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	<title>Steam Early Access &#8211; Video Game News, Reviews, Walkthroughs And Guides | GamingBolt</title>
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		<title>Fatekeeper Early Access Review &#8211; A Promising Fate, Still Being Forged</title>
		<link>https://gamingbolt.com/fatekeeper-early-access-review-a-promising-fate-still-being-forged</link>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Mon, 08 Jun 2026 15:25:19 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Feature]]></category>
		<category><![CDATA[Fatekeeper]]></category>
		<category><![CDATA[Paraglacial]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[Steam Early Access]]></category>
		<category><![CDATA[THQ Nordic]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=645917</guid>

					<description><![CDATA[Paraglacial's fantasy action RPG is gorgeous, but clunky combat and confusing progression make for a rocky early access launch.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">S</span>ince the days of <em>Skyrim</em> (and even further back with <em>Oblivion, Morrowind</em> and whatnot), we&#8217;ve seen an eclectic bunch of first-person titles with medieval-style combat. Some lean into it further with their own takes on magic, like that one underappreciated Arkane Studios title. Others opt for a more co-op-focused approach like <em>Warhammer: Vermintide</em>, while still others ditch the magic entirely and focus on a more realistic experience such as <em>Kingdom Come: Deliverance</em>. Regardless, nailing that overall combat feel is essential, even when a game tries to be as grounded as possible.</p>
<p>Of course, no one says you can&#8217;t have such an experience while still retaining the fantasy veneer, as <em>Fatekeeper</em> has done. The problem is that despite an admittedly stunning world and impressive use of lighting, the core combat execution leaves much to be desired, especially when it&#8217;s all that&#8217;s really there. For now, at least, but we&#8217;ll get to that.</p>
<p>Plot-wise, a lot isn&#8217;t explained, and you&#8217;re thrown in with little more than a loading screen narration to explain the set-up. From what I can understand, you&#8217;re on an island that&#8217;s witness to sudden slaughter, and en route to Haven, you have a Spirit Guide – a talking rat – who helps guide you. Upon reaching there, it&#8217;s essential to enter this ancient portal for training, which is a physically rending experience, and then return. Why didn&#8217;t we just hit some wooden dummies instead? Unclear.</p>
<p><iframe title="Fatekeeper Early Access Review - Huge Potential, Rough Edges" width="500" height="281" src="https://www.youtube.com/embed/9fxXAFfn74I?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p class="review-highlite" >"Though I brought up The Elder Scrolls and Kingdom Come with regards to combat, don&#8217;t let that fool you into thinking that Fatekeeper adopts their approach to world design. It&#8217;s as linear of an action-adventure as you can get, funnelling you down a very fixed path with very little deviation."</p>
<p>Anyway, it&#8217;s off to Mar Guran and its city, braving hostile creatures like the Vrog to access something called the Moon Gate while learning more about the Underdwellers – and the factions they split into.</p>
<p>There&#8217;s&#8230;something to the world-building, but it&#8217;s not in the dull exposition meted out in the loading screens or the banter between your character and the rat. It&#8217;s through the environments, which consist of ruined structures, some overgrown and now occupied by the Vrog as they attempt to stop your advance. Discovering massive statues of ancient figures that still stand guard or descending into the Waterways, finding piles of skulls and corpses before encountering what made them, is far more enthralling than simply being told what&#8217;s going on and why you should care, especially since your character&#8217;s motivation and the necessity of a Spirit Guide are both so excruciatingly vague.</p>
<p>Though I brought up <em>The Elder Scrolls</em> and <em>Kingdom Come</em> with regards to combat, don&#8217;t let that fool you into thinking that <em>Fatekeeper</em> adopts their approach to world design. It&#8217;s as linear of an action-adventure as you can get, funnelling you down a very fixed path with very little deviation. Which is repetitive in the early going since it feels like the standard rollercoaster protocol &#8211; keep all hands and feet inside the ride, barring the peaks and valleys that you&#8217;d expect. Things do open up past the first hour when nearing Mar Guran, especially in the larger rooms where you need to dodge arrows and do some platforming to access the two levers necessary to open the way forward.</p>
<p>However, at other points, it&#8217;s simply about slaying the Vrog on the ground while archers pelt you from above, as reinforcements occasionally arrive. Otherwise, prepare for stretches where you&#8217;re gathering materials, opening chests and coffers, and occasionally happening upon campsites to save and alchemy pots for mixing potions (which actually feels neat since items and ingredients can have different effects depending on whether they&#8217;re brewed or used as is).</p>
<p>And because of how the game tracks progress, dying before reaching the next campsite can often set you back by quite a bit. At least it&#8217;s nice enough to autosave at stage transitions.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2025/12/fatekeeper-image1.jpg"><img fetchpriority="high" decoding="async" class="aligncenter wp-image-633569" src="https://gamingbolt.com/wp-content/uploads/2025/12/fatekeeper-image1.jpg" alt="Fatekeeper" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2025/12/fatekeeper-image1.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2025/12/fatekeeper-image1-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2025/12/fatekeeper-image1-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2025/12/fatekeeper-image1-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2025/12/fatekeeper-image1-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2025/12/fatekeeper-image1-1536x864.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"For some reason, however, investing in any one of these branches locks you off from the rest. I went with melee damage upgrades at first, with an alternate path that could boost attack speed, but couldn&#8217;t invest any points in improving my survivability, much less buffing magic."</p>
<p>Since there&#8217;s really no other way around it, let&#8217;s talk about the combat. It&#8217;s weighty and slow at first, which takes some getting used to, but it&#8217;s even clunkier when transitioning from a dash to a light attack or dodging into a counter. Your character can guard attacks and perfect parry with the right timing, but it&#8217;s almost as difficult to nail as a perfect dodge (and failure to land either of these will very quickly decimate you during the first real boss fight).</p>
<p>Attack speed upgrades do little to offset the overall clunky animations and feel, not to mention the pain of feeling like your weapons have more reach than they actually do. Magic adds an intriguing dimension to all this, especially if you leverage the environment. For instance, telekinesis, which can also manipulate switches to open gates, can pull enemies into pits. The gust spell also does the same&#8230;sometimes, when it feels like it, while the ice and fire spells feel woefully underpowered.</p>
<p>While some enemies are dumb enough to handle alone at times, <em>Fatekeeper</em> eventually ups the challenge by throwing multiple at you in later sections. The result is having to adopt a hit-and-run playstyle since attempting to stand your ground, blocking all attacks and counterattacking, isn&#8217;t always the best approach given your stamina. I could sometimes find appeal in this, especially when kicking Vrog into pits or pulling a rock thrower from afar and lining up for a homerun with a dual-hander.</p>
<p>But the combat still feels so slow and awkward, and I can&#8217;t for the life of me understand the logic behind the enemy archer&#8217;s design. Magic does nothing to stagger them, much less move them, and they deal extensive damage at a regular clip. It feels like they&#8217;re overcompensating to an annoying degree, given how much easier it is to deal with regular foes.</p>
<p>As you slay enemies, you&#8217;ll earn XP to level up and gain skill points. These can be invested in a massive skill tree with paths towards improving your alchemy skill, magic, health or melee damage. For some reason, however, investing in any one of these branches locks you off from the rest. I went with melee damage upgrades at first, with an alternate path that could boost attack speed, but couldn&#8217;t invest any points in improving my survivability, much less buffing magic. Worst of all, the game never explains why. So you&#8217;re stuck taking minimal buffs to attack speed, even when having more stamina and health would be beneficial.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2025/12/fatekeeper-image3.jpg"><img decoding="async" class="aligncenter wp-image-633567" src="https://gamingbolt.com/wp-content/uploads/2025/12/fatekeeper-image3.jpg" alt="Fatekeeper" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2025/12/fatekeeper-image3.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2025/12/fatekeeper-image3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2025/12/fatekeeper-image3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2025/12/fatekeeper-image3-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2025/12/fatekeeper-image3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2025/12/fatekeeper-image3-1536x864.jpg 1536w" sizes="(max-width: 720px) 100vw, 720px" /></a></p>
<p class="review-highlite" >"Fatekeeper certainly has potential, and despite how utterly railroaded the traversal can be, the environmental aesthetics really do stand out for their atmosphere and fidelity."</p>
<p>Otherwise, from a systems perspective, everything that&#8217;s here feels very foundational at best. Developer Paraglacial, a fairly small development team, can certainly build on all this and offer more expansive options beyond the simple blades and sorcery that everyone must adopt. But it first needs to make the actual mechanics of combat feel better, besides fixing bugs and other issues – like some enemies simply standing in place if there are multiple corpses at their feet simply because they don&#8217;t know how to go around. I also wouldn&#8217;t mind seeing more polish for the performance &#8211; even in the opening with DLSS set to Balanced and other settings on High, there would be various micro-stutters throughout, even when otherwise sticking to 60 FPS.</p>
<p><em>Fatekeeper</em> certainly has potential, and despite how utterly railroaded the traversal can be, the environmental aesthetics really do stand out for their atmosphere and fidelity. For $10, with a 20 percent discount currently available for two weeks, the barrier to entry is certainly very low, and the team seems open to changing its plans for the sake of whatever players enjoy most. But even if you&#8217;re seeking a dungeon crawler with more grounded, methodical combat, it&#8217;s probably best to wait a while before diving into everything <em>Fatekeeper</em> currently has to offer.</p>
<p><span style="color: #ff6600;"><em><strong>This game was reviewed on PC.</strong></em></span></p>
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		<post-id xmlns="com-wordpress:feed-additions:1">645917</post-id>	</item>
		<item>
		<title>Dead as Disco Early Access Review &#8211; Real Groove</title>
		<link>https://gamingbolt.com/dead-as-disco-early-access-review-real-groove</link>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Sat, 09 May 2026 16:13:00 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Feature]]></category>
		<category><![CDATA[Brain Jar Games Inc.]]></category>
		<category><![CDATA[Dead as Disco]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[Steam Early Access]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=643066</guid>

					<description><![CDATA[A musical odyssey of revenge, redemption, and stylish excess, Brain Jar Games' rhythmic beat 'em up is already a must-play.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">D</span>isco is dead, baby, but not the genre so much as the man, Charlie Disco. Not that he remembers it, or being brought back to life and guided by a floating skull known as Vice. The only thing real is that his ex-bandmates have seemingly moved on, each finding success as rock stars, K-pop icons, and whatnot (some at the expense of his legacy). But utilizing the power of Beat Kune Do, Charlie aims to find out who murdered him and why, and maybe get the band back together in the process.</p>
<p>Amid the ludicrous setup lie some rather familiar themes &#8211; the consequences of fame, whether it&#8217;s delusions of grandeur or selling out to whoever pays top dollar. You know, the usual. It&#8217;s all Charlie can do to remind his bandmates of what matters, both through words and by knocking some sense into them (and their seemingly infinite supply of groupies). However, there&#8217;s clearly more going on – like something discordant that could unravel everything.</p>
<p><iframe loading="lazy" title="Dead As Disco Early Access Review - A Stylish Brawler With Real Substance" width="500" height="281" src="https://www.youtube.com/embed/jpfbkUk06_o?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p>However, by this point, you&#8217;re probably wondering: What is <em>Dead as Disco</em> anyway? To put it bluntly, it&#8217;s a Free Flow combat-style beat &#8217;em up. Similar to the <em>Batman Arkham</em> games, dishing out a consistent degree of punishment to enemies will build up a combo (known as Beats). The key difference is that you&#8217;re encouraged to slay to the beat, whether it&#8217;s to increase the damage of certain moves, replenish your Takedown Tokens faster, or to net a higher score than everyone else, among other things.</p>
<p>It may seem overtly simple, but that&#8217;s the core appeal and how <em>Dead as Disco</em> has quickly built a name for itself through several playtests and demos, crossing one million wishlists on Steam. It&#8217;s launching on Steam Early Access on May 5th and offers four opponents to tussle across their unique stages. You can travel back to the central hub, known as The Encore, to decorate, converse with characters, and unlock new skills. Or you could venture into Infinite Disco and undertake challenges, fighting waves of enemies on any track without conditions or engage in an endless dance of brutality. When that&#8217;s not enough, you can import your own tunes and finely customize the beat timing. Like <em>Audiosurf</em> with fisticuffs, and it&#8217;s awesome.</p>
<p>From the menus right down to the animated stills and character designs, <em>Dead as Disco</em> oozes style. Its aesthetics are clearly in tune not just with the presented genres of music, but the mentalities of NPCs themselves. The AI, Arora, for example, offers a mix of starry backdrops and a boss phase that occurs on a planetary ring as you deflect stars back at her giant form. Hemlock is more grunge – a dimly lit, neon graffiti-infused subway where the tracks become an impromptu mosh pit. I don&#8217;t even know where to begin describing Dex&#8217;s levels, which feel like a fusion of brutalist architecture and desolate monochromatic landscapes.</p>
<p>It defies description at times, especially when you&#8217;re transitioning from one section to the next at breakneck pace, like a psychotropic music video. And yet, amid all this, visual clarity remains relatively clean, ensuring that you always know where the next threat is coming from (even if you haven&#8217;t mastered the muscle memory necessary to conquer them all). Even the little visual flourishes, like the word “Perfect” bursting forth in a spray of color from an enemy, or Charlie&#8217;s animations upon completing combos, add to the overall charm.</p>
<p><a href="https://gamingbolt.com/wp-content/uploads/2026/05/Dead-as-Disco_05.jpg"><img loading="lazy" decoding="async" class="aligncenter wp-image-643068" src="https://gamingbolt.com/wp-content/uploads/2026/05/Dead-as-Disco_05.jpg" alt="Dead as Disco_05" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2026/05/Dead-as-Disco_05.jpg 1920w, https://gamingbolt.com/wp-content/uploads/2026/05/Dead-as-Disco_05-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/05/Dead-as-Disco_05-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/05/Dead-as-Disco_05-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/05/Dead-as-Disco_05-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/05/Dead-as-Disco_05-1536x864.jpg 1536w" sizes="auto, (max-width: 720px) 100vw, 720px" /></a></p>
<p>If you&#8217;ve played any of the <em>Batman Arkham</em> games, you&#8217;ll have a strong fundamental understanding of the combat. Press X to attack, Y to counter and A to dodge. When an opponent is dazed, press B for a finisher and once you&#8217;ve earned a Takedown Token, Y+B lets you execute it. Meanwhile, the Fever Bar is your ticket for unleashing abilities. A solid system and one that <em>Dead as Disco</em> takes to with relative ease, even if Charlie&#8217;s strikes may feel a bit weightier than expected. Of course, that window feels finely honed for several different purposes, whether it&#8217;s quickly transitioning into counters and perfect dodges, or properly timing your strikes to the beat.</p>
<p>But the best part is how it takes those fundamentals and adds its own unique abilities and nuances while still allowing for an extensive amount of freedom. Baseball sliding into enemies will launch them into the air; heavy kicks can send them into walls and set them up for finishers. Perfectly timed counters deal more damage; perfectly timed dodges into counters can lead to finishers. Finishers can provide a few seconds of invincibility, letting you avoid that charging headbanger or Riot Guard.</p>
<p>Sure, you could set up enemies for quick knockouts, clearing rooms with methodical finesse. But how about playing the drums on some poor sap&#8217;s face before knocking him out or tossing a drumstick from afar to keep a combo going while you sprint full force towards a target? The beat can serve as a strong guideline for how you should be timing those blows, but the nature of those hits is up to you. And if you&#8217;re a stickler for hitting to the beat, don&#8217;t worry – there are options for enabling a Beat Indicator and Beat Ring. You can even make it so that non-attacking enemies are indicated at all times.</p>
<p>Also, I can&#8217;t heap enough praise on the actual boss fights, even if it can be annoying to constantly sit through their cutscenes on subsequent retries without a skip button. Each of them feels mechanically unique, though you&#8217;ll have to get used to dealing with and dodging area-of-effect attacks. Arora, in particular, can get annoying since she&#8217;ll suddenly lob a projectile at you with little warning.</p>
<p>Defeating your ex-bandmates unlocks new attacks and skill trees, and while some upgrades, like extra hearts and Fever Bars, can feel straightforward, you can also transform certain abilities. Bass Invader, which sees Charlie swinging a guitar to knock back surrounding enemies, can become Super Bass Invader, where charging the attack results in a powerful ground slam that sends enemies up in the air. Considering you can only have four equipped at once, there&#8217;s definitely room for picking favorites, but you&#8217;re free to reset the skill trees at any time and play around with different options.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-641288" src="https://gamingbolt.com/wp-content/uploads/2026/04/dead-as-disco-1024x576.jpg" alt="Dead As Disco" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2026/04/dead-as-disco-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/04/dead-as-disco-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/04/dead-as-disco-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/04/dead-as-disco-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/04/dead-as-disco-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2026/04/dead-as-disco.jpg 1920w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p>While its visuals are to die for, <em>Dead as Disco</em> would be nothing without some great music. There are over 25 tracks currently, and though your mileage may vary, I found <em>Boom</em> by bbno$ and the classic <em>Maniac</em> to perfectly fit the overall vibe. Even Arora&#8217;s original songs are pretty great, carrying a distinct K-Pop flavor.</p>
<p>Suffice to say, I really like <em>Dead as Disco</em>. Even in early access, it&#8217;s so polished, balancing style with substance while tapping into that aspect of mastery that made those <em>Batman Arkham</em> Challenge maps so immensely replayable. Even if there&#8217;s still a ways to go before the story is fully fleshed out, the amount of content is still pretty respectable at $25, whether you&#8217;re trying to master each chapter, complete all the challenges or rack up a high score in Infinite Disco. The fact that more abilities, customization options, challenges, bosses, skill trees, music, “the true end game”, and even co-op are also in the works is mind-boggling.</p>
<p>Charlie Disco may or may not find a resolution to all this, but one thing is for sure: The band&#8217;s getting back together and by the time <em>Dead as Disco</em> exits early access, it should be one for the ages. For now, however, it&#8217;s an excellent early access offering that masterfully blends 3D beat &#8217;em up combat with some sick beats.</p>
<p><span style="color: #ff6600;"><em><strong>This game was reviewed on PC.</strong></em></span></p>
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		<post-id xmlns="com-wordpress:feed-additions:1">643066</post-id>	</item>
		<item>
		<title>Dead as Disco Promises Infinite Disco Upgrades, New Boss This Summer Ahead of 1.0 Launch in 2027</title>
		<link>https://gamingbolt.com/dead-as-disco-promises-infinite-disco-upgrades-new-boss-this-summer-ahead-of-1-0-launch-in-2027</link>
		
		<dc:creator><![CDATA[Varun Karunakar]]></dc:creator>
		<pubDate>Wed, 06 May 2026 07:04:45 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Brain Jar Games Inc.]]></category>
		<category><![CDATA[Dead as Disco]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[Steam Early Access]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=643097</guid>

					<description><![CDATA[This is one dance floor that’s looking like it could be buzzing all year round, and we’re excited for whatever it brings to the table.]]></description>
										<content:encoded><![CDATA[<p><em>Dead as Disco</em> is finally here, albeit in <a href="https://gamingbolt.com/dead-as-disco-launches-into-early-access-on-may-5th-groovy-new-gameplay-released">Early Access</a>, and Brain Jar Games Inc. now looks ahead to what its vision over the course of the year is shaping up to be.</p>
<p>Turns out that it&#8217;s going to be quite busy, with new Idols (aka boss fights), fashion upgrades and Infinite Disco upgrades coming to you in three major updates spread out from June until the end of Summer. We begin with hotfixes in May, while June is slated to bring custom playlists to challenges, the ability to swap Arenas, new challenges and modifiers, and more that could extend the mode&#8217;s replay value even further. You can check out the entire list of upcoming additions <a href="https://store.steampowered.com/news/app/3404260/view/658231077844813042" target="_blank" rel="noopener">here</a> if you&#8217;re curious to see what&#8217;s in store for updates coming in the middle and end of Summer.</p>
<p>If you haven&#8217;t been keeping up with <em>Dead as Disco</em>, it involves stepping into the shoes of Charlie Disco as he takes on his former bandmates in an adventure that will have you grooving to some sick beats while partaking in some Free Flow-inspired combat. With some solid gameplay, a unique premise, and a very attractive visual style, this one might be the next big hit on the Billboards.</p>
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		<post-id xmlns="com-wordpress:feed-additions:1">643097</post-id>	</item>
		<item>
		<title>Road To Vostok Early Access Review &#8211; This Is Hardcore</title>
		<link>https://gamingbolt.com/road-to-vostok-early-access-review-this-is-hardcore</link>
		
		<dc:creator><![CDATA[Daniel Boyd]]></dc:creator>
		<pubDate>Tue, 21 Apr 2026 13:03:30 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Feature]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[Road to Vostok]]></category>
		<category><![CDATA[Road to Vostok Ltd.]]></category>
		<category><![CDATA[Steam Early Access]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=642055</guid>

					<description><![CDATA[The potential within this title is vast, but considering how hardcore it is, could Road to Vostok be too off-putting for new players to stick with it long term?
]]></description>
										<content:encoded><![CDATA[<p><em><span class="bigchar">R</span>oad To Vostok</em> presents a fictional, post-apocalyptic version of Finland, comprising of the landscape that contains the Russian border. During my time spent in this harsh, rural environment, I really got a taste for how unforgiving it can be. However, armed with some persistence and an iron will to survive against the odds, I slowly but surely got to see more and more of what this early access title has to offer.</p>
<p>If you have played titles like S.T.A.L.K.E.R.  in the past, then you may have a rough idea of the gameplay systems that <em>Road to Vostok</em> has to offer. Think of it as a survival-sim roguelike, where each time you venture out into the unknown, you return with more plentiful bounties and a little more knowledge of what is out there and how to handle it.</p>
<p><iframe loading="lazy" title="Road To Vostok Early Access Review - The Best Thing Since STALKER" width="500" height="281" src="https://www.youtube.com/embed/4XiTJ29gC3c?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p>First and foremost, I am pleased to report that despite <em>Road to Vostok</em> being an early access indie title, it ran buttery smooth for the most part on my rig. I experienced a frame rate dip once in a specific area, but overall, the technical performance is absolutely solid, especially considering it comes from a relatively unknown developer.</p>
<p>Antti Leinonen is the name of the solo developer responsible for <em>Road to Vostok, </em>and he has done a great job of making sure that his game runs well, so he has to be commended for that. Leinonen’s passion for both this genre and this part of the world shines through in every aspect of the experience. You can feel how much of his real-world lived experience and his personal gaming taste has been poured into this vision.</p>
<p>If you are looking for a layered, detailed narrative, then <em>Road to Vostok </em>likely won’t be the title for you. Other than a brief introduction to the game via a transistor radio, there isn’t much else here in terms of story, at least in its current state. Obviously, the game is still in early access and more plot elements may be added in the future, but at the time of writing, <em>Road to Vostok</em> is more concerned with atmosphere and mood.</p>
<p>In that regard, the game delivers in spades. The atmosphere in this game is thick, and the tension during certain moments could be cut with a knife. There have been horror games that haven’t made the hairs on the back of my neck stand up in the way that <em>Road to Vostok</em> has. So much of this atmosphere comes from the game’s sound design, which is utterly phenomenal.</p>
<p>The player starts off the game in a small cabin, which essentially acts as your operations hub for the duration of your time in post-apocalyptic Finland. You must venture out of your cabin for the first time with a limited selection of randomly generated supplies and weapons. From here, you are on your own. You will have to feed, rest, heal and hydrate your character while you explore to keep him in optimal condition.</p>
<p>Each run that you complete allows you to store your bounties and supplies from the outside world in your cabin’s storage units. When you sleep in bed, the game saves, meaning that if you head out again the following day and get killed, the only things you will lose are the items you are carrying on your person, but your stash will be saved for the next time you load up and head out.</p>
<p>Speaking of taking bullets, <em>Road to Vostok’s</em> gunplay is not the fast-paced experience you might expect from a first-person shooter. It is, however, extremely intense. The guns handle well and adhere to a strict realism in terms of their use. For example, to switch from automatic to semi-auto on an SMG, you must manually trigger the switch on the weapon, before loading it into a suitable magazine, and only then can you fire your weapon.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-640929" src="https://gamingbolt.com/wp-content/uploads/2026/03/Road-to-Vostok-screenshot-3-1024x576.jpg" alt="Road to Vostok screenshot 3" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2026/03/Road-to-Vostok-screenshot-3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/03/Road-to-Vostok-screenshot-3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/03/Road-to-Vostok-screenshot-3-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/03/Road-to-Vostok-screenshot-3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/03/Road-to-Vostok-screenshot-3-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2026/03/Road-to-Vostok-screenshot-3.jpg 1920w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p>This level of realism also applies when you are on the receiving end of gunfire. Getting shot in this game is no joke. Even if you win the gunfight and sustain a gunshot, that wound will continue to bleed and your health will continue to deplete until you treat it with a bandage and your health won’t increase until you apply a tourniquet and take some medicine.</p>
<p>On top of this, you’ll need to remember to scavenge for food and juice to keep yourself fed and hydrated, as well as ensuring your character gets plenty of rest. This level of detailed realism is what takes <em>Road to Vostok</em> from being a survival FPS, to something closer to a life-sim rogue-like. It is also the element most likely to put more casual players off the game.</p>
<p>This is a shame, because there are some really great moments to experience in <em>Road to Vostok, </em>even in its current early access state. As I have alluded to several times, the enemy encounters in the game can be extremely thrilling and nail-biting. These cat and mouse moments are so exhilarating that they are worth the price of admission alone.</p>
<p><em>Road to Vostok </em>is at its peak when you are crouched with your gun drawn, listening carefully for footsteps as you and the enemy stalk each other through a cramped, abandoned home. Leaning around corners to check for camping enemies while you hold your breath and get ready to squeeze the trigger is a rush every time. The scarcity of ammo makes these life-or-death moments even more twitchy and consequential.</p>
<p>Hopefully, more will be added to the game over time. Some <em>Last of Us</em>-style environmental storytelling would feel right at home in the post-apocalyptic world of <em>Road to Vostok</em>, maybe in the form of notes or diaries the player could discover. It would be really cool to learn more about what caused the brutal, survival-of-the-fittest nature that is required to thrive in this harsh apocalypse.</p>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-640928" src="https://gamingbolt.com/wp-content/uploads/2026/03/Road-to-Vostok-screenshot-1-1024x576.jpg" alt="Road to Vostok screenshot 1" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2026/03/Road-to-Vostok-screenshot-1-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2026/03/Road-to-Vostok-screenshot-1-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2026/03/Road-to-Vostok-screenshot-1-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2026/03/Road-to-Vostok-screenshot-1-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2026/03/Road-to-Vostok-screenshot-1-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2026/03/Road-to-Vostok-screenshot-1.jpg 1920w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p>Perhaps you could uncover the source of the EMP blast that destroyed electronics across the region. Maybe looting, reloading, healing, and eating animations could be added, while enemies could be given more personality and individual backstories instead of feeling like generic bandits. Taking the life of a fellow survivor in circumstances similar to the player’s would carry far more weight than killing yet another nameless bot.</p>
<p>Even so, the high points of the game vastly outweigh the lacklustre ones. Antti Leinonen has done a phenomenal job crafting an experience that feels vast, intense, harsh, and full of potential. At its $15 asking price, <em>Road to Vostok</em> is well worth checking out. Hopefully enough players are willing to stick with the harsh learning curve that the game presents and are not turned off by the relentless, unforgiving nature of the gunplay and enemy AI.</p>
<p><em>Road to Vostok</em> may be a solo-developed indie game, but its future looks extremely bright, and the foundations already in place give it enormous potential. If you are looking for a tense, gritty, realistic world to jump into and act out your rural survivalist fantasies, then you could do a lot worse than <em>Road to Vostok.</em></p>
<p><span style="color: #ff6600;"><em><strong>This game was reviewed on PC.</strong></em></span></p>
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		<title>Dead as Disco Launches Into Early Access on May 5th, Groovy New Gameplay Released</title>
		<link>https://gamingbolt.com/dead-as-disco-launches-into-early-access-on-may-5th-groovy-new-gameplay-released</link>
		
		<dc:creator><![CDATA[Varun Karunakar]]></dc:creator>
		<pubDate>Thu, 09 Apr 2026 20:30:45 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Brain Jar Games Inc.]]></category>
		<category><![CDATA[Dead as Disco]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[Steam Early Access]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=641286</guid>

					<description><![CDATA[Fight to the beat, mixing your best tunes with combat and a story that will have you tapping your feet while taking on all challengers.]]></description>
										<content:encoded><![CDATA[<p><em>Dead as Disco</em> is shaping up to be a beat &#8217;em up with quite a twist, mixing music and mayhem into a game that&#8217;s looking pretty good ahead of its May 5 early access launch.</p>
<p>The story puts you in control of Charlie Disco, a man who has clearly practised his martial arts as much as his music. He takes on his former band members in battles where he lets his fists do the rapping (pun intended). Aside from raining down pain to the beat of his own tunes, Charlie can work with anything you have on your playlists, too, and this is a title that we&#8217;re eager to push to its musical limits.</p>
<p>Additionally, you get to hang out at a dive bar that doubles up as your base of operations while also serving as a source of lore drops, taking you through how things soured between Charlie and his former band. With combat flowing to the beats of whatever&#8217;s playing in the background, consider bringing a metronome to this one.</p>
<p>For our part, we&#8217;re going to be playing <em>Kung Fu Fighting</em> on loop as we show our former bandmates what&#8217;s what. The trailer&#8217;s below for those of you who want a taste of its neon-drenched visuals and insane gameplay.</p>
<p><iframe loading="lazy" title="Dead as Disco- Early Access Announcement 🚨" width="500" height="281" src="https://www.youtube.com/embed/VL3c6SmUxgw?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
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		<post-id xmlns="com-wordpress:feed-additions:1">641286</post-id>	</item>
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		<title>Road to Vostok Makes Its Early Access Debut On Steam</title>
		<link>https://gamingbolt.com/road-to-vostok-makes-its-early-access-debut-on-steam</link>
		
		<dc:creator><![CDATA[Varun Karunakar]]></dc:creator>
		<pubDate>Tue, 07 Apr 2026 22:36:15 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[Road to Vostok]]></category>
		<category><![CDATA[Road to Vostok Ltd.]]></category>
		<category><![CDATA[Steam Early Access]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=641031</guid>

					<description><![CDATA[After a two-year-long demo run, the realistic shooter promises a risky but worthwhile journey with hardcore survival vibes.]]></description>
										<content:encoded><![CDATA[<p>If you&#8217;ve been with us for a while, you probably know that <em>Road to Vostok</em> has been <a href="https://gamingbolt.com/post-apocalyptic-single-player-game-road-to-vostok-is-looking-amazing">on our radar</a> ever since its announcement in 2022.</p>
<p>The thought of a game that could push even the most skilled individuals to play it safe was definitely interesting, and this one&#8217;s permadeath approach had us wondering what it would be like. Well, we&#8217;re quite close to getting an answer as it&#8217;s finally made its early access debut, accompanied by a rather lengthy launch video where the developer goes into detail about what to expect.</p>
<p>We&#8217;ve already spoken about how it could be <a href="https://gamingbolt.com/road-to-vostok-could-be-the-next-s-t-a-l-k-e-r-obsession">very appealing</a> to <em>S.T.A.L.K.E.R. 2: Heart of Chornobyl</em> fans, thanks to a world that&#8217;s focused on the realistic simulation of harsh real-world conditions. Which is going to work very well with the lack of safety nets that most modern gamers take for granted. It&#8217;s intended to be a test, and one that you&#8217;ll have to work very hard to pass. Therein lies its reward, though, as the journey to Vostok is fraught with danger that only the bravest and brightest among you can overcome.</p>
<p><em>Road to Vostok</em> is planned to remain in early access for about two to four years, offering twice the content currently available.</p>
<p><iframe loading="lazy" title="Early Access Launch | Road to Vostok" width="500" height="281" src="https://www.youtube.com/embed/SXwoX-Napoc?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
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		<title>Assetto Corsa EVO&#8217;s Eifel Free Roam Goes Live in 2026, Promises &#8220;Most Accurate Representation&#8221;</title>
		<link>https://gamingbolt.com/assetto-corsa-evos-eifel-free-roam-goes-live-in-2026-promises-most-accurate-representation</link>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Sun, 11 Jan 2026 18:11:09 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Assetto Corsa EVO]]></category>
		<category><![CDATA[Kunos Simulazioni]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[Steam Early Access]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=634665</guid>

					<description><![CDATA[Players can explore the mountain range in Germany, including "flowing country roads, dense forests, elevation changes," and more.]]></description>
										<content:encoded><![CDATA[
<p class="wp-block-paragraph">Following its silence last year, Kunos Simulazioni has announced that <em>Assetto Corsa EVO&#8217;s</em> Eifel Free Roam mode will arrive in 2026. To further showcase the progress made, it released a new teaser video, which is as curious as it is lovingly detailed. Check it out below.</p>



<p class="wp-block-paragraph">The teaser sees the player finishing up on a track and hanging around to wait for more data before suddenly zooming out to reveal the massive complex. Cut to other notable areas in Nürburgring, including a castle on a hill, wind turbines amid a dense forest, and the gorgeously lit nighttime streets in the city. There are even NPCs roaming around, going about their business, and even some wildlife out in the fields.</p>



<p class="wp-block-paragraph">Given the size of the studio and its resources, the scale is quite impressive. It ends with the player driving through the world at high speed, and suddenly, we&#8217;re worried about everyone else unfortunate enough to cross their path.</p>



<p class="wp-block-paragraph">Whether you fancy a quick drive or something more relaxing, Kunos Simulazioni promises the “most accurate representation” of the region, where “every road is designed to make every kind of car feel perfectly at home.” Of course, there&#8217;s currently no concrete release window for the mode, so stay tuned for further announcements in the coming months.</p>



<p class="wp-block-paragraph"><em>Assetto Corsa EVO</em> is available for PC via Steam Early Access. Despite <a href="https://gamingbolt.com/assetto-corsa-evos-early-access-launch-has-been-disappointing-heres-why">a problematic launch</a>, it picked up within the first month &#8211; check out <a href="https://gamingbolt.com/assetto-corsa-evo-early-access-review-starting-position">our review</a> for more details. Subsequent updates would add <a href="https://gamingbolt.com/assetto-corsa-evos-future-updates-will-add-career-mode-open-mode-and-modding-tools">Open Mode, Career Mode</a> and modding tools alongside <a href="https://gamingbolt.com/assetto-corsa-evos-first-content-update-adds-2-new-cars-fuji-speedway">new cars</a>, <a href="https://gamingbolt.com/assetto-corsa-evo-gets-10-new-cars-5-new-tracks-and-physics-improvements-in-latest-update">tracks</a>, and improvements to audio, drivetrain physics, and more.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe loading="lazy" title="Eifel Free Roam in Assetto Corsa EVO Teaser" width="500" height="281" src="https://www.youtube.com/embed/I0oCRTyqFjw?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
</div></figure>
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		<title>Assetto Corsa EVO Gets 10 New Cars, 5 New Tracks and Physics Improvements in Latest Update</title>
		<link>https://gamingbolt.com/assetto-corsa-evo-gets-10-new-cars-5-new-tracks-and-physics-improvements-in-latest-update</link>
		
		<dc:creator><![CDATA[Joelle Daniels]]></dc:creator>
		<pubDate>Fri, 05 Dec 2025 15:45:07 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[Assetto Corsa EVO]]></category>
		<category><![CDATA[Kunos Simulazioni]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[Steam Early Access]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=632901</guid>

					<description><![CDATA[Along with this, the update also brought with it the Daily Racing Portal that can be accessed through a new in-game menu or website.]]></description>
										<content:encoded><![CDATA[<p>Developer KUNOS Simulazioni has released what it is referring to as “the richest content” update so far for its racing sim <em>Assetto Corsa EVO</em>. The <a href="https://store.steampowered.com/news/app/3058630/view/491584577841660681" target="_blank" rel="noopener">update</a>, numbered at 0.4, brings with it new daily racing events that players can partake in through the Daily Racing Portal. The schedule for these races can also be checked out through the <a href="https://acevo.gg/" target="_blank" rel="noopener">game’s website</a>, and players can join a race directly through their web browser.</p>
<p>Along with this, the update has brought in loads of new content in the form of 10 new cars and their different variants, 5 new tracks with multiple layouts, as well as general gameplay refinements to a host of different aspects of the title. These include updates to tyre and drivetrain physics, improved audio, an updated UI and HUD, and improvements to the game’s visuals. For a full list of changes, check out the patch notes below.</p>
<p><em>Assetto Corsa EVO</em> was <a href="https://gamingbolt.com/assetto-corsa-evo-is-out-now-in-early-access-on-pc">released in Early Access on PC back in January this year</a>. For more details about the title, <a href="https://gamingbolt.com/assetto-corsa-evo-early-access-review-starting-position">check out our review</a> of its state in launch. Since then, the studio has also confirmed that future updates will bring <a href="https://gamingbolt.com/assetto-corsa-evos-future-updates-will-add-career-mode-open-mode-and-modding-tools">even more content to the title</a>, including a full-fledged career mode, an open mode, and modding support.</p>
<p><em>Assetto Corsa EVO</em> Update 0.4 patch notes:</p>
<p><em>New Cars:</em></p>
<ul>
<li><em>BMW M8 Competition Coupe (F92)</em></li>
<li><em>BMW M3 CSL (E46)</em></li>
<li><em>Ferrari Daytona SP3</em></li>
<li><em>Ferrari F40 LM</em></li>
<li><em>Ferrari SF-25</em></li>
<li><em>Peugeot 205 T16</em></li>
<li><em>Renault 5 GT Turbo</em></li>
<li><em>Toyota Supra Turbo RZ (MK IV) + tuned variant</em></li>
<li><em>Mini Cooper S (MK VI) + tuned variant</em></li>
<li><em>Porsche 718 Cayman GT4 RS</em></li>
</ul>
<p><em>New Tracks:</em></p>
<ul>
<li><em>Autodromo Nazionale di Monza</em></li>
<li><em>Michelin Raceway Road Atlanta</em></li>
<li><em>Nordschleife – 3 layouts (including Touristenfahrten)</em></li>
<li><em>Nürburgring GP – 2 layouts</em></li>
<li><em>Oulton Park – 2 layouts</em></li>
</ul>
<p><em>Multiplayer:</em></p>
<ul>
<li><em>support for chat widget and server commands</em></li>
<li><em>additions and fixes in MP functions (autorestart, BOP, server list filter)</em></li>
<li><em>fixed servers ending up in zombie state after long-term idling</em></li>
<li><em>large number of fixes and additions to support the Daily Racing portal</em></li>
</ul>
<p><em>Graphics:</em></p>
<ul>
<li><em>carpaint material revision across the board</em></li>
<li><em>improved post-processing</em></li>
<li><em>fix for dash display texture colour space errors</em></li>
<li><em>fix for certain material types</em></li>
<li><em>reduced menu thumbnails memory footprint</em></li>
<li><em>Mazda MX5 Cup visual updates to properly represent ND1 and ND2 variants</em></li>
<li><em>Porsche GT4 Clubsport MR minor visual updates</em></li>
<li><em>Lamborghini Huracán ST EVO2 minor visual updates</em></li>
<li><em>BMW M3 E30 minor visual updates</em></li>
<li><em>added more OEM accessories for the Honda S2000</em></li>
<li><em>updated dash displays for the Audi RS 3 and RS 6 and Lamborghini Huracán STO</em></li>
<li><em>fixed steering wheel visibility in external driving cams</em></li>
<li><em>improved tyre shading: sheen layer that fades off after a couple of corners, improved tyre wear texture</em></li>
<li><em>added support for flexing and vibrating vehicle parts, such as wings, safety nets &#8211; initial implementation on racing cars</em></li>
<li><em>added moving damaged parts on all content</em></li>
<li><em>added visual backfires</em></li>
<li><em>added unique driver assets for F1 cars, for all liveries</em></li>
</ul>
<p><em>Audio:</em></p>
<ul>
<li><em>improved throttle timing and auto cutoff to enhance V-Tec kick effects</em></li>
<li><em>audio: new scraping sounds and raindrop sounds (when the car is stationary)</em></li>
<li><em>improved turbo hiss sound in general</em></li>
<li><em>audio: turbo pitch is now related to boost and rpm</em></li>
<li><em>developed new drivetrain model to improve the feeling of the simulation of the transmission wobbling</em></li>
<li><em>improved management of backfires</em></li>
<li><em>improved generic turbo hiss sounds, removed high pitched sounds</em></li>
<li><em>new transmission soundsets management, depending on the car drivetrain scheme</em></li>
<li><em>Honda NSX: improved V-Tec crossover sound with pure samples</em></li>
<li><em>Honda S2000: improved quality of engine interior sound samples and new engine exterior sounds</em></li>
</ul>
<p><em>Physics:</em></p>
<ul>
<li><em>developed new tire damping method increasing compliance and drivability in all situations and all cars, but race cars in particular</em></li>
<li><em>adjusted tire inertia to better match each car&#8217;s individual tire dimensions helping with more realistic tire lockups and less drastic loss of traction</em></li>
<li><em>improved tire slip ratio calculation leading to more natural behavior particularly on corner exits in locked differential scenarios</em></li>
<li><em>adjusted grip levels for all tires: Higher baseline grip, yet less combined grip leading to more natural, controllable and rewarding car behavior</em></li>
<li><em>adjusted thermal behavior for tires alongside adjusted rolling resistance</em></li>
<li><em>adjusted tyre rolling resistance to achieve more realistic top speeds</em></li>
<li><em>implemented new drive train wobble method respecting non linear stiffness</em></li>
<li><em>adjusted tire wear across all compounds (generally, the more performance oriented a tire is, the faster tire wear will noticably impact laptime)</em></li>
<li><em>sanitized and unified tire and controller library, solving potential inconsistencies in tire model across cars</em></li>
<li><em>improved consistency in available compound range for early-modern cars: Removed pseudo-vintage tyres for 90s-00s models, they are now fitted with a range of modern tyres suiting their performance, vintage reserved for crossply tyres</em></li>
<li><em>improved hybrid powertrains</em></li>
<li><em>implemented and unified KERS/ERS behaviour</em></li>
<li><em>improved Dual Clutch Transmission behavior to be more seamless</em></li>
<li><em>implemented electronic brake bias (dubbed as EBB or Brake Migration)</em></li>
<li><em>revision of battery features and data entry specifications</em></li>
<li><em>improved physics model for cars with solid axles</em></li>
<li><em>made several car systems available for in-cockpit adjustment (among others: turbo, dampers, differentials)</em></li>
<li><em>Ferrari 296 GTB: numerous fixes and adjustments to suspension, drivetrain, downforce, airbrake and dedicated performance modes with more realistic ERS deployment</em></li>
<li><em>implemented soft lock feature for steering wheels</em></li>
<li><em>created multiple physics events to allow for more nuanced car audio</em></li>
<li><em>fixed a potential crash scenario caused by collisions</em></li>
<li><em>various steer ratio adjustments on a number of existing car content</em></li>
<li><em>created more true-to-life vintage compound for the Alfa GTA Sprint</em></li>
<li><em>various adjustments to engines, turbos, drag and downforce across cars to better match real life acceleration, top and corner speeds</em></li>
<li><em>various adjustments and fixes to car default setups and differentials</em></li>
<li><em>fixed F2004 rear wing not responding to changes in setup and modified setup limits for the car</em></li>
<li><em>added stiffer springs for the Porsche Cayman GT4 CS MR and Porsche 911 GT3 Cup</em></li>
<li><em>adjusted torque curve for the Porsche Cayman GT4 CS MR</em></li>
<li><em>fixed Audi RS 6 bump stops to prevent tyre hitting and clipping through the bodywork</em></li>
<li><em>fixed Dallara louvers (front fender air vents) downforce impact</em></li>
<li><em>corrected Mazda MX5 Cup weight and differential</em></li>
<li><em>corrected differential of the Caterham Academy</em></li>
<li><em>improved various cars&#8217; rpm limiters to behave more realistically</em></li>
<li><em>corrected gear ratios for the Ferrari 296 GTB</em></li>
<li><em>corrected gear ratios for the Chevrolet Camaro ZL1 and 1LE variant</em></li>
<li><em>corrected Mazda MX5 Cup Sadev sequential gear ratios</em></li>
<li><em>corrected Alpine A110 and VW Golf GTI Clubsport gear ratios</em></li>
<li><em>updated operating aero and ride height ranges on the BMW M4 GT3 Evo and enabled bump stop adjustments</em></li>
<li><em>updated operating aero and ride height ranges on Lamborghini ST EVO II</em></li>
<li><em>updated BMW M2 CS Racing setup limits according to BMW specifications, updated spring ratios</em></li>
<li><em>updated and unified all car names in setup folder</em></li>
<li><em>car colliders can now be angled when necessary to represent built-in rake of cars</em></li>
<li><em>reduced clutch sensitivity</em></li>
<li><em>fixed unwanted vibration on torque vectoring differentials</em></li>
<li><em>sanitized and updated TC &amp; ABS behaviour on all cars: Fixed engine-crippling behaviour of earlier iterations of traction control, so higher levels might work better on some cars, and lower levels allow for more playful driving. The new Porsche Cayman GT4 RS is a good showcase.</em></li>
<li><em>Likewise ABS is not as efficient as before, more modulation might be required.</em></li>
<li><em>revised electronic brake controllers</em></li>
<li><em>added automatic brake differential to the Porsche Cayman GT4 RS and Alpine A110</em></li>
<li><em>fixed BB adjustments only taking effect after every 5th click</em></li>
<li><em>fixed setup limit units missing from certain items</em></li>
<li><em>improved AWD clutches on Audi RS 3 Sportback in Performance Modes 1 and 2 (Torque Rear)</em></li>
</ul>
<p><em>Gameplay:</em></p>
<ul>
<li><em>some new implementations and fixes on penalty manager</em></li>
<li><em>moved Imola finish line further back per GTWC sessions</em></li>
<li><em>tweaked logic for automatic grid population -&gt; now adds up to 2+2 car models from below and above the selected car&#8217;s PI instead</em></li>
<li><em>large update to replay code, this will probably break compatibility with older replays but files should now take up significantly less space</em></li>
<li><em>fixed electronics states in the replay</em></li>
<li><em>selected tyre compounds now correctly show up in the replay</em></li>
<li><em>AI: fixes to opponents swinging around wildly, potentially removing a few accident types</em></li>
<li><em>AI: better braking-behind cars approximation</em></li>
<li><em>AI cars should no longer get confused by pitlane or offtrack cars</em></li>
<li><em>new autoshifter logic</em></li>
<li><em>academy events rebalanced based on new laptimes</em></li>
<li><em>fix for occasional hang/crash in the car selection menu caused by the thumbnail texture blocking the game thread</em></li>
<li><em>replay now shows optional animation states (e.g. sunroofs)</em></li>
<li><em>halo visibility toggle added in view settings</em></li>
<li><em>added DRS zones on F1 tracks</em></li>
<li><em>fixed forced pitstop not applying if you teleport before the pit exit line after a race start</em></li>
<li><em>fixed reset position for various physics functions (lap estimates, ERS limits etc) on a number of tracks</em></li>
<li><em>fixed a potential crash caused by out of bounds tyre compound indices</em></li>
<li><em>updated AI data for the Alfa GTA, Mini and Abarth</em></li>
<li><em>reworked track limit safezones</em></li>
<li><em>AI cars no longer get warnings and penalties</em></li>
<li><em>changing Audio FFB effects now takes effect inside the session</em></li>
<li><em>new autogear logic (both player shift assist and AI upshift triggers)</em></li>
<li><em>inputs for adjusting mirror pitch and yaw now functional</em></li>
<li><em>race cars will now have both front and rear compounds changing at the same time via setup</em></li>
</ul>
<p><em>UI:</em></p>
<ul>
<li><em>implementation of general HUD notifications</em></li>
<li><em>reviewed input filtering for UI widget manipulation</em></li>
<li><em>serverlist &#8211; relocated server count, added player count</em></li>
<li><em>reworked client-side leaderboard</em></li>
<li><em>pitlane leaderboard now displays car model name</em></li>
<li><em>new car selection flow for Multiplayer: Now the player can directly click on eligible cars and join without having to visit the car selection menu. The list is flat and includes all relevant &#8220;owned&#8221;/&#8221;favourite&#8221; cars on the top marked with a star.</em></li>
<li><em>a certain (large) number of server-defined cars, the old car selection page is used for ease of browsing.</em></li>
<li><em>updated localization</em></li>
<li><em>added missing car localization strings</em></li>
<li><em>implemented track maps on the HUD and pitlane page</em></li>
<li><em>chat widget implementation in Multiplayer</em></li>
<li><em>implemented setup, UI and MFD items to support the new electronics systems</em></li>
<li><em>reworked HUD gear widget to support new electronics systems</em></li>
<li><em>expanded car controls MFD to support new electronics systems, such as ERS, EBB, differentials, dampers</em></li>
<li><em>explicit indication of performance modes on the HUD gear widget with more friendly names</em></li>
<li><em>odometer values for owned cars added in the model selection and SP hub</em></li>
<li><em>added reset button in the manual grid mixer</em></li>
<li><em>all previous cars&#8217; VR mirror offsets revised with the new default cockpit camera positions</em></li>
<li><em>unified setup units for all cars</em></li>
<li><em>fixed certain setup units being defined in groups instead of per item</em></li>
</ul>
]]></content:encoded>
					
		
		
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		<title>Assetto Corsa Rally Announced, Coming to Steam Early Access on November 13th</title>
		<link>https://gamingbolt.com/assetto-corsa-rally-announced-coming-to-steam-early-access-on-november-13th</link>
		
		<dc:creator><![CDATA[Ravi Sinha]]></dc:creator>
		<pubDate>Fri, 17 Oct 2025 11:47:57 +0000</pubDate>
				<category><![CDATA[News]]></category>
		<category><![CDATA[505 Games]]></category>
		<category><![CDATA[Assetto Corsa Rally]]></category>
		<category><![CDATA[Kunos Simulazioni]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[Steam Early Access]]></category>
		<category><![CDATA[Supernova Games Studios]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=629934</guid>

					<description><![CDATA[Featuring ten licensed rally cars and four Special Stages spanning 33 kilometers each, it promises a "pure" rally simulation.]]></description>
										<content:encoded><![CDATA[
<p class="wp-block-paragraph">While<em> <a href="https://gamingbolt.com/assetto-corsa-evo-early-access-review-starting-position" data-type="post" data-id="611452">Assetto Corsa EVO</a></em> remains in development, KUNOS Simulazioni has a new title in the series launching next month. Developed by Supernova Games Studios, <em>Assetto Corsa Rally</em> will arrive on November 13th for PC via Steam Early Access. Check out the first trailer below.</p>



<p class="wp-block-paragraph">Touted <a href="https://assettocorsa.gg/assetto-corsa-rally-wishlist-now-on-steam/" target="_blank" rel="noreferrer noopener">as a “pure and relentless rally simulation,”</a> <em>Assetto Corsa Rally</em> promises day/night cycles, shifting weather that impacts visibility and traction, and the same physics engine as <em>Assetto Corsa</em>. When early access begins, players can look forward to ten licensed vehicles, including the Lancia Stratos Gr.4 (1976), the Fiat 131 Abarth Gr.4 (1976) and the Peugeot 208 Rally4 (2020).</p>



<p class="wp-block-paragraph">There will also be four “Special Stages” in locations such as Alsace and Wales, each consisting of 33 kilometers of “fully laser-scanned roads.” Realistic car noises and sound effects are a given, but Supernova&#8217;s co-driver system also offers “authentic voices and timing” courtesy of working with professional racers.</p>



<p class="wp-block-paragraph">The plan is to include over 30 cars, Rally School, five international rallies, a Career Mode, and more than 120 kilometers of faithfully recreated roads. The goal is to remain in early access for less than 18 months, with pricing yet to be revealed. Stay tuned for more details in the meantime.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe loading="lazy" title="ASSETTO CORSA RALLY ANNOUNCEMENT TRAILER" width="500" height="281" src="https://www.youtube.com/embed/U1_7q_gHrTo?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
</div></figure>
]]></content:encoded>
					
		
		
		<post-id xmlns="com-wordpress:feed-additions:1">629934</post-id>	</item>
		<item>
		<title>Kingmakers &#8211; 13 Details You Need to Know</title>
		<link>https://gamingbolt.com/kingmakers-13-details-you-need-to-know</link>
		
		<dc:creator><![CDATA[Varun Karunakar]]></dc:creator>
		<pubDate>Mon, 13 Oct 2025 15:16:51 +0000</pubDate>
				<category><![CDATA[Article]]></category>
		<category><![CDATA[Feature]]></category>
		<category><![CDATA[Kingmakers]]></category>
		<category><![CDATA[pc]]></category>
		<category><![CDATA[Redemption Road Games]]></category>
		<category><![CDATA[Steam Early Access]]></category>
		<category><![CDATA[Tinybuild]]></category>
		<guid isPermaLink="false">https://gamingbolt.com/?p=629574</guid>

					<description><![CDATA[Redemption Road Games and TinyBuild might be on to something with a premise that's as unique as they come, working well with a gameplay loop that could be what RTS and action fans have always dreamed of.]]></description>
										<content:encoded><![CDATA[<p><span class="bigchar">W</span>e were quite taken aback to learn of a video game in which you bring an arsenal of modern weaponry into a battle against medieval soldiers. But the idea has since grown on us, and we&#8217;re now pretty excited to try out <em>Kingmakers</em>, an action-strategy title from Redemption Road Games.</p>
<p>If, like us, you&#8217;re intrigued by its absolutely insane gameplay loop and premise, you might want to know more about the game before deciding to take the plunge and buy this game. Well, we&#8217;ve put together a list of things you might want to know about the game.</p>
<p>Let&#8217;s dive in!</p>
<h2>1. From The Future, With Love</h2>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-629575" src="https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers1-1024x576.jpg" alt="Kingmakers" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers1-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers1-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers1-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers1-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers1-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers1.jpg 1920w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p>The insanity starts with the game&#8217;s narrative! You&#8217;re a special operations expert sent back in time to 1401 to the Welsh Rebellion, an interesting time period that saw England, Wales, and Scotland embroiled in a series of clashes thanks to the self-proclaimed Prince of Wales.</p>
<p>You&#8217;re going to interfere in order to ensure you prevent an apocalyptic event in your own timeline. It&#8217;s a typical isekai narrative, with time travel elements thrown in to ensure that you&#8217;re a force to be reckoned with on the battlefield, or a commander without comparison outside of it.</p>
<h2>2. Choose a Side</h2>
<p>You can fight for either England, Scotland, or Wales in the main story with multiple endings tied to your choices. Are you going to attempt to quell the rebellion or support it? Perhaps you&#8217;re thinking of playing both sides to meet your own ulterior motives? It&#8217;s all up to you, and the game is likely to feature quite a few twists and turns as you progress through its main campaign.</p>
<p>That&#8217;s good news if you&#8217;re the type who likes a bit of replay value from their games, and with a premise like this one, that&#8217;s quite a draw.</p>
<h2>3. Your Perspective, Your Playstyle</h2>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-614916" src="https://gamingbolt.com/wp-content/uploads/2025/03/kingmakers-1024x576.jpg" alt="kingmakers" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2025/03/kingmakers-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2025/03/kingmakers-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2025/03/kingmakers-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2025/03/kingmakers-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2025/03/kingmakers-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2025/03/kingmakers.jpg 1920w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p>Do you like to get into the thick of the action and unleash your modern weapons against hapless knights, soldiers, and cavalry units? That&#8217;s certainly on the cards.</p>
<p>Or do you prefer to hang back and direct your troops from afar, showing off your strategic chops in the process? Go right ahead.</p>
<p>You can seamlessly switch between both perspectives, choosing between action and Real Time Strategy in, well, real time. It&#8217;s a gameplay loop that could have you very involved with how your army behaves on the battlefield, and you could choose to turn the tide yourself if your plans go awry. That&#8217;s modern warfare in the past for you.</p>
<h2>4. Troops That Are More Than Cannon Fodder</h2>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-629577" src="https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers3-1024x576.jpg" alt="Kingmakers" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers3-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers3-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers3-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers3-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers3-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers3.jpg 1920w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p>Redemption Road has been quite enthusiastic about dynamic AI systems that react to the battle and influence the decisions, pathfinding, and even the loyalty of troops in the field. While they haven&#8217;t elaborated on how that works, we&#8217;re pretty certain you can expect soldiers to lay down their arms if you overwhelm their formations, or perhaps have to fend off ones who attempt to flank your own forces if the opportunity presents itself.</p>
<p>Your own troops and officers could attempt a few tricks of their own, and managing the battlefield is sure to be both challenging and rewarding in equal measures.</p>
<p>Whether you’re in the field or at your command post, things could get quite heated in the blink of an eye if the studio plays its cards right.</p>
<h2>5. Battle Tactics</h2>
<p>While the thought of tearing through enemy troops with your assault rifle sounds like you&#8217;re going to be invincible on the battlefield, Redemption Road has ensured that things are not going to be as easy as they seem. Your enemies adapt their tactics, choosing to swarm you with superior numbers and removing the advantage that your arsenal affords you and your troops.</p>
<p>Expect resistance irrespective of the weapons and tools you carry with you, and always stay on guard for intelligent attempts to sway the momentum of the fight away from you while you direct your troops.</p>
<h2>6. You And Whose Army?</h2>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-629578" src="https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers4-1024x576.jpg" alt="Kingmakers" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers4-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers4-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers4-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers4-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers4-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers4.jpg 1920w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p>If you find that controlling massive armies a tad too taxing, you could bring a few buddies along in multiplayer co-op that supports up to four players. We shudder to think of what a well-coordinated unit of the best action players can achieve with modern weaponry, and the devastation they could bring to the battlefield if their opponents have nothing but swords, shields, and spears to wield against them.</p>
<p>The best of you could get very creative with your unit&#8217;s setup, and we can&#8217;t wait to see what you come up with once the game is in your hands.</p>
<h2>7. The Right Tools For The Art of War</h2>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-629579" src="https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers5-1024x576.jpg" alt="Kingmakers" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers5-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers5-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers5-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers5-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers5-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers5.jpg 1920w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p>The game&#8217;s premise gives you the scope to wield a wide range of weapons like assault rifles, shotguns, grenade launchers, and so many more against troops whose arsenals seem almost negligible in comparison. While it&#8217;s one of the main draws of the game, we&#8217;re quite curious to see how those battles play out, and how the armies of the past manage to respond effectively to the weapons of the future. It&#8217;s an idea that is both ridiculous and fascinating, although the game&#8217;s trailers point towards it being executed (pun intended) very well.</p>
<h2>8. Wheels Up!</h2>
<p>If fancy guns and weapons weren&#8217;t enough, you also get to drive armored SUVs, bikes, attack helos, call in air strikes, and even drive a convertible into battle. Talk about arriving in style!</p>
<p>But jokes aside, vehicular combat could very well be another facet of this insane gameplay loop that could very well bring the whole experience together. Perhaps you could go into 007 mode and assault a fortress in the fanciest car that money can buy. Or take a tank if you prefer function over form.</p>
<h2>9. Drawing The Line</h2>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-629580" src="https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers6-1024x576.jpg" alt="Kingmakers" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers6-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers6-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers6-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers6-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers6-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers6.jpg 1920w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p>This one&#8217;s pretty amusing despite the disappointment it brought us. The devs have said that they toyed with the idea of a giant mech tearing up the battlefield at one point, but ultimately changed their minds as it was a challenge to sustain the balance they had created. We kind of agree, as the thought of a metal monstrosity assaulting hapless soldiers who poked at it with their swords sounds too far-fetched, even for <em>Kingmakers</em>.</p>
<p>We would have liked to re-enact a modified version of our favorite battle from <em>Star Wars,</em> but it is what it is.</p>
<h2>10. A Path to Fame and Fortune</h2>
<p>It was kind of inevitable that a premise as unique as the one Kingmakers brings to the table has drawn the attention of studios in other entertainment media. Popular studio Story Kitchen is already working with Redemption Road and publisher TinyBuild to bring a live-action adaptation of the game to the silver screen.</p>
<p>We just hope that the movie is a faithful recreation of the insanity we&#8217;re about to witness once this one hits the shelves.</p>
<h2>11. Kingmakers Is Just Getting Started</h2>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-629582" src="https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers8-1024x576.jpg" alt="Kingmakers" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers8-1024x576.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers8-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers8-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers8-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers8-1536x864.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers8.jpg 1920w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p>And we mean that literally. Early access opens on October 8th, 2025, while the developers have already excitedly discussed potential additions to the game ahead of its full and final release. There&#8217;s going to be flamethrowers, drones, and so much more, allowing you to devise very creative ways to bring misery to any who dares to oppose you in your mission to save the future.</p>
<h2>12. Crossplay and Consoles</h2>
<p><img loading="lazy" decoding="async" class="aligncenter wp-image-629583" src="https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers9-1024x575.jpg" alt="Kingmakers" width="720" height="405" srcset="https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers9-1024x575.jpg 1024w, https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers9-300x169.jpg 300w, https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers9-15x8.jpg 15w, https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers9-768x432.jpg 768w, https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers9-1536x863.jpg 1536w, https://gamingbolt.com/wp-content/uploads/2025/10/kingmakers9.jpg 1920w" sizes="auto, (max-width: 720px) 100vw, 720px" /></p>
<p>There&#8217;s hope that console ports for the PS5 and Xbox Series X|S are in the game&#8217;s future, with the developers stating that it&#8217;s something they would like to do and are actively pursuing. It does make sense to bring <em>Kingmakers</em> to as many platforms as possible, allowing more players to join in on the fun and perhaps build a thriving community around the game and its insane premise.</p>
<h2>13. Modest System Requirements</h2>
<p>Another feather in Kingmaker’s cap is that its excellent visuals do not come at the price of a high-end setup. As per the Epic Store, it&#8217;s going to need Windows 10 64-bit and an Intel i5 10th Gen processor and 8GB of RAM alongside an RTX 2060 GPU, DirectX 11, and a whopping 80GB of storage.</p>
<p>The recommended specs bump up the CPU requirement to an Intel i7 10th gen, and an RTX 3070. While these may be changed in the run-up to the game&#8217;s full and final release, they&#8217;re a sign that players whose rigs might not be fully up to date can still join in on the fun.</p>
<p>And that&#8217;s a wrap on everything you need to know about <em>Kingmakers</em>.</p>
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