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Received yesterday — 12 December 2025

Reminder: Donate to win swag in our annual Charity Drive sweepstakes

12 December 2025 at 16:35

If you’ve been too busy floating in your new WoW house to take part in this year’s Ars Technica Charity Drive sweepstakes, don’t worry. You still have time to donate to a good cause and get a chance to win your share of over $4,000 worth of swag (no purchase necessary to win).

In the first two days or so of the drive, over 200 readers have contributed over $11,000 to either the Electronic Frontier Foundation or Child’s Play as part of the charity drive (Child’s Play has a roughly 60/40 donation lead at the moment). That’s still a long way off from 2020’s record haul of over $58,000, but there’s still plenty of time until the Charity Drive wraps up on Friday, January 2, 2026.

That doesn’t mean you should put your donation off, though. Do yourself and the charities involved a favor and give now while you’re thinking about it.

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© Kyle Orland

Apple loses its appeal of a scathing contempt ruling in iOS payments case

12 December 2025 at 11:00

Back in April, District Court Judge Yvonne Gonzalez Rogers delivered a scathing judgment finding that Apple was in “willful violation” of her 2021 injunction intended to open up iOS App Store payments. That contempt of court finding has now been almost entirely upheld by the Ninth Circuit Court of Appeals, a development that Epic Games’ Tim Sweeney tells Ars he hopes will “do a lot of good for developers and start to really change the App Store situation worldwide, I think.”

The ruling, signed by a panel of three appellate court judges, affirmed that Apple’s initial attempts to charge a 27 percent fee to iOS developers using outside payment options “had a prohibitive effect, in violation of the injunction.” Similarly, Apple’s restrictions on how those outside links had to be designed were overly broad; the appeals court suggests that Apple can only ensure that internal and external payment options are presented in a similar fashion.

The appeals court also agreed that Apple acted in “bad faith” by refusing to comply with the injunction, rejecting viable, compliant alternatives in internal discussions. And the appeals court was also not convinced by Apple’s process-focused arguments, saying the district court properly evaluated materials Apple argued were protected by attorney-client privilege.

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Star Wars: Fate of the Old Republic announced as a KOTOR spiritual successor

11 December 2025 at 21:51

Over two decades after the release of Star Wars: Knights of the Old Republic II, a new project described as a “spiritual successor” to that seminal RPG series was announced at The Game Awards Thursday night. Star Wars: Fate of the Old Republic will be a collaboration between Lucasfilm Games and Arcanaut Studios, a new development house being launched by original KOTOR director Casey Hudson.

Hudson, who will serve as director on the new game, said in an interview with StarWars.com that he has remained in contact with Lucasfilm since the KOTOR days, in the hopes of being able to collaborate in the Star Wars universe again. “It took the right conditions to get everything to line up,” he told the site.

Calling KOTOR “one of the defining experiences of my career,” Hudson said he wants to “explore a contemporary vision” of the Star Wars universe and “deliver on the combination of player agency and immersion in Star Wars” that defined the original games. As director on the upcoming game, Hudson said he sees his role as “to gather and shape a cohesive vision that the entire team contributes to. Ensuring that everyone shares that vision and understands their part in creating it is critical to the success of a project.”

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Jonathan Blow has spent the past decade designing 1,400 puzzles for you

11 December 2025 at 20:50

Back in 2016, after six-and-a-half years spent working on puzzle-adventure opus The Witness, Jonathan Blow says he needed a break. He tells Ars that the project he started in The Witness’ wake was meant to serve as a quick proof of concept for a new engine and programming language he was working on. “It was supposed to be a short game,” that could be finished in “like a year and a half or two years,” he said.

Now, after nine years of development—and his fair share of outspoken, controversial statements—Blow is finally approaching the finish line on that “short game.” He said Order of the Sinking Star—which was announced Thursday via a Game Awards trailer ahead of a planned 2026 release—now encompasses around 1,400 individual puzzles that could take completionists 400 to 500 hours to fully conquer.

Jonathan Blow, seen here probably thinking about puzzles. Credit: Thekla, Inc.

“I don’t know why I convinced myself it was going to be a small game,” Blow told me while demonstrating a preview build to Ars last week. “But once we start things, I just want to do the good version of the thing, right? I always make it as good as it can be.”

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Instead of fixing WoW’s new floating house exploit, Blizzard makes it official

11 December 2025 at 18:03

Long-time World of Warcraft players have been waiting 21 years for the new in-game housing features that Blizzard officially announced last year and which launched in early access last week. Shortly after that launch, though, players quickly discovered a way to make their houses float high above the ground by exploiting an unintended, invisible UI glitch.

Now, Blizzard says that the overwhelming response to that accidental house hovering has been so strong that it’s pivoting to integrate it as an official part of the game.

“We were going to fix flying houses to bring them back to terra firma, but you all made such awesome stuff, so we made it possible with the base UI instead,” WoW Principal Designer Jesse Kurlancheek posted on social media Tuesday. Lead Producer Kyle Hartline followed up on that announcement with some behind-the-scenes gossip: “Like no joke we had an ops channel about how to roll out the float fix but folks shared like 5 of the dopest houses and we all kinda immediately agreed this was way too cool to change,” he wrote.

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Win hardware, collectibles, and more in the 2025 Ars Technica Charity Drive

10 December 2025 at 07:30

It’s once again that special time of year when we give you a chance to do well by doing good. That’s right—it’s the 2025 edition of our annual Charity Drive!

Every year since 2007, we’ve encouraged readers to give to Penny Arcade’s Child’s Play charity, which provides toys and games to kids being treated in hospitals around the world. In recent years, we’ve added the Electronic Frontier Foundation to our charity push, aiding in their efforts to defend Internet freedom. This year, as always, we’re providing some extra incentive for those donations by offering donors a chance to win pieces of our big pile of vendor-provided swag. We can’t keep it, and we don’t want it clogging up our offices, so it’s now yours to win.

This year’s swag pile is full of high-value geek goodies. We have over a dozen prizes valued at nearly $5,000 total, including gaming hardware and collectibles, apparel, and more. In 2023, Ars readers raised nearly $40,000 for charity, contributing to a total haul of more than $542,000 since 2007. We want to raise even more this year, and we can do it if readers dig deep.

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© Kyle Orland

Why won’t Steam Machine support HDMI 2.1? Digging in on the display standard drama.

4 December 2025 at 14:53

When Valve announced its upcoming Steam Machine hardware last month, some eagle-eyed gamers may have been surprised to see that the official spec sheet lists support for HDMI 2.0 output, rather than the updated, higher-bandwidth HDMI 2.1 standard introduced in 2017. Now, Valve tells Ars that, while the hardware itself actually supports HDMI 2.1, the company is struggling to offer full support for that standard due to Linux drivers that are “still a work-in-progress on the software side.”

As we noted last year, the HDMI Forum (which manages the official specifications for HDMI standards) has officially blocked any open source implementation of HDMI 2.1. That means the open source AMD drivers used by SteamOS can’t fully implement certain features that are specific to the updated output standard.

“At this time an open source HDMI 2.1 implementation is not possible without running afoul of the HDMI Forum requirements,” AMD engineer Alex Deucher said at the time.

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After a Witcher-free decade, CDPR still promises three sequels in six years

1 December 2025 at 14:54

It’s been over 10 years since the launch of the excellent The Witcher 3: Wild Hunt, and nearly four years since the announcement of “the next installment in The Witcher series of video games.” Despite those long waits, developer CD Projekt Red is still insisting it will deliver the next three complete Witcher games in a short six-year window.

In a recent earnings call, CDPR VP of Business Development Michał Nowakowski suggested that a rapid release schedule would be enabled in no small part by the team’s transition away from its proprietary REDEngine to the popular Unreal Engine in 2022. At the time, CDPR said the transition to Unreal Engine would “elevate development predictability and efficiency, while simultaneously granting us access to cutting-edge game development tools.” Those considerations seemed especially important in the wake of widespread technical issues with the console versions of Cyberpunk 2077, which CDPR later blamed on REDEngine’s “in-game streaming system.”

“We’re happy with how [Unreal Engine] is evolving through the Epic team’s efforts, and how we are learning how to make it work within a huge open-world game, as [The Witcher 4] is meant to be,” Nowakowski said in the recent earnings call. “In a way, yes, I do believe that further games should be delivered in a shorter period of time—as we had stated before, our plan still is to launch the whole trilogy within a six-year period, so yes, that would mean we would plan to have a shorter development time between TW4 and TW5, between TW5 and TW6 and so on.”

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After 40 years of adventure games, Ron Gilbert pivots to outrunning Death

1 December 2025 at 07:00

If you know the name Ron Gilbert, it’s probably for his decades of work on classic point-and-click adventure games like Maniac Mansion, Indiana Jones and the Last Crusade, the Monkey Island series, and Thimbleweed Park. Given that pedigree, October’s release of the Gilbert-designed Death by Scrolling—a rogue-lite action-survival pseudo-shoot-em-up—might have come as a bit of a surprise.

In an interview from his New Zealand home, though, Gilbert noted that his catalog also includes some reflex-based games—Humungous Entertainment’s Backyard Sports titles and 2010’s Deathspank, for instance. And Gilbert said his return to action-oriented game design today stemmed from his love for modern classics like Binding of Isaac, Nuclear Throne, and Dead Cells.

“I mean, I’m certainly mostly known for adventure games, and I have done other stuff, [but] it probably is a little bit of a departure for me,” he told Ars. “While I do enjoy playing narrative games as well, it’s not the only thing I enjoy, and just the idea of making one of these kind of started out as a whim.”

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Valve’s Steam Machine looks like a console, but don’t expect it to be priced like one

25 November 2025 at 11:51

After Valve announced its upcoming Steam Machine living room box earlier this month, some analysts suggested to Ars that Valve could and should aggressively subsidize that hardware with “loss leader” pricing that leads to more revenue from improved Steam software sales. In a new interview with YouTube channel Skill Up, though, Valve’s Pierre-Loup Griffais ruled out that kind of console-style pricing model, saying that the Steam Machine will be “more in line with what you might expect from the current PC market.”

Griffais said the AMD Zen 4 CPU and RDNA3 GPU in the Steam Machine were designed to outperform the bottom 70 percent of machines that opt-in to Valve’s regular hardware survey. And Steam Machine owners should expect to pay roughly what they would for desktop hardware with similar specs, he added.

“If you build a PC from parts and get to basically the same level of performance, that’s the general price window that we aim to be at,” Griffais said.

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