deep dive into the making of the updated PS5 Pro version of Assassin’s Creed.

Assassin’s Creed Shadows is available on PlayStation 5 and PlayStation 5 Pro, now with one year of updates under its belt. The new PSSR enhancements will be available starting April 7.

Thank you to the contributors of the article: Sebastien Daigneault, Project Lead Programmer – Rendering, and Robert Foriel, Technical Art Director at Ubisoft.

Avatar Legends: The Fighting Game – elemental bending breakdown

30 March 2026 at 20:00

Have you ever wondered how you’d fight if you could bend an element? Maybe even ALL the elements? Last October at New York Comic-Con 2025, we had the privilege of revealing Avatar Legends: The Fighting Game, a competitive fighter that brings the bending arts of the Avatar universe into your hands.

Avatar Legends: The Fighting Game – elemental bending breakdown

Here at Gameplay Group International we are proud to announce our partnership with PM Studios to publish Avatar Legends: The Fighting Game. Bringing deep expertise in development, distribution, and publishing, PM Studios continues to build a strong portfolio of acclaimed titles and popular franchises. Avatar Legends: The Fighting Game officially releases on July 2, and we are excited to bring this action-packed experience to players worldwide! 

We’re also excited to share that Avatar Legends: The Fighting Game will launch at $29.99 for the Standard Edition. At release, the game will feature a roster of 12 playable fighters, each inspired by the bending styles and personalities of the Avatar universe.

Each character’s bending style translates seamlessly into the fighting game format, with even shared elements expressed in distinct and dynamic ways. Players can shape their approach to combat by selecting from three support characters tied to each fighter, unlocking modified abilities and new strategic possibilities based on their preferred play style.

At the core of the combat system is the Flow Mechanic. With a single input, players can dodge incoming attacks, slip beneath projectiles, launch into the air, or chain directly into character-specific abilities. Each fighter has their own Flow options, enabling fluid, creative movement that captures the agility and spectacle of the series.

Some bending styles, however, are impossible to overlook. Azula’s is one of them. Ruthless, unpredictable, slightly unhinged, and yet, incredibly precise, we knew we had to get her just right. Zuko’s younger sister and the daughter of Fire Lord Ozai, Azula is fiercely ambitious and unrelenting in her pursuit of power. Her blue flame and lightning attacks reflect the drive and intensity that make her one of the most dangerous firebenders in the Avatar universe.

In Avatar Legends: The Fighting Game, Azula dominates the skies with exceptional air mobility. She can weave in and out of combat using aerial movement and fire attacks that let her control space above the battlefield.

Azula’s struggling states of mind have been captured in two polarizing gameplay toolkits. In Focused Mode, Azula fights with calculated precision, setting traps and controlling space with lethal attacks. Her movements become smoother, with many of her special abilities leaving behind oil traps that can be ignited  with a flick of her wrist. She also gains access to a grounded fireball, giving her stronger space control. This is the Azula of deceit, control, and composure, the poised future ruler of the Fire Nation.

In Firelord Mode, Azula abandons restraint and fully embraces chaos. Traps are replaced with raw destructive power as her move set shifts toward relentless offense. Her attacks grow significantly more powerful, her movement becomes more erratic, and several of her abilities transform entirely. For example, her standard fireball evolves to a towering wall of flame that slowly advances across the battlefield, forcing opponents to face it head-on.

Not every fighter relies on bending, though. Sokka stands out on the roster as one of the few characters who holds his own without it. A core member of Team Avatar (aka the gAang), he hails from the Southern Water Tribe alongside his sister Katara. He relies on wit, grit, and weapon hits.

Sokka is the sarcastic strategist of Team Avatar, relying on creativity, humor, and improvisation instead of the power of the elements. To reflect his eccentric personality, Sokka plays very differently from the rest of the cast. He can cancel many of his normal moves directly into powerful Flow options, allowing players to constantly reposition and keep opponents guessing. The tradeoff is that Sokka cannot chain his normals into C attacks like the other fighters, meaning players must rely on mobility, timing, and creativity to stay ahead.

His arsenal includes a club, his Meteorite Sword, and his trusty boomerang. Instead of straightforward offense, Sokka thrives on tricky movement, unexpected positioning, and attacks that force opponents to constantly adapt. With clever tricks, unpredictable movement, and a loyal boomerang that always returns, he proves that you don’t need bending to become a legend.

Fighters as different as Azula and Sokka highlight just how many ways there are to approach combat in Avatar Legends: The Fighting Game.

The Standard Edition of Avatar Legends: The Fighting Game will launch at $29.99, and we can’t wait to see how you shape these bending styles into something entirely your own.

Be sure to wishlist the game now on PlayStation 5 to stay updated as we get closer to launch.

💾

Official PlayStation Podcast Episode 537: Speaking Saros

Email us at PSPodcast@sony.com!

Subscribe via Apple Podcasts, Spotify, or download here


Hey, everybody! Sid, Brett, Kristen, and I are back this week to talk about our latest platinum trophy runs, hands-on with Saros, and more. This week also features an interview with two Housemarque devs working on Saros — Creative Director Gregory Louden and Art Director Simone Silvestri.

Stuff We Talked About

  • Next week’s release highlights:
    • South of Midnight  | PS5 
    • Legacy of Kain: Ascendance | PS5 
    • Darwin’s Paradox | PS5 
    • Fishbowl | PS5 
    • MotionRec | PS5

  • Damon and Baby is now available — discover what sets this twin-stick shooter apart in our hands-on report. You can also experience its unique blend of comedy and action yourself, since it’s out now.

  • Virtual Hunter VR launches on PS VR2 on May 27— explore a vast open world sim, hunt diverse prey, experience dynamic weather, and decorate your lodge.

  • Directive 8020 PS5 Pro Features — Supermassive devs detail PS5 Pro’s ray tracing, PSSR, and performance features for a haunting sci-fi narrative when the game launches on May 12.

  • Super Meat Boy 3D launches on PS5 on March 31 — See how the tough-as-nails side-scrolling series transitions into 3D, introducing new abilities like wall running and more.

The Cast

Sid Shuman – Senior Director of Content Communications, SIE

Kristen Zitani – Senior Content Communications Specialist, SIE

Brett Elston – Manager, Content Communications, SIE

O’Dell Harmon Jr. – Content Communications Specialist, SIE


Thanks to Dormilón for our rad theme song and show music.

[Editor’s note: PSN game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.]

Share of the Week: Resident Evil 30th Anniversary

28 March 2026 at 00:00

Last week, we asked you to celebrate 30 years of Resident Evil by sharing your scariest moments across the horror series using #PSshare #PSBlog. Here are this week’s highlights:

 

eugamerqualquer shares Leon ready to strike against the village in Resident Evil 4.

lovers_nero shares the dog attack scene in Resident Evil.

juniaxe shares Jake facing off in Resident Evil 6.

spider_zoo shares the creepy baby from Resident Evil Village.

bluegreenherb shares being chased by The Girl in Resident Evil Requiem.

call_me_xavii shares Leon being chased on the streets of Resident Evil 2.

Search #PSshare #PSBlog on Twitter or Instagram to see more entries to this week’s theme, or be inspired by other great games featuring Photo Mode. Want to be featured in the next Share of the Week?

THEME: Sidekick
SUBMIT BY: 11:59 PM PT on April 1, 2026 

Next week, share sidekicks or companions that help the hero shine in the game of your choice. Use #PSshare #PSBlog for a chance to be featured.

(For Southeast Asia) New Price Changes for PS5, PS5 Pro, and PlayStation Portal remote player

27 March 2026 at 20:31

With continued pressures in the global economic landscape, we’ve made the decision to increase the prices of PS5, PS5 Pro, and PlayStation Portal remote player globally. We know that price changes impact our community, and after careful evaluation, we found this was a necessary step to ensure we can continue delivering innovative, high-quality gaming experiences to players worldwide.

The updated recommended retail prices for PS5 consoles are effective starting April 2, 2026 in the following markets.

U.S.

  • PS5 – $649.99 
  • PS5 Digital Edition – $599.99 
  • PS5 Pro – $899.99

U.K.

  • PS5 – £569.99 
  • PS5 Digital Edition – £519.99 
  • PS5 Pro – £789.99

Europe

  • PS5 – €649.99 
  • PS5 Digital Edition – €599.99 
  • PS5 Pro – €899.99

Japan

  • PS5 – ¥97,980 
  • PS5 Digital Edition – ¥89,980 
  • PS5 Pro – ¥137,980

The updated recommended retail price for PlayStation Portal remote player is effective starting April 2 in the following markets.

  • U.S. – $249.99
  • U.K. – £219.99
  • Europe – €249.99
  • Japan – ¥39,980

New Price Changes for PS5, PS5 Pro, and PlayStation Portal remote player

27 March 2026 at 20:00

With continued pressures in the global economic landscape, we’ve made the decision to increase the prices of PS5, PS5 Pro, and PlayStation Portal remote player globally. We know that price changes impact our community, and after careful evaluation, we found this was a necessary step to ensure we can continue delivering innovative, high-quality gaming experiences to players worldwide.

The updated recommended retail prices for PS5 consoles are effective starting April 2, 2026 as follows. For all other territories, please check with your local retailer or direct.playstation.com where it is available.

U.S.

  • PS5 – $649.99 
  • PS5 Digital Edition – $599.99 
  • PS5 Pro – $899.99

U.K.

  • PS5 – £569.99 
  • PS5 Digital Edition – £519.99 
  • PS5 Pro – £789.99

Europe

  • PS5 – €649.99 
  • PS5 Digital Edition – €599.99 
  • PS5 Pro – €899.99

Japan

  • PS5 – ¥97,980 
  • PS5 Digital Edition – ¥89,980 
  • PS5 Pro – ¥137,980

The updated recommended retail price for PlayStation Portal remote player is effective starting April 2 as follows. For all other territories, please check with your local retailer or direct.playstation.com where it is available.

  • U.S. – $249.99
  • U.K. – £219.99
  • Europe – €249.99
  • Japan – ¥39,980

How Super Meat Boy 3D captures the series’ identity, out March 31

27 March 2026 at 01:15

When Super Meat Boy first released, it quickly became a landmark for indie games. It wasn’t just a great platformer, but a figurehead for indie gaming, defined by lightning-fast gameplay and brutal difficulty.

So, when we began working on Super Meat Boy 3D, our biggest goal was simple: it had to feel like Meat Boy. We worked on the prototype for a few months to test out our main ingredients, and what was firstly more of a feeling we wished to translate, became much more concrete when we started working with Tommy of Team Meat.

Translating such a precise 2D platformer into a fully navigable 3D space meant rethinking many parts of the game while protecting the core identity of the series.

How Super Meat Boy 3D captures the series’ identity, out March 31

Finding the right camera

One of the main challenges was that Meat Boy moves so quickly that a dynamic camera just couldn’t keep up.

We tested three different camera systems during prototyping. While a traditional third-person camera that players could freely control technically worked, it never quite felt right. Eventually we landed on a controlled camera angle that stays consistent relative to the level. It’s not completely static but designed to prioritize clarity and readability.

That decision shaped the entire design process. Instead of placing a camera into finished levels, we built levels around the camera angle so players can always clearly see the character’s movement and the path ahead, to ensure the gameplay remains readable at a high speed.

Translating 2D precision into 3D

After we tried recreating the feel of the original purely from our experience of playing Super Meat Boy, our collaboration with Tommy Refenes from Team Meat gave us a deeper understanding of exactly how a lot of the original systems worked. In some cases, we even used similar values from the original game, like wall-jump distances or how jumping behaves when touching a wall versus standing on the ground. Having those reference points helped us capture the familiar feel of Meat Boy’s movement.

Of course, with the added difficulty of depth perception, the 2D game cannot just be moved into 3D one to one. Players need to feel completely in control of their movement even with an extra dimension.

To help maintain clarity, we introduced several structural decisions, such as eight-directional stick movement to keep movement predictable, 45-degree angles in level design to help players anticipate their trajectory, and visual helpers, like a ground circle indicator and a line connecting the character to the ground to help judge distance.

Even with these systems, movement tuning took a long time. We spent roughly a year refining the feel, and small tweaks continued almost until release, especially given the valuable input we received from players of our demo.

Designing new mechanics

Some mechanics translated easily. The vertical wall slide, for example, already existed in the original game, so we could closely replicate it. Wall running on the other hand had to be designed from scratch. Making it feel smooth requires a lot of value-tweaking and subtle assists so that it feels fast and satisfying rather than too frustrating.

Many of those adjustments are invisible to players, but they help ensure the mechanic feels fair even at high speed.

Balancing freedom and precision

The essential core loop of Super Meat Boy – fail, learn, retry – is only possible to get right by balancing player freedom with systems that help them maintain control, but in 3D, movement can naturally feel slightly floatier because of the added spatial depth.

Movement and level design evolved together throughout development. The layout of each level directly affects how the character feels to control, so we constantly iterated between the two.

​​

In the end, we found that the core ideas of Meat Boy’s movement translate surprisingly well into 3D if the focus remains on the fundamentals: jumping, walls, and speed. The key was in the camera angles and the subsequent level design. We usually started by choosing the camera angle first, then building the level to support it. The most important rule was that the character must always remain visible and readable.

Preserving the series’ personality

The series is not only known for its tight platformer gameplay, but also its dark humor, exaggerated violence, and chaotic energy.

One classic feature is the blood trail that Meat Boy leaves behind. It doesn’t only add the trademark gore-factor, but it also helps players see where they’ve already been and which routes they’ve tried.

In 3D, that feature became even more important, but implementing it was technically challenging. Spawning huge numbers of decals wasn’t practical, so we developed a vertex painting system that lets blood dynamically stain the environment, letting players paint the entire level red if they try often enough.

The move to 3D also gave us more room for hidden jokes and visual gags. With extra space in the world, we could tuck funny details or secrets into the background, some of which players might never even notice.

Lessons from our previous games

As with Hell Pie and the Ben and Ed series, we’ve always loved creating games with tight mechanics, weird humor, and a strong indie spirit.

Our previous projects taught us many important lessons about development, but what stuck with us the most was that focus matters. Very early on in development, we nailed down what really mattered for Super Meat Boy 3D: the core movement, the camera direction, and keeping the scope controlled.

Honoring an indie icon

Working on Super Meat Boy 3D alongside Tommy Refenes has been both an honor and an exciting challenge.

Our mission from the start was: Take everything players love about Meat Boy and prove it can work in three instead of just two dimensions. We hope you’ll be able to feel this the moment you make your first jump!

Super Meat Boy 3D launches on PlayStation 5 on March 31.

Saros hands-on report: intense sci-fi action in a beautiful, deadly alien world

There’s an accepted understanding that the Housemarque name brings with it an expectation of exceptional action. Great gunplay. A superbly tuned gameplay intensity by way of ultra-refined and overlapping mechanics and systems. And in just over a month, PS5 players can experience that pedigree first hand again with the Finnish studio’s latest, as a rescue crew tries to discover the fate of a human colony gone dark at the far reaches of the cosmos. Saros is sci-fi action with a cosmic horror twist.

Housemarque has shared a taste of what’s to come before in a scene-setting story trailer, and outlined the gameplay systems that’ll power your survival on the alien planet of Carcosa. We’ll play Enforcer Arjun, his combat prowess making him the perfect choice to scout out the terrain for the rescue crew. And we know on Carcosa, death is not the end. Arjun resurrects every time he falls, returning to the rescue crew’s home base to start his expedition anew. That resurrection is a common theme during our hands-on with a three hour slice of the game proper, which incorporates the game’s first two levels – the cliffside Shattered Rise and the claustrophobic Ancient Depths – and the brutal bosses that lie at their end.

To go alongside that session, we chatted to creative director Gregory Louden and art director Simone Silvestri to dig deeper into the systems at play.

Turning threats into opportunities

Saros’ core mechanics are extensive yet easy to memorise, tied as they are to different resistances of DualSense controller’s adaptive triggers, as well as L1 and R1 bumper taps and holds.

Soltari’s human-crafted tech covers your collectable handheld weapons such as Hand Cannons, Rifles and Shotguns. You’ll scavenge these as you explore, and while there are multiple variants, each with its own unique perk, they all have two fire types. Primary fire is mapped to a pull of R2, with an alt-fire mode unique to each weapon chosen through pulling L2 halfway down (a satisfying resistance in the adaptive trigger signifying activation), with a trigger of R2 to unleash.

A menu pop-up when collecting weapons will detail their power level and perks. An early favorite is a Hand Cannon that boasts ricochet bullets, letting you bounce shots off the environment to strike out-of-sight enemies. 

The same tech covers a directional Dash on L1 (which negates most damage while performed), and a bubble-like Shield, the deployment of which is dependent on two things: R1 being held and there being enough power left to sustain it.

Sustaining your Shield’s Power level (note the deliberate capitalization) brings us to the risk/reward symbiosis between Soltari tech and alien Carcosan weaponry which partially defines Saros’ playstyle.

An early encounter with an alien artifact imbues Arjun’s arm with the ability to store and fire out Carocosan energy. This Power Weapon, as it’s named, is activated with a full pull of L2, and with the right aim, its blast can take down one or more smaller foes. But it requires energy. Energy that your Shield can pool by absorbing blue-colored enemy projectiles. And Housemarque’s beautiful bullet ballet is in full force in Saros, with hypnotic, deadly patterns firing your way with gusto. It means on Carcosa, charging towards danger is sometimes a smarter strategy than weaving out of its way.

“We wanted to make projectiles opportunities,” explains Louden, describing it as a shift away from the “obstacle course” of the studio’s previous title Returnal to something more akin to “a playground”. It’s a term that perfectly captures the flow state that results as you play: always moving, always interacting. Continually switching between projectile dodges and absorption, using melee to burst enemy shields, a blast of the Power Weapon to down enemy groups… every fight is a constant juggle of split-second decisions to how best to counter threats and turn the tide to your advantage. Very intense, very fun. 

Each level’s conclusion boasts an epic boss clash. In true Housemarque fashion these contain multiple phases that’ll test your reaction times and aim.

Embrace the eclipse as greater risk brings greater rewards

You’ll become familiar with a multi-armed device discovered in every area of Carcosa that when interacted with, initiates an eclipse that’s biome-specific. Outside the first activation to showcase what results when an eclipse washes over the world, these world-changing events will be an optional choice while exploring the planet, and provided you find the device, can be triggered at any time.

There’s an arresting visual shift to a level’s visual design as the corruption takes hold (which extends to the audioscape – worth sticking on a headset for!), and enemies now fire out additional projectile types – sickly yellow versions which if you’re struck by, lowers your max health ceiling. Increased risk? Certainly. But with it comes increased rewards, making it worth rolling the dice for a more dangerous world.

Lucenite, Carcosa’s collectable currency dropped by downed enemies and which are key to unlocking permanent upgrades to better survive its dangers, increase in value during eclipses. And while activating your Power Weapon cleanses you of corruption, once the eclipse is called you will have the ability to find  corrupted versions of weaponry and artifacts, which have unique properties and perks active for the duration of an eclipse. And while undiscovered during our own hands-on, Housemarque alludes to tools also unique to an eclipse world-state that will aid your exploration.

One ability that’s not tied to the eclipse, but will deepen your fight-first approach to combat is parrying, allowing you to knock back certain high-powered projectiles to their originator. This is unlocked through Arjun’s Armor Matrix, an upgrade tree tinkered with back at the rescue crew’s base camp.

It’s worth straying off the path

In Saros, a level’s layout will alter every time you return to it. “We have handcrafted levels, handcrafted art, handcrafted design, handcrafted combat encounters, and then we kind of connect them in a procedural matter,” says Silvestri. And each configuration is meticulously crafted by the studio. “We play our game a lot, and we keep playtesting to ensure that we have a really great flow across the experience.”

Every level has a golden path, a direct line to your main objective (tap down on D-Pad to scan the world and you’ll see a literal gold flag icon pinpointing your key objective’s general location). But levels are also pocketed with side paths. At the end of most lies rewards, though puzzles that require fast reflexes or having the right tool stand between you and your claim.

A horror ensemble

Sometimes you’ll stumble upon the remnants of colony camps with logs that’ll help you piece together what happened to those you’re here to rescue. The colony’s fate, and the nature of Carcosa, is a mystery you need to solve, but not alone. While Returnal excelled with solitary dread and a slow burn story, Saros proves group dynamics are as perfect a canvas to explore the horror genre and give an urgent propulsion to the story from its opening moments.

“We immediately knew we wanted more viewpoints,” says Louden of the importance of this not being a solo excursion. Crew relationships and individual motivations are fleshed out gradually as you return to the Passage, or as members radio in as you explore. But even from the off, you realise that companionship brings an increasing edge of uneasiness, not comfort. Be it from the crew, individually grappling with the sheer complexity of the operation and growing uneasy of Arjun due to his experiences, or the unsettling stoicism of Primary, the huge black box of a Soltari AI that when not unlocking upgrades on Arjun’s Armor Matrix, speaks on behalf of the company and its profit-focused operations on the planet. “It creates this pressure cooker of an experience, with multiple perspectives.”  

Saros launches April 30 on PS5. Find out more about the game’s enemy design, how to create a beautiful bullet ballet pattern, and much more, in an extended interview with Housemarque on PlayStation Podcast, dropping this Friday.

💾

💾

💾

Elevate your mission in Directive 8020 with PlayStation 5 Pro enhancements, out May 12

25 March 2026 at 23:00

Hi everyone, I’m excited to share how we’ve enhanced Directive 8020 for PlayStation 5 Pro, and how these upgrades help deepen the tension, clarity, and emotional impact at the heart of the game.

Elevate your mission in Directive 8020 with PlayStation 5 Pro enhancements, out May 12

From the very beginning, Directive 8020 was built around cinematic storytelling, player choice, and atmosphere you can feel onboard the deadly mission to Tau Ceti f. Hunted by an alien organism capable of mimicking its prey, the crew of the Cassiopeia must outwit their pursuers to make it home alive.

Sharper visuals powered by PlayStation Spectral Super Resolution 

One of the most noticeable enhancements comes from PlayStation Spectral Super Resolution (PSSR), Sony’s AI-driven upscaling technology.

PSSR intelligently enhances image detail and clarity frame by frame, allowing environments, character models, and subtle environmental storytelling to appear crisp and well-defined. The metallic corridors of the Cassiopeia, the frost forming across a freezing medical lab, the distortion in a reflective visor, all of these details benefit from the added sharpness.

Discover cinematic fidelity with PlayStation 5 Pro

Directive 8020 is a cinematic narrative experience at its core. With the additional rendering power available, we’re able to present scenes with enhanced visual fidelity that supports the emotional weight of each moment.

Character performances, subtle facial animations, and environmental detail all contribute to immersion. When you’re trying to decide who to trust, especially when two identical faces are staring back at you, those visual nuances matter.

Face your fears with advanced ray tracing

Lighting is one of the most powerful storytelling tools in horror.

With advanced ray tracing, light behaves more realistically, bouncing naturally through corridors, reflecting off metallic surfaces, and casting shadows that feel grounded in physical space. Emergency strobes flare against bulkheads. Firelight flickers dynamically across a character’s face. Ice refracts light in a way that feels cold and unforgiving.

Realistic lighting heightens tension in every corridor. You’re never quite sure what’s hiding just beyond the glow.

Dynamic shadows reveal, and conceal, the threat

Shadows aren’t just visual dressing in Directive 8020. They’re part of the language of fear.

Dynamic shadow detail adds depth and movement to scenes, making environments feel less static and more unpredictable. A shifting silhouette might be nothing… or it might be an alien hunter watching.

The added richness in shadow rendering enhances atmosphere in subtle but powerful ways, reinforcing the unease that runs through the entire experience.

Smooth performance where every decision counts

Performance isn’t just about numbers on a spec sheet, it’s about emotional timing.

Directive 8020 is built around split-second decisions that permanently shape your story. When Anders is freezing in a failing medical lab and Mitchel is trapped in an inferno elsewhere on the ship, you don’t have time to deliberate forever. Your instinct takes over.

Or when you’re faced with two identical versions of the same crew member, both claiming to be real, who do you trust?

Smooth, consistent performance ensures those moments land exactly as intended. Inputs feel immediate. Camera movement remains fluid. Cinematic transitions hold their impact. The tension builds naturally, without technical friction pulling you out of it.

In a choice-driven narrative game, responsiveness is part of storytelling.

Designed with PlayStation 5 in mind

Beyond visual enhancements, Directive 8020 was designed to make full use of PlayStation 5 features, particularly the DualSense controller. Especially due to the Supermassive legacy from Until Dawn in those tense “Don’t Move” moments from the PlayStation 3.

We wanted interactions to feel instinctive in Directive 8020:

  • You’ll instinctively reach for your flashlight in a pitch-black corridor.
  • You’ll scan a room before entering a hatch.
  • You’ll grab the wedge tool at the last possible second.

All without taking your eyes off the danger around you.

Haptic feedback puts the fear in your hands during choices and while using tools. The DualSense’s audio output crackles as a way for distant characters to communicate to you from across the vast ship through the messenger tool.

Our goal was simple: make the controller your tool for survival and fully immerse you in the world, to keep you on the edge of your seat.

Step aboard

We’re incredibly proud of how Directive 8020 plays and feels on PlayStation 5 Pro. The enhancements refine the cinematic presentation, elevate lighting and shadow detail, and ensure smooth performance in the moments that matter most.

If you’re ready to confront what’s waiting in the dark abyss of space, you can pre-order now on PlayStation 5 before Directive 8020 launches May 12.

We can’t wait for you to board the Cassiopeia and face the choices that define your story.

💾

💾

💾

💾

💾

The Spring Sale comes to PlayStation Store March 25

25 March 2026 at 08:00

PlayStation Store’s Spring Sale begins tomorrow, Wednesday, March 25. For a limited time* you can enjoy deep discounts of up to 75% on a vast range of games that include iconic blockbusters, acclaimed classics, and more.

*PlayStation Store Spring Sale promotion runs from Wednesday, March 25 at 00:00 AM PDT/BST/JST and finishes Wednesday April 22 at 11:59 PM PDT/BST/JST**. Each title may have different sale periods. Please refer to the information in the title details page. 

**The promotion’s start and finish time may differ in certain regions. Game selection may differ by region.

Team Fortress 2 Update Released

12 March 2026 at 03:32
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

  • Fixed client crash related to material proxies
  • Fixed Scout.NegativeVocalization04 sounds in Mann vs. Machine not playing because of a typo in the volume (community fix from That Hat Guy)
  • Fixed The Spy-cicle not using its icicle lightwarp (community fix from BreavyTF2)
  • Updated material for cp_coldfront to fix compression issue
  • Updated the prop for Taunt: Heartbreaker to fix a missing material
  • Updated koth_demolition
    • Fixed a player clip on the helipad allowing players to stand outside the playable area (thanks Midnite)
    • Fixed some player clip pixel walks on some doors
    • Fixed a blockbullets floating above BLU spawn (thanks True_Boredom)

Team Fortress 2 Update Released

7 March 2026 at 02:03
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

  • Fixed an issue where players could impersonate TF2 system messages by exploiting color control codes
  • Fixed a bug where certain custom maps would not load assets correctly on Linux
  • Fixed some crashes relating to singleplayer TF2 SDK mods
  • Fixed a memory leak on long running servers related to dynamic models
  • Fixed client crash related to invalid D3D texture flag
  • Fixed hearing teleporter spin sound when carried (community fix from Brandon Little)
  • Fixed objects sometimes using the incorrect activity when being placed (community fix from Brandon Little)
  • Improved Medi Gun heal target selection to prioritize teammate directly under crosshair when teammates are close together (community fix from wget)
  • Improved targetid selection to replicate Medi Gun heal target selection (community fix from wget)
  • Added missing Steam Controller inputs for loadout menus (community fix from Ashetf2)
  • Fixed 3D HUD using the incorrect animations while holding the PASS Time ball (community fix from gidi30)
  • Fixed network state changes for player condition vars (community fix from ficool2)
  • Fixed sentry rockets not sending the object_deflected game event when deflected (community fix from The Fatcat)
  • Fixed Stat Clocks not drawing correctly in UI using playermodelpanel (community fix from rabscootle)
  • Fixed flipped initial pitch/yaw on thirdperson switch (community fix from ficool2)
  • Fixed Short Circuit projectile offset ignoring cl_flipviewmodels (community fix from birchish)
  • Fixed Dragon's Fury fireballs having incorrect projectile path (community fix from wget)
  • Fixed for mismatched cl_flipviewmodels values between client and server (community fix from birchish)
  • Fixed cloak and rage meters being mispredicted (community fix from ficool2)
  • Fixed prediction issues with Spy watches and cloak (community fix from ficool2)
  • Fixed Casual doors player list sometimes using wrong size (community fix from nemmy)
  • Fixed missing alpha mask for generator_01 (community fix from BreavyTF2)
  • Fixed BuildingRescueLevel proxy overwriting TextureScroll on Rescue Ranger oscilloscope (community fix from Voids29)
  • Fixed Botkiller team color bugs (community fix from DiskIntegrity)
  • Fixed Scout.NegativeVocalization04 sound not playing because of a typo in the volume
  • Renamed sd_marshlands to htf_marshlands (hold the flag) to accurately describe its game mode
  • Updated the Festivizer model for The Overdose to fix a problem with the LODs
  • Updated the Mann of the Hour to make the hair blend better with the hat and Scout's skin
  • Updated/Added some tournament medals
  • Updated The Bare Necessities to fix not moving correctly while taunting
  • Updated the rigging for The Headliner to fix the pocket and tie stretching during some taunts and default poses
  • Updated alpha channel for Hydro water texture to remove inconsistencies
  • Updated the Case of the Blues
    • Updated rigging to fix intense stretching during taunt poses
    • Updated materials to look less flat
  • Updated the taunt prop for Taunt: Heartbreaker
    • Updated the materials to add ambient occlusion
    • Updated the phong and rim lighting to show albedo tint
    • Updated the materials to add more depth
    • Updated the model to fix missing faces
    • Updated the model to fix stretching on lower LODs
  • Updated pl_frontier_final to fix invisible func_detail water near BLU spawn (community fix from ObsoleteGuy)
  • Updated cp_frostwatch to fix first point death pit being survivable with ÜberCharges on Stage 1
  • Updated cp_manor_event to fix invisible func_detail water near BLU spawn (community fix from ObsoleteGuy)
  • Updated koth_demolition
    • Updated map lighting to make it more like a sunset, as well as giving it a more golden color
    • Replaced the models used for the capture point lights with a different one which has better collision and illumination
    • Reworked the capture point platform to give it a stronger design
    • Reworked all the catwalks to give them a more stylized look
    • Reworked the lighting in all the furnace rooms to make them less dark and have a more neutral look
    • Reverted a previous change to the capture point team change steam whistle
    • Removed all ambient_generics near the furnaces and fire pipe
    • Reworked the soundscapes to make them more efficient and work properly
    • Reworked the control room of the crane to give it a better design
    • Reworked some ropes from the crane to give them a better look
    • Fixed some props fading out incorrectly
    • Fixed ships in the 3d skybox casting shadows
    • Fixed cubemaps missing on parts of the map
    • Fixed reflective surfaces not having a cubemap attached to them
    • Added a 128x128 cubemap on the control point so it is more reflective (thanks Zythe)
    • Improved water cubemaps
    • Restructured the spawn platform so players spawn looking at the shortcut, and don't need to pull a U-turn to exit spawn (thanks Lizard of Oz)
    • Improved the visuals on the spawn platform to fit the previous change
    • Fixed a blockbullets allowing players to stand on the exterior side of the helipads (thanks Yazoo)

Team Fortress 2 Update Released

24 December 2025 at 07:57
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

  • Updated the Team Recognition Unusual effect to fix a console warning
  • Updated The Fists of Steel to use the RED team version for the backpack image
  • Updated backpack images for Festivized versions of The Killing Gloves of Boxing, The Gloves of Running Urgently, The Apoco-Fists, and The Fists of Steel
  • Updated 2koth_abbey to fix the Engineer being able to build in the respawn room rafters
  • Updated cppl_gavle
    • Significant optimization pass, especially around the first point
    • Fixed a large number of small visual issues
    • Fixed some clipping issues/ bugs around the map
  • Updated pd_nutcracker
    • Fixed out of bound exploit at BLU spawn
    • Adjusted clipping outside of RED spawn
    • Fixed misaligned fence prop in BLU lounge
    • Added nobuild to middle route on both sides
    • Removed steps from Pipe rooms and adjusted clipping
    • Minor detailing and clipping adjustments
    • Fixed Nutcracker voice being cut off at start of round

Team Fortress 2 Update Released

16 December 2025 at 08:10
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

  • Added smoke effect to the Scrooge McCrocket
  • Fixed prediction error when crouch jumping (community fix from ficool2)
  • Updated the Snow Dome Unusual effect to decrease brightness and opacity of the glass and floor textures
  • Updated the Festive Fleece to fix LOD issues
  • Updated the Puncher's Polar Puffer to fix some skinning issues
  • Updated The Conscientious Objector to fix missing material parameters (community fix from Lindon)
  • Updated koth_winter_ridge to fix a collision error with projectiles on the dead tree at mid
  • Updated 2koth_abbey
    • Fixed small gaps in doorways outside of spawn
    • Updated tall crates to add nobuild triggers and make it more obvious they cannot be stood on
    • Updated clipping in the river
    • Fixed Snipers wearing the Razorback being immune to freezing

Team Fortress 2 Update Released

12 December 2025 at 07:38
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

  • Fixed minor z-fighting issue with the Wrap Assassin Festivizer
  • Fixed the Taunt: The Critical Fail ending at the incorrect time for the Medic
  • Updated the Hard Carry Unusual effect to fix detachment issues when using the "adjust unusual" slider
  • Updated the Scorching Sensation and Burning Sensation Unusual effects to improve visibility in bright areas
  • Updated the Team Recognition Unusual effect to fix a problem with the parent-child particle system
  • Updated the Frostfire, Spectrum Inferno, and Chromatic Blaze Unusual effects to fix issues with the trail and brightness
  • Updated the Cryogenic Unusual effect to fix obscuring parts of the characters
  • Updated the Air Head to fix a problem with mipmapping
  • Updated 2koth_abbey
    • Fixed broken cliff displacements
    • Swapped expensive water for cheap water to improve FPS
    • Various fixes and improvements
  • Updated plr_matterhorn
    • Fixed hole in spawn barrier (thanks Ctena!)
    • Fixed a desync issue with lifts (thanks Skin King!)
    • Disabled team swap on new round
    • Clipping improvements
    • Bread optimization

Team Fortress 2 Update Released

10 December 2025 at 03:52
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:



Happy Smissmas 2025!
  • All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
  • Featuring 6 new community maps: Nutcracker, Sidewinder, Abbey, Winter Ridge, Matterhorn, and Gavle (pronounced yeah-vleh)
  • Added the Winter 2025 Cosmetic Case
    • Contains 23 new community-contributed items
    • The Festivizer can be found as a bonus drop when opening the case
  • Added 3 new community-contributed taunts to the Mann Co. Store
    • Taunt: The Critical Fail
    • Taunt: Dead Mann's Drink
    • Taunt: Chairholder
  • Added 20 new community-created Unusual effects
    • 11 new effects for Unusual hats
    • 9 new effects for Unusual taunts
  • Added lots of weapons to the list that can be Festivized (community-created changes!)
  • Added community-created Smissmas material for the beach ball
  • All cosmetic and taunt cases will grant Smissmas 2025 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
  • Mann Co. Store winter sale!
  • Smissmas runs through January 7th, 2026
General
  • Added 'No Bullets' style for The Gift Bringer
  • Fixed The Accursed Apparition hiding the Scout's headphones
  • Updated the Sizzling Aroma and Toxic Aroma Unusual effects to fix problems with DirectX80
  • Updated the Backbiter's Billycock backpack icon to reflect RED team version
  • Updated the El Gigante's Gunbelt to fix a problem with the LODs
  • Updated the Seamann's Stubble to fix an issue with the materials
  • Updated/Added some tournament medals
  • Updated cp_cowerhouse
    • Updated some custom props with further optimizations
    • Added playerclip "ladder" to both trucks' rear bed to make climbing more consistent/predictable
  • Updated ctf_doublecross_event
    • Fixed out of bounds bug (Thanks Dr.TwentyTwo!)
    • Fixed a few minor visual glitches
  • Updated cp_gravelpit_snowy
    • Added a screenshake effect to the laser gun finale
    • Adjusted holiday events to reduce edict count
  • Fixed model panels not encoding pose parameter values (community fix from copperpixel)
  • Fixed Halloween spell projectiles not adjusting to flipped view models (community fix from copperpixel)
  • Network player's handedness preference to spectators (community fix from copperpixel)
  • Fixed Ullapool Caber explosions not counting as melee kills and ignoring damage/radius attributes (community fix from Bitl)
  • Fixed disposable sentries playing denial sound for useful wrench hits (community fix from AJMickey)
  • Fixed Armageddon Pyro taunt not properly cleaning up all particle systems (community fix from Churkinator)
  • Fixed logo spinner from breaking after prolonged rotation (community fix from Horiuchi)
  • Fixed Minigun not spinning, or spinning very slowly, outside of first-person (community fix from wget)
  • Fixed broken view model after switching from the Medi Gun while healing someone (community fix from Vlad)
  • Allow server admins to change powerup mode convars without forcing cheats to be enabled (community fix from Pieter Bijl)
  • Replaced bitwise or operator in CHealthAmmoKit (community fix from CosminPerRam)
  • Fixed MoveableSubPanel showing in Sentry targetID panel while dead (community fix from Horiuchi)
  • Fixed tracer rounds from rifles not being affected by cl_flipviewmodels (community fix from birchish)
  • Fixed Pyrovision nullifying other voice pitch attributes (community fix from LizardOfOz)
  • Fixed being able to throw the Gas Passer through walls (community fix from Bakugo)
  • Fixed IncrementAmmo removing ammo if m_iClip1 was already at Max capacity (community fix from kingofings)
  • Added TF-specific search path tags to TF mod gameinfo (community fix from Thomas Kain)
  • Fixed view punch not being interpolated (community fix from ficool2)
  • Fixed disguise_on_backstab not functioning for stab targets that become ghosts (community fix from FlaminSarge)
  • Fixed chat input using chat_party instead of chat_say_party (community fix from gaelcoral)
  • Fixed overlapping footstep sound when in the third person view (community fix from TheNotoriousFrogposter)
  • Ensure no buffer overflows when sscanf to char buffer (community fix from Dmitry Tsarevich)
  • Fixed players sometimes getting stuck in team unassigned when joining a server (community fix from Bakugo)
  • Fixed sentry gun not performing rocket fire animation when Wrangler controlled (community fix from Horiuchi)
  • Allow impulse 101 on The Ullapool Caber (community fix from alvei)
  • Fixed disguise kit resetting multiple times in high ping situations (community fix from nosoop)
  • Fixed Detonator jumps not being considered self-dmg jumps (community fix from mastercoms)
  • Fixed Detonator making world-detonation sound when attempting to fire underwater (community fix from FlaminSarge)
  • Removed knockback-attribute-specific animation overrides for CTFScattergun (community fix from FlaminSarge)
  • Fixed net_graph not rounding interp to nearest tick (community fix from treacherousfiend)
  • Fixed broken class select animation for The Soda Popper (community fix from Piogre)
  • Fixed $envmap parameter using the wrong mask for The Solemn Vow (community fix from Churkinator)
  • Fixed barbell prop not using phong (community fix from Churkinator)
  • Fixed the Kill-a-Watt and Terror-Watt Unusual effects sometimes stretching (community fix from Ronald_D_D)
  • Fixed Disco Beat Down Unusual effect growing in size when viewed from large distances (community fix from Ron Friedman)
  • Fixed MatchMakingTooltip label using the wrong alignment setting (community fix from Squid-Eevee)
  • Fixed training mode HIT! material alpha channel (community fix from DiskIntegrity)
  • Fixed Bear Necessities not using its normal map (community fix from Churkinator)
  • Fixed prediction errors with modified player gravity (community fix from ficool2)
  • Fixed render box of tf_flame_manager using wrong vectors (community fix from by Hamn)
  • Updated the Energy Orb Unusual effect (community fix from Cipherlock)
    • Fixed particles being orphaned
    • Fixed Medi Gun view model using the third-person particles

Team Fortress 2 Update Released

28 October 2025 at 07:37
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

  • Fixed regression in itemtest
  • Fixed some Botkiller Flame Thrower weapons not drawing the pilot light
  • Fixed crash in CEntityBird::SpawnRandomBirds caused by recent change (GitHub fix from Bitl)
  • Fixed collection checklists incorrectly marking some items as 'owned' (GitHub fix from rabscootle)
  • Fixed Vaccinator resist icons persisting when a player changes team (GitHub fix from Bakugo)
  • Fixed memory leak in sprite model (GitHub fix from CosminPerRam)
  • Fixed memory leak in server browser blacklist check (GitHub fix from CosminPerRam)
  • Fixed exit teleporters not using mult_teleporter_recharge_rate attribute (GitHub fix from The Fatcat)
  • Fixed Thermal Thruster passives not being removed if it's unequipped during use or player is a Medic (GitHub fix from Bakugo)
  • Reverted Gas Passer respawn room fixes (GitHub fix from Bitl)
  • Updated CTeamControlPoint to allow null caller on SetOwner input (GitHub fix from megascatterbomb)
  • Updated CTFBot to allow use of the Wrap Assassin's alt-fire (GitHub fix from Bitl)
  • Updated/Added some tournament medals

Team Fortress 2 Update Released

24 October 2025 at 07:08
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

  • Fixed crash related to KeyValues
  • Added 'No Bullets' style for the Paka Parka
  • Fixed Widowmaker not giving metal when Spy is disguised as their own team (GitHub fix from Grampa Swood)
  • Fixed on-hit attributes not triggering when Spy is disguised as their own team (GitHub fix from Grampa Swood)
  • Fixed game mode prefix check failing when loading maps from the Workshop (GitHub fix from LizardOfOz)
  • Added null pointer checks for recent casual doors fix (GitHub fix from Bitl)
  • Fixed a bug where Gas Passer gas can cover players with gas in spawn rooms (GitHub fix from Bitl)
  • Fixed typo in logical expression (GitHub fix from Ian Brun)
  • Fixed Vaccinator charge sounds playing multiple times per tick (GitHub fix from treacherousfiend)
  • Fixed event text leak in CTFHudPasstimeBallStatus (GitHub fix from Dmitry Tsarevich)
  • Fixed Minigun barrel movement being updated multiple times per tick (GitHub fix from Marioiscool246)
  • Fixed CHealthAccountPanel not using NegativeColor for negative values (GitHub fix from Bradasparky)
  • Improved the random class selection algorithm to reduce the chance of failure (GitHub fix from Bradasparky)
  • Fixed KeyValues memory leak in birds (GitHub fix from CosminPerRam)
  • Fixed Team Spirit Footprints BLU team coloring (GitHub fix from Herobrine0412)
  • Fixed animation playback in the class selection menu (GitHub fix from Hunter Kvalevog)
  • Updated Mann Co. Catalog controls to mimic Workshop dialog (GitHub fix from Liam Stone)
  • Updated the Globetrotter to fix the second style using the wrong BLU team skin
  • Updated/Added some tournament medals
  • Updated the Seamann's Stubble
    • Fixed the normal map for better shading
    • Updated the backpack icon
  • Updated arena_afterlife
    • Fixed a rare regression bug that could cause players in Hell to count as alive
  • Updated koth_dusker
    • Fixed being able to build in RED spawn
    • Fixed a perch spot outside of BLU spawn
    • Added a visual delimitation for the capture zone
  • Updated zi_atoll, zi_blazehattan, zi_devastation_final1, zi_murky, zi_sanitarium, and zi_woods
    • Fixed an exploit that allowed Zombie Spies to disguise as Survivors
  • Updated ctf_doublecross_event
    • Took significant steps towards improving FPS on the map, especially around the bridge
    • Reduced particle and prop usage around the map
    • Removed the ability to roll the minify spell and replaced it with the teleport spell with one charge (Thanks Lizard of Oz)
    • Added extensions to the window frames looking through each opposing team's base and made the raised shacks slightly more symmetrical to block Sniper sightline
    • Removed the two spell books from just outside of the doors of each base
    • Increased the respawn time of the rare spell book slightly
    • Added Gargoyle spawns
    • Fixed a number of minor visual issues and clipping bugs (Thanks Lilly, The Rat Man, Dr. Maxi, and everyone else who reported these!)
❌