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Yesterday — 13 September 2026Main stream

IKEA releases new Skyrim mod that adds gloriously mundane Kallax shelving unit as your newest companion — free collab provides a drab flatpack answer to your loot woes

12 September 2026 at 13:31

IKEA has announced the Kallax Storageborn companion creation for players of The Elder Scrolls V: Skyrim Special Edition on PC or Xbox. But who’d want a set of drab utilitarian Swedish shelves following them around during their adventures in this fantastical role-playing game? The answer is quite a lot of people, it would seem, from the social media feedback we’ve seen. IKEA’s free mod for this iconic RPG also appeals to gamers’ pragmatic instincts with its claims that “your inventory woes end here.”

The household furniture giant says it designed this Skyrim mod as it wanted to bring its real world smart storage solutions to the digital domain. Skyrim was chosen, in particular, because gamers in this classic title are “plagued by the evils of encumbrance and disorganization,” asserts IKEA.

Of course, the furniture maker will have invested time and money into the development of this fully voiced companion mod (voiced by comic actor Matt Berry) for the publicity, too. But there's little to complain about as it's free and entirely optional to your Skyrim experience.

If you are interested in adding the Kallax Storageborn companion creation to your Skyrim experience, you can get it directly from Bethesda here, for free. But before using these eminently practical flatpack DIY shelves in your game and “sending clutter back to the fires of oblivion,” you have to discover and assemble your Kallax through a questline. You’ll find it at the Dwemer furniture store, where you’ll also discover the secrets of Kallax’s origin and have to defeat the Clutter Golem.

Skyrim Kallax Storageborn companion
IKEA
Skyrim Kallax Storageborn companion
IKEA

Naturally, you summon this shelving unit in the game with a call of ‘Aya Key Yah.”

The mod doesn’t just introduce your trusty new Kallax Storageborn companion; you’ll also get access to the Allenblade weapon, some blue and yellow-themed armor, and a Meatball helmet.

It is always interesting to see non-tech brands cross over into our reporting realm. The first example that springs to mind is the KFC console, but IKEA has dipped its toe into tech more recently by expanding its computer furniture ranges to include products such as the Xbox Gaming Den furniture series showcased at Gamescom 2026, plus various smart home accessories.

Wiki documents at least 44 instances in which Sony says you own your games as digital games ownership lawsuit progresses — project is direct assault on Sony's claim in recent ownership lawsuit

12 September 2026 at 10:30

In a recent lawsuit against Sony, the firm argued that "reasonable consumers would not be misled" into believing they own digital games that they "purchased" on the PlayStation Store. Folks on the Consumer Rights Wiki have now compiled a humongous list of specific instances in which Sony currently states that users do, in fact, own their digital PS4 and/or PS5 games. The list is currently up to 44 specifically documented statements, but actually notes hundreds of examples where Sony explicitly states that users do, in fact, "own" their games across its various services and pages.

In this case, Sony says that no "reasonable person" would believe that, when they add a game to their cart and click "Purchase" on the PlayStation Store, they are entering a contract that entitles them to ownership of the digital goods in question. Instead, Sony believes it's obvious that what you're paying for is a limited, revocable license for a service that only remains available as long as Sony offers it, which is quite different from ownership in a legal context.

A photograph of PlayStation 4 and PlayStation 5 games in their cases.

Whose games, exactly? (Image credit: Zak Killian/Future)

The case isn't exactly about ownership, though; it's really about consumer disclosure and product representation. The plaintiffs aren't arguing that buying a digital game somehow transfers ownership of Sony's underlying intellectual property, but rather that Sony's use of words such as "buy," "purchase," and "own" could reasonably lead consumers to believe that they were acquiring a durable right to use the game, rather than merely obtaining a revocable license. That distinction matters because Sony's defense depends in part on the claim that no reasonable consumer would interpret the transaction that way. At the same time, the plaintiffs have produced a substantial body of evidence showing that Sony itself routinely uses precisely that ownership language when describing the digital games its customers have purchased.

This issue is in particularly sharp relief now that Sony's digital store is confirmed to be the only way to purchase new PlayStation games from next year. The publisher's announcement that it would stop producing game discs in January of 2028 caused quite an uproar among gamers who value physical copies of games as a token of ownership. It's worth noting that most players do purchase games digitally (as much as 85% of PlayStation games, by some reporting), and also that disc production and usage become less practical as the manufacturing of both disc drives and discs slowly winds down.

The gamer outrage isn't really about the end of discs, though. This fury has been simmering for a good while now, as gamers resent perceived anti-consumer practices. The realization that discs are going away simply forced a lot of gamers outside the enthusiast sphere to confront the reality that they do not own their digital purchases and that they can be taken away at any time, just as Sony has already done in the past. This is especially pointed in light of the price increases asked by game publishers in the last few years, where games have gone from a typical ceiling of $60 USD up to $70 and now, more recently, $80 (with Mario Kart World, Zelda: Tears of the Kingdom, and now Grand Theft Auto VI), despite often struggling to provide the same level of satisfaction and enjoyment as older titles.

A screenshot of a Sony website showing the language

There are many more examples like this on the Consumer Rights Wiki page about the lawsuit. (Image credit: Screenshot of Sony Interactive Entertainment website — source: Consumer Rights Wiki, licensed under CC BY-SA 4.0. Screenshot by unknown author. No modifications.)

And so we come back around to the Consumer Rights Wiki and its list of times that Sony has explicitly used ownership language on its website and on its digital storefront. The Wiki catalogs these quotes with both links to live pages as well as archived snapshots and screenshots with the relevant text highlighted. The Consumer Rights Wiki was of course founded by consumer rights advocate and YouTuber Louis Rossmann, but much of the work was done by the community that has sprung up around the site as people rebel against the continuous erosion of their consumer rights, particularly by technology companies that argue against their own responsibility.

It's unfortunately still not clear if this case is actually going to trial yet. Sony is attempting to have the case moved to private arbitration, citing that all four plaintiffs agreed to such when signing up for the PlayStation Network; in that case, Sony will likely pay a small cash award to each plaintiff and the matter will be settled, legally speaking. If the case goes to trial, there's a possibility for real legal precedent to be set by a public ruling, at least in California. For the sake of consumer transparency on the PlayStation Store, let's hope that the court agrees to hear this one.

Before yesterdayMain stream

Hardware-accurate NeoGeo AES+ delayed to late 2027 due to memory shortage — decision driven by surging demand and AI-driven RAM crunch

Plaion's release of the NeoGeo AES+, a contemporary, hardware-level 1:1 replica of SNK's evergreen NeoGeo console, is being delayed by 10 months, with a new September 16, 2027 release date. Predictably, Plaion says the main reason is the AI-driven RAM shortage, though it remarks that demand is higher than expected.

Unlike nearly every other modern console re-release, the AES+ is intended to be an exact, 100% compatible replica of the original, by way of physical hardware rather than emulation software. Plaion says it's using dedicated ASIC chips and presumably contemporary clones of processors like the Motorola 68000 and Zilog Z80A.

The team counts long-time MiSTER core developer Jotego among its staff, lending serious pedigree to the project and assuaging concerns about whether the AES+ will perform just like the original. They're even going as far as using 5 V power delivery to be directly compatible with the original cartridges.

NeoGeo AES

(Image credit: Plaion / SNK)

It's expected that every game cartridge from the original NeoGeo AES (Advanced Entertainment System) home console will work on the AES+, and there are modern third-party adapters for using original arcade cartridges. Plaion is re-releasing ten iconic games in cartridge form, including Metal Slug, Garou: Mark of the Wolves, Pulstar, and King of Fighters 2002.

The NeoGeo was the greatest 2D arcade/home system that ever existed (according to me), with production lasting for 14 years from 1990 to 2004. It had a number of "firsts," being the first system that used the same exact hardware for the home version as it did inside an arcade cabinet, with nothing but the form factor, the name (AES vs. MVS), and a defeatable lockout mechanism as a distinction. Arcade operators loved the then-new swappable cartridge system, and there were variants that could hold four games that were switchable on the fly.

The AES also marked the appearance of memory cards for save games, and that came with a serious arcade joystick, unlike its competitors' gamepads. Every home console release at the time promised "arcade-quality games in your home," but only the Neo Geo actually delivered.

NeoGeo joystick

(Image credit: Plaion / SNK)

Of course, all this goodness had a small problem: the AES cost $399.99, or $1,028 in today's dollars — for just the base system with the one joystick and no games. The Gold package with two sticks, one game, and a memory card would set buyers back a cool $649.99, or $1,671 today.

The technical reasons for the NeoGeo's longevity are quite straightforward: it was ridiculously overpowered from the start. Its architecture covered almost every possible use case and lent itself well to most every type of 2D game. The NeoGeo packed a total of seven processors and co-processors, and a GPU with a 24-bit bus, capable of 3840 simultaneous colors across 380 sprites. The graphics chip also had hardware scaling and used an unconventional but effective vertical-strip sprite mechanism, unlike tile maps of the era.

The expandable storage also played a big part in longevity, with late-day cartridges storing as much as 716 Mb, or 89.5 MB. The only notable omission is the lack of a direct-to-screen drawing mechanism (aka framebuffer), precluding Doom ports — but as always, people are finding a way regardless.

If you're looking to order a NeoGeo AES+, the base model with the console and one stick will set you back $249.99 (or 199.99€), an affordable amount considering a decent joystick can cost $75-100 on its own. The Anniversary Edition comes in a white finish, with Metal Slug, a wireless joystick, and a memory card, for $349.99 (or 299.99€). Finally, the Ultimate Edition comes with all ten re-released games, two joysticks (one wired, one wireless), and a gamepad, for $999.99 (or 899.99€).

Nintendo of America puts tariff refunds towards 'customer appreciation' sale, but no refunds to Switch 2 buyers — offers 30% off games and accessories from September 13 to 26

10 September 2026 at 19:35

Nintendo of America got its tariff refund and is using the money to hold a sale, rather than returning it to customers who paid higher-than-expected prices for the Nintendo Switch 2 and accessories. The rare promotion, dubbed the "Customer Appreciation Sale," will run from September 13 to 26 and will offer 30% off digital Switch games, bundles, and "select physical games, downloadable content, accessories, amiibo, and apparel." Discounts will be available in Nintendo Stores and the Nintendo eShop, as well as other participating retailers.

"The Customer Appreciation Sale is our way of saying thank you to Nintendo players for their continued support and is made possible in part by tariff-related refunds," a brief blog post on Nintendo's U.S. website reads. "While Nintendo absorbed most tariff-related costs, the refunds helped make promotions like this one possible."

In a 2026 earnings document, the company stated that it got $300 million in tariff refunds.

Nintendo of America is facing a proposed class action lawsuit from customers who believe the company will be made whole twice: once through raised prices and a second time through the refunds. Sony is facing a similar suit, and in September, Nintendo of America filed a motion to dismiss its suit.

Nintendo was hit hard by the Trump administration's tariffs. Soon after the Switch 2's initial announcement, the company delayed U.S. pre-orders for the console, though the system launched on time. In May, Nintendo raised the price of the Switch 2 by $50 to $499, though that also priced in component shortages and included hikes in Europe and Japan.

In March, Nintendo of America sued the U.S. government in the U.S. Court of International Trade seeking refunds, joining Costco, FedEx, Revlon, and more than 1,000 others. The Supreme Court ruled that large swaths of the tariffs were unlawful, with over $166 billion due back to American businesses. By the end of July, the government had paid $100 billion in refunds.

Most companies seem to be pocketing the refunds, even though costs were typically passed on to American consumers. In August, Panic, which makes the handheld Playdate focused on indie games, refunded tariffs to customers.

Steam enforces Australian age verification via credit cards — debit card glitches and low credit adoption alienate core gamers, privacy-first mindset leads to dearth of options that may hinder consumers

Today is September 9, and the significance of the date for Australian consumers is that, by law, buying online apps and games now requires an over-18 age verification step. The local law isn't specific about the exact type of verification, only that it offers "appropriate age assurance measures." Valve is complying by asking for a bank card rather than government ID or a biometric check. The problem in the land down under is that while credit cards seemingly all work, debit card support is spotty and conditional.

This situation isn't unique, as it's basically a repeat of the same existing scenario in the United Kingdom. Valve's privacy-minded approach is laudable, as a bank card only links a payment method to a name and address. Meanwhile, a government ID is a more dangerous document if it gets leaked; face scans are quite fallible and revealing, and biometrics are intrinsic to the person and not replaceable if exposed — unlike bank cards, which can be canceled and swapped in minutes.

However, having a card check as the only verification option is causing problems, and many users are already asking for other means of verification, even if they're more invasive, citing Xbox and Sony's services as more accommodating.

Since credit cards in Australia (and the UK) can only be issued to adults, they work fine for Steam verification. Debit cards, on the other hand, can be carried by minors, and they're only valid for age checks under specific conditions. For now, that seems to be those (a) belonging to the Mastercard network, which introduced its own global automatic age verification check on June 2, 2026, and (b) for which the issuing bank flagged the card product as adults-only. The transaction firm only passes the answer to "is the buyer an adult?" back to the merchant (in this case, Steam), without exposing an actual date of birth.

A quick harnessing of user reports, mainly from Reddit posts, seems to indicate that debit Mastercards from Commonwealth, Westpac, and Macquarie appear to work, while those from Bendigo, St. George, Revolut, ANZ, and most Visa cards seem to fail the check. Note that this is an evolving situation, so the situation may have changed by the time you're reading this.

The demographics of credit card ownership definitely don't help matters. Unlike the U.S., where credit cards are the default method of purchase, only about 45% of Australian buyers and 65% of UK punters own one. Perhaps most importantly, within the 18-24 age demographic, only 25% to 30% own a credit card — precisely the people who buy the most games and are the most affected. For both user satisfaction and business reasons, it's seemingly desirable that Steam add verification alternatives.

Switch 2 Zelda 40th Anniversary Edition preorders open on Amazon for $519.99 — here's your last shot to grab the limited-edition console at MSRP

By: Zhiye Liu
9 September 2026 at 17:06

Preorders for the Nintendo Switch 2 The Legend of Zelda 40th Anniversary Edition went live shortly after yesterday's Nintendo Direct and sold out instantly. Walmart has listed the handheld gaming console but has enabled preorders. Meanwhile, you can preorder it on Amazon for $519.99, so you may still have a chance to get one at MSRP before the scalpers.

Major U.S. retailers, including Target, Best Buy, and GameStop, were the first to enable preorders for the Switch 2 The Legend of Zelda 40th Anniversary Edition, which instantly sold out. It did not take long for scalpers to hit eBay to resell preorders for as much as $1,000, almost 2X over Nintendo's MSRP. Zelda-exclusive consoles have always been prime targets for scalpers.

The Switch 2 The Legend of Zelda 40th Anniversary Edition, the first limited edition of the Switch 2 and a The Legend of Zelda-themed edition celebrating the franchise's 40 years, makes the handheld console even more desirable to hardcore fans and scalpers looking to make a quick profit. Plus, the console's $519.99 price tag, which is only $20 over the vanilla Switch 2, gives gamers extra incentive to purchase one. The problem is finding one in stock.

Along with the console, Nintendo also gave the Switch 2 Pro controller and carrying case with an included screen protector the same The Legend of Zelda 40th Anniversary Edition treatment. Best Buy currently has both up for preorder at $99.99 and $39.99, respectively.

The Switch 2 The Legend of Zelda 40th Anniversary Edition officially launches on October 29. Historically, The Legend of Zelda-themed consoles are available for purchase on launch day. However, stock will likely be extremely limited, which is why many fans like to lock in their preorders early.

It remains to be seen whether Nintendo will produce many units of the Switch 2 The Legend of Zelda 40th Anniversary Edition. At least for the previous limited-edition consoles, like the Nintendo Switch OLED: Tears of the Kingdom Edition or Nintendo Switch Lite: Hyrule Edition, stock was not a problem since you can still buy them today despite being last-generation consoles.

Microsoft reportedly gives secret Xbox Game Pass discounts to churned subscribers to reel them back in — targeted offers slash up to 30% off the regular price

By: Zhiye Liu
9 September 2026 at 14:39

If you play hard to get, you could get Xbox Game Pass for cheaper; at least that is what numerous users are reporting on a Reddit thread. One Xbox Game Pass subscriber shared a screenshot of Microsoft offering them the Ultimate plan for $16.09 for a month, 30% lower than the standard $22.99. Their secret? Cancel Xbox Game Pass almost every month.

Dynamic win-back discounts are perhaps the oldest trick in the book, but they remain widely used because of their effectiveness in re-engaging customers who have stopped buying a product or, in Microsoft's case, canceled their Xbox Game Pass subscription. These targeted offers, often disguised as "We Miss You" or "Welcome back" deals, aim to win back lost customers with exclusive or time-limited discounts.

According to the Redditor, they have used Xbox Game Pass on and off for about two years. However, instead of committing to an annual plan, the user frequently paused and resubscribed. In the Redditor's words, they were "not doing any sort of tricks lol...just got the offer randomly because I cancel gamepass almost every month, so maybe this was their way of keeping me."

This kind of customer behavior is not uncommon among subscription services, since buyers seek to maximize value and avoid unnecessary spending. Apparently, Microsoft seemingly noticed this user and proactively offered a 30% discount, dropping the Xbox Game Pass Ultimate price from $22.99 to $16.09 for a year. And it worked. The Redditor confirmed that they took the offer and locked in for the entire year.

Got Offered a Game Pass Annual Subscription
 from r/XboxGamePass

At least one other Redditor confirmed they also received the same $16.09 offer. The thread quickly filled with additional posts as users shared their experiences with Xbox Game Pass discounts. For example, one Reddit user said that when they logged in with a secondary account on their Xbox console, they saw an $18 offer for 12 months of Xbox Game Pass Ultimate. Their main account allegedly never receives offers like this. Meanwhile, other users chimed in to report receiving $ 20-per-month offers.

It is unclear what criteria Microsoft uses to distribute these win-back discounts. Many speculate that the company may be considering activity, subscription history, or even multiple accounts. The discounts do not seem limited to the U.S., where the Redditor lives. Users in the thread have reported similar discounts in regions like México.

Despite Microsoft slashing Xbox Game Pass pricing earlier this year, many gamers still resort to digital key marketplaces such as Eneba, G2A, or Loaded, where one month of Xbox Game Pass Ultimate can cost as little as $9.28. By running targeted annual promotions, Microsoft can encourage subscribers to stick with Xbox Game Pass, secure long-term revenue, and avoid the risks of month-to-month cancellation.

However, these targeted discounts raise an important question: should Microsoft not reward loyal Xbox Game Pass subscribers with similar exclusive discounts? Win-back promotions are great for bringing back former subscribers, but long-time users will feel overlooked and see no reason to commit, since the generous deals go to those who cancel and return.

Nintendo unveils The Legend of Zelda 40th Anniversary Switch 2 for $520 — First-ever special-edition Switch 2 drops October 19, alongside $100 Pro Controller, pre-orders live

Nintendo just aired one of the most important Directs of the Switch 2 generation, showcasing the upcoming Ocarina of Time remake in all its glory. The presentation also brought along the announcement of the first special edition Switch 2 hardware: The Legend of Zelda 40th Anniversary Edition. The console costs $519.99, but there's also an identically themed Pro Controller for $99.99 that you can pre-order right now — either item ships later this year on October 29.

The company's first handheld to be adorned in special edition Zelda makeup was the Game Boy Advance SP released in 2004 alongside The Legend of Zelda: The Minish Cap. The first home console to receive the same treatment was The Wind Waker HD edition of the Wii U in 2013. Most recently, we got a Tears of the Kingdom-themed Switch OLED in 2023, followed by the Hyrule Edition of the Switch Lite next year.

Across every handled and home console released, The Legend of Zelda 40th Anniversary special edition Switch 2 will be the 12th piece of Zelda-themed hardware Nintendo has put out. Moreover, it took the original Switch just a few months to get its first limited-edition hardware (Monster Hunter XX Special Pack), but the Switch 2 has clearly taken its time with this design, and it's sure to be a collector's item.

The tablet itself is mostly the same boring black except for a few golden triangles at the back. However, the Joy-Cons feature a beautiful green design with a Tri-Force symbol on the left. The dock is a gorgeous, two-tone golden and black color with a very bold Tri-Force theme across the front and some easter eggs on the back. Even the packaging is supposed to have textured foil cover art. The console will retail for $520 and does not come with any game.

The Legend of Zelda™ – 40th Anniversary Edition Nintendo Switch 2, Pro Controller, and Carrying Case
Nintendo
The Legend of Zelda™ – 40th Anniversary Edition Nintendo Switch 2, Pro Controller, and Carrying Case
Nintendo
The Legend of Zelda™ – 40th Anniversary Edition Nintendo Switch 2, Pro Controller, and Carrying Case
Nintendo

Alongside the console, there's a Switch 2 Pro Controller that looks very similar to the Joy-Cons, with a green and gold theme that combines elements of the Triforce with a crest emblem. It comes as is for $100, but you can also get it with a subtly themed display stand for $110. Finally, there's also a $40 carrying case adorned with Zelda illustrations. You even get a custom, green-colored microfiber cloth inside and a screen protector.

The Legend of Zelda™ – 40th Anniversary Edition Nintendo Switch 2, Pro Controller, and Carrying Case
Nintendo
The Legend of Zelda™ – 40th Anniversary Edition Nintendo Switch 2, Pro Controller, and Carrying Case
Nintendo
The Legend of Zelda™ – 40th Anniversary Edition Nintendo Switch 2, Pro Controller, and Carrying Case
Nintendo

Keep in mind that all of this hardware celebrates the 40th anniversary of the Zelda franchise, which already passed earlier this year. It has nothing to do with the upcoming Ocarina of Time remake and, as such, the game is not included in the $520 limited edition Switch 2. Pre-orders for all the items discussed above are open, and they will be released on October 29, 2026. The Ocarina of Time remake drops next month, on November 19, 2026, and will be sold separately for $60.

Super Smash Bros Melee gets fully decompiled after over six years of effort — ambitious and technically impressive project delivers GameCube classic as C code

8 September 2026 at 12:57

A Super Smash Bros Melee decompilation project hit its key long-standing goal a few hours ago. Nintendo’s legendary platform fighting game, which launched on the GameCube in 2001, has now been 100% decompiled by a team of developers. This is a complex game to convert to C code, but the project code can now be compiled into a binary byte‑for‑byte identical to Nintendo’s original main.dol. The effort has taken the team six years or more to get to this stage, with OpenAI's Astra part of the effort to get it over the line. Gamers may already be excitedly anticipating Super Smash Bros Melee ports and modding tools, but these too will take time and effort.

Super Smash Bros. Melee has been 100% decompiled!
 from r/SSBM

Decompilation projects seem like the latest trend to grasp the retro gaming and development communities, but some, like this, have been in progress for a very long time. Enthusiasts are spurred on by old console hardware becoming scarce, expensive, or uneconomical to repair. Thus, they want to preserve the original game code in a manner that can be ported to modern supported systems. Demanding 100% accuracy with a complex game like this was ambitious, but now that milestone has been reached.

Super Smash Bros Melee decomp

(Image credit: decomp tracker)

Preservation isn’t the only goal, or result of projects like this. Seasoned developers will now be able to pore over the game’s C code and gain insights into Melee’s engine, physics, game mechanics, and more. Armed with this knowledge, we should eventually see the modding potential of this game blossom. This has happened in the wake of previous successful decompilation projects.

If you drop in on the doldecomp/melee GitHub page, linked above, you can check over the code for yourself. There are instructions for compiling this Super Smash Bros Melee C code on various platforms, including Windows. However, please remember these aren’t ports; you will just be recreating the v1.02 US release main.dol file from the GameCube, which weighs in at 3.88MB. You'll also need the original assets (textures, audio, etc.) from the GameCube disc that you own, in order to run the game.

Some highlight that the project was finalized with thanks in part to the latest AI tech, including GPT-6 Astra. Similar tech might also be used to rapidly develop the ports and mods that the crowds are looking forward to.

Sony threatens to cut off customer support and pursue legal action over harassment as backlash to PlayStation’s physical-disc phaseout intensifies — company to move forward with no disc decision despite several lawsuits

8 September 2026 at 12:20

Sony Japan has officially implemented a new customer harassment policy to address ongoing customer backlash, following the company’s controversial announcement to phase out physical PlayStation game discs by January 2028. In an official publication on September 1, the company outlined prohibited customer behaviors to protect the dignity and safety of its employees and threatened to suspend customer service if the behaviors continued.

“The dignity and safety of our employees must not be threatened by customer harassment, such as words or demands from customers that exceed what is considered reasonable according to social norms,” the publication read. “If any behavior constituting customer harassment is confirmed, we may restrict or suspend customer service in order to protect the safety of our employees.”

Some of the examples of customer harassment detailed in the publication include “persistent and repeated, or prolonged, demands; excessive or unreasonable demands for compensation; abusive language, threats, slander, and other similar behaviors; requests unrelated to products or services; intimidating attitude; discriminatory or sexual conduct; and attacks and demands against individual employees.

The company also listed “forcing someone to prostrate themselves,” visiting company grounds without permission, and excessively asking for apologies as customer harassment, expressing willingness to use legal force if necessary. “We will take a firm stance against such actions and aim to build healthy and sustainable relationships while respecting both our customers and employees,” it said. “If we deem it necessary, we will cooperate with the police, lawyers, etc., and consider taking action, including legal measures and criminal proceedings.”

The new policies appear to be in response to the intense backlash over Sony's decision to end physical disc production by 2028. The decision was met with immediate, widespread backlash from the gaming community, which argued — among other things — that ending physical discs was equivalent to eliminating true ownership. Critics also argued that digital purchases were rentals and placed too much power in the company's hands, which could restrict access at will. Just 6 days after the July 1st announcement, a Change.org petition to stop the move had amassed 200,000 signatures and is now approaching 400,000.

The company doesn't appear to be backing down. After a class action lawsuit related to Sony’s decision to kill physical discs, the company moved to force the case into out-of-court arbitration, arguing that “reasonable consumers would not be misled into believing they own digital games.” The plaintiffs allege that Sony misleads consumers by using "Buy" buttons for digital PlayStation games without clearly disclosing that buyers are only purchasing a temporary, revocable license rather than actual, permanent ownership of the game.

Several other related lawsuits are ongoing. Regardless, Sony has said it will "cautiously move forward" with its decision despite “strong views” from players. The company hopes its new customer harassment policy will curb some of the backlash individual employees are currently facing. The policies also align with Japan's recent law that mandates companies to take measures to prevent customer harassment towards their workers.

Vintage Emulator Studio recreates 44 legendary synths down to the chip level — free MAME-powered component-level emulation should offer exceedingly accurate sound

Musicians and synth-heads in the audience, rejoice. A new vintage synthesizer plugin has arrived that has the potential to blow many commercial offerings out of the water — and it's completely free, to boot. Audio software maker Autodafe has released the Vintage Emulator Studio (VES), a fresh new plugin that integrates a fair number of the open-source MAME emulator's synthesizer cores in one neat package.

The entire list of emulated synths is below, but it includes iconic entries like the Akai MPC3000, LinnDrum, Oberheim DMX, and Roland TR-707 — used by names like Dr. Dre, New Order, The Police, INXS, and Prince, among many other high-level acts. There are a total of 44 machines, all with component-level emulation.

What makes VES different from most other synth plugins is that instead of presenting a facsimile of the final output or a hybrid mix of component- and output-stage emulation, it employs — by way of MAME — full component-level emulation. Each processor, tone generator, envelope generator, filter chip, and converter should be faithfully reproduced, potentially resulting in a "perfect" emulation of the gear in question, more or less depending on the status of each driver core.

Notably, on machines whose MAME emulation is farther along, analog and/or digital output stages are faithfully recreated, meaning you won't need additional low-pass filters or any other trickery to make the synth sound like the actual hardware. Additionally, the skeuomorphic, HiDPI-ready UI replicates the units' control panels, dials, buttons, and LCD displays, making them easy to interact with if you're familiar with the real hardware — and probably a nightmare if you're not, as "ease of use" wasn't high on the list of priorities back then. Floppy disk, CD-ROM, and peripheral emulation ought to be included too.

If by now you're thinking this is all too good to be true, there are indeed a couple or three catches. First and foremost, as with any emulator, you'll need to provide your own ROM/firmware, and depending on the synthesizer, any associated sample packs. Although obtaining those is not too difficult, having a copy of that data is a legal gray area if you don't own the original hardware. Although we haven't tested it ourselves, the CPU usage of the plug-in ought to be somewhat high, considering all the work it's doing simulating every single component.

Additionally, while MAME's emulation cores aim for full component-level emulation, not every synth driver has had the same amount of work put into it. For example, the Akai MPC-3000 driver is nearly complete, while the Prophet-5's has only been introduced to MAME fairly recently — so your mileage may vary. We'd expect this VST to be updated somewhat frequently as work on its MAME core moves forward.

For the sake of argument, though, if only a handful of synths are fully emulated, that's still an impressive showing out of a list of 44, given that in theory you'll get output that tracks exceedingly close to that of the original hardware, all from one plugin. You can download the Vintage Emulator Studio right here, in VST3 or AU format, for every major OS: Windows, macOS Intel/M-series, and Linux. It's also available as a handy standalone application.

GTA Vice City and GTA III return to web browsers after a DMCA takedown — Open-source reverse engineering brings the classics to the web with over 100 FPS performance

Grand Theft Auto: Vice City has cemented itself as one of the most legendary games of all time. It originally came out in 2002 on the PS2 before making its way to the Xbox and PC a year later. Fast forward to 2026, and now the game is entirely playable in a browser window. It was actually already playable last year on DOS Zone but was quickly shut down following a DMCA strike from Take-Two. However, a different website called "Quenq" has taken up the mantle now, and it also hosts GTA III there.

The project is still the same because it quite literally says DOS Zone in the pause menu. Anyhow, for a change of pace, we tried the game on a OnePlus 12; it loaded immediately and ran without any issues. Beyond keyboard/mouse and controller, the game is also compatible with touchscreen controls. We were able to seamlessly move around the world and control Tommy in both landscape and portrait orientations.

You get a save game and mod manager, allowing you to upload your own files right into the browser. You can type cheats using an external keyboard as well. There's an FPS limit option before the game begins because GTA Vice City was intended to run at 30 FPS, so playing it at unlocked framerates (which this port supports) can sometimes cause bugs and physics to break. We were able to easily play the game past 100 FPS on desktop, though.

GTA: Vice City running in a browser
Future
GTA: Vice City running in a browser
Future

The project likely uses reVC — a community project that decompiles the original source code of GTA: Vice City into clean, readable C++ code. Then, WebAssembly helps translate C++ code into JavaScript that the browser can natively understand. The port should be running on WebGL 2, a JavaScript API that bypasses your browser's typical layout engine and talks directly to your GPU to execute graphics-intensive tasks.

The same goes for GTA III — it's also available on Quenq, features the same controls and options (except for the mod manager), and is likely built using re3, which is the decompiled source code of GTA III. This project doesn't seem to be ripped off from DOS Zone, as there is no indication of such in the pause menu. It also runs just as well as the Vice City port, and we had no issues playing it across a bunch of devices.

Just out of curiosity, we checked DOS Zone and actually found both Vice City and GTA III listed there, but they require uploading the game assets. You can also just download the data through a torrent after you click a button, but the platform leaves that choice to you with clear disclaimers that they won't be responsible for piracy. It's clear that the DMCA takedown has shifted the way the platform distributes these projects, but it's still impressive that they're up, nonetheless.

GTA III running in a browser

(Image credit: Future)

This 10-inch 4:3 television hides your retro consoles in a secret rear compartment — Unico's Traveller ULW10 trades composite video for RGB SCART and HDMI

Getting a retro game console to look right on a modern TV can be a challenge, as legacy video signals need to be scaled or de-interlaced, while latency and aspect-ratio issues can further make retro games look or feel different from the original experience. In an attempt to recreate the nostalgic experience, retro gaming hardware manufacturer Unico has introduced the Traveller ULW10, a CRT-inspired 10-inch TV.

According to the company, the ULW10 is a PVM (Professional Video Monitor) with a vibrant 4:3 panel that “combines the character of a classic display format with the reliability of modern technology.” In terms of connectivity, the monitor comes with RGB, VGA, and HDMI video inputs, offering support for a wide variety of consoles. There is also a USB Type-A port, while the rear compartment provides storage for compatible consoles that can be tucked behind the display. It also includes knobs and physical buttons for various settings, similar to those found on old-school televisions.

The Unico Traveller ULW10 retro gaming monitor
Unico
The Unico Traveller ULW10 retro gaming monitor
Unico
The Unico Traveller ULW10 retro gaming monitor
Unico

Unfortunately, the ULW10 does not include a composite video input, and Unico says the decision ultimately came down to the limited space inside its compact chassis. With room needed for the signal board and other components, the company had to choose which video inputs to include. HDMI and VGA were retained for modern devices, PCs, and video converters, while RGB SCART was selected as the analog option because it offered the best balance between compatibility and image quality. It is also worth mentioning that the ULW10 is not a CRT monitor, but it can simulate the CRT or pixel-art style of old games.

The monitor will be offered in three color options: red and white, cream white, and studio gray. The casing includes built-in carrying handles as well as speaker vents, although the monitor itself does not include any speakers. The Traveller ULW10 will be available via Kickstarter, and while pricing information has not yet been confirmed, you can reserve a ‘Founder Spot’ for $5 and receive $30 back when you back the monitor on Kickstarter.

RPCS3 emulator can now run PS3 games on PC directly from a disc drive in landmark development — unlocks 20 years of physical titles on Windows, Linux, and macOS

7 September 2026 at 10:47

The developers of the Sony PlayStation 3 emulator RPCS3 have told their social media followers that it is now possible to play games straight from discs. As announced on Twitter/X, the emulator’s latest refinement works only with certain internal and external Blu-ray drives. Happily for retro gamers, there’s a lengthy compatibility list of drives featuring many models and brands, and the same drives are also compatible with dumping your media to fixed storage.

You can now play your PS3 games on PC... DIRECTLY FROM THE DISC DRIVE!💿 PLUG AND PLAY! Owning your games as physical media allows you to play games released as far back as 20 years ago without relying on any servers!See compatible disc drive models at https://t.co/nSzG5S954L pic.twitter.com/d1uKE7BpyrSeptember 6, 2026

Above you can see the RPCS3 devs are pretty happy with the slick new “plug and play” refinements that are available to users of the latest version of the emulator. “You can now play your PS3 games on PC... DIRECTLY FROM THE DISC DRIVE!” boast the open source emulator programmers. “PLUG AND PLAY! Owning your games as physical media allows you to play games released as far back as 20 years ago without relying on any servers!” The RPCS3 team thanks digant73 and Megamouse, specifically, for contributions making this feat possible.

Indeed, this is another step forward in making a slick emulator that works in a surprisingly frictionless fashion. Though the Tweet mentions PC, specifically, extended disc drive play support is also available on Linux, FreeBSD, and macOS. You just need to check that drive compatibility list. Moreover, all users can enjoy “optimized install times for package installations from the disc drive.” It has also been confirmed that PS4 and PS5 console users with Linux installs can launch PS3 games directly from disc using RPCS3.

Here’s a quick tip for folks who have an obscure Blu-ray drive that isn’t in the list. If you want to confirm compatibility with the drive, just put a PS3 disc in it. If you can browse its files, it's compatible; if nothing shows up, then it's not.

With pricing for the best SSDs now sky-high, being able to test-run new (old) games before dumping them to fixed storage could be a boon. It might also be good for auditioning a batch of discs you have recently bought, to see which ones are keepers.

PS5 emulator can now run the console version of GTA V at up to 60 FPS on PC, but quickly crashes as tweakers continue to optimize — PS5 emulation advancing at an astronomical pace leading up to GTA VI launch

The PS5 emulation scene is growing at a rapid pace, perhaps the most rapidly we've ever seen, because the PS5 version of GTA V is now at least playable at up to 60 FPS on PC for a few minutes as modders work to fine-tune their approach. The last time we checked in over a month ago, GTA V was still stuck at the initial splash screen while 2D games were running smoothly, and other 3D games were just beginning to perform. Evidently, a lot of progress has been made since then — all in an effort to potentially get GTA VI playable on PC before an official port drops.

PS5 Version of Grand Theft Auto 5 emulated on KyTyPS5 emulator at 40 to 60 fps pic.twitter.com/JJlvqrHCofSeptember 5, 2026

The video above shows GTA V's starting mission running at roughly 40 to 60 FPS, fluctuating based on how much action is going on. It's the starting mission of the game, so the true test of the open world is still a bit far out. The game is being emulated via KytyPS5, the most prominent PS5 emulator at the moment, alongside ShadEmu. The PC running it has a Ryzen 7 9950X3D CPU and an RX 7900 XT GPU, so admittedly very high-end specs.

More PlayStation 5 games are now running smoothly on Kyty PS5 Emulator.Current playable titles include:• Tomb Raider IV-VI Remastered• STORY OF SEASONS: A Wonderful Life• PAC-MAN WORLD Re-PAC• Double Dragon Gaiden: Rise of the DragonsAll of them are now rendering and… pic.twitter.com/Ms4RCS29muAugust 6, 2026

Unfortunately, as soon as the player gets to the shutter that opens up to police waiting outside, the game crashes. It would've been almost euphoric to see actual gunplay between the character you're controlling and the NPCs shooting at you, but what we already witnessed was highly impressive, nonetheless. This is by far the biggest milestone in the PS5 emulation scene and the closest we've gotten to the actual goal of all this sudden development.

Case in point, a user was able to get past the starting mission and actually into the open world of GTA V. The game was running below 15 FPS, but as soon as Franklin and Lamar's cutscene occurred, the frame rate rose to the mid-40s. The game crashed as soon as the cutscene ended, but remember that GTA V cutscenes are not pre-rendered videos but are instead rendered in real time using the game engine, so this is a very impressive feat for the KytyPS5 emulator.

GTA V is not a difficult game to run; Android flagships from the past three years can emulate it at up to 60 FPS as well these days. But getting the PS5 version of the game to even be playable on PC in such a short amount of time is a testament to the community's dedication. It's easy to imagine that after seeing the GTA VI gameplay reveal, the urge to play it on PC right away instead of waiting for an official release has spiked to an all-time high.

Grand Theft Auto PS5 version PPSA04264 running on PS5 emulator KyTyPS5 forks.(some of the builds are forks, some are local builds)(Yes, GTA 5 is on PC, we know that, the point is the progress for big 3D games).for updates: https://t.co/Hz6VoBrtHh credit to ihc160/Komary pic.twitter.com/en1iKatnmTSeptember 6, 2026

GTA V actually first booted inside KytyPS5 a week ago before getting to this point, but it's not the only game running well right now. There are at least four other PS5 titles capable of being played at 60 FPS through emulation. The tweet above shows them all running on an RTX 5080 system with a Ryzen 7 5800X3D. We tried one game ourselves — PAC-MAN WORLD Re-PAC — and it ran shockingly well, locked at 60 FPS, even on an RX 6700 XT rig paired with a Ryzen 7 7700X processor.

The PS5 version of PAC-MAN WORLD Re-PAC being emulated on a PC via KytyPS5

(Image credit: Future)

On the other hand, SharpEmu is also making progress, but that team has a different approach to the same hurdle. They're busy tackling accuracy and infrastructure setup rather than game-specific compatibility, per its GitHub repo. In other words, it means fixing low-level issues that are preventing games like Astro Bot from currently reaching the gameplay state. Astro's Playroom has just barely reached the point where it boots.

SharpEmu is delivering a lot of achievements on the handheld side, though, with massive improvements made for the Steam Deck. The post below shows a similar level of performance for Astro’s Playroom compared to a much more powerful RX 7900 XT system with a Ryzen 9 7900X CPU. It's still barely 1 frame per second, and the game doesn't get past the boot screen, but the fact that it's even possible is enough cause for celebration. Remember, this is the worst that PS5 emulation will ever be.

SharpEmu just hit a pretty wild Steam Deck emulation milestone.-Astro’s Playroom booted locally on SteamOS-PS5 emulation running directly on Steam Deck-Roughly 0.5–1 FPS-Only reaches the intro/loading sequence-Completely unplayable right nowThe interesting part isn’t… pic.twitter.com/qL8lLKHwDOAugust 14, 2026

Former Old School RuneScape dev gets jail time for stealing $400,000 from players — virtual gold stolen and sold on the black market before Jagex caught the culprit using hidden firewall tweaks

A former Jagex employee who used to work on Old School RuneScape (OSRS) was sentenced to a three-year prison term and suspended for two years after he was found guilty of stealing over $400,000 worth of virtual gold and selling it on the black market. According to Dexerto, 32-year-old Andrew Lakeman, also known as Jed Sanderson, worked on the game starting in 2015 and is known to the community as “Mod Jed.” By 2018, Jagex noticed a pattern: accounts would get recovered under suspicious circumstances, and then valuable in-game items and gold would disappear from them.

OSRS’s in-game economy is similar to that of the real world, where players can trade items with each other or sell them directly on the Grand Exchange, which functions much like a stock exchange. While we don’t know if OSRS players have built collections worth $100,000 or more like in other titles such as Team Fortress 2, these missing virtual items still hold real monetary value and could have a direct financial impact on its players.

Jagex initially thought it was a glitch, but a deeper investigation led the company to suspect that it was an inside job. The event wasn’t that catastrophic for Jagex, unlike the Rainbow Six Siege X hack that shut down the game and forced Ubisoft to take all its servers offline. However, it’s still a major breach for the developer, especially given that the hack was done by its own employee. Failing to act on the issue would break player trust — a crucial metric for a game that averages more than 100,000 players at any given time.

So, it changed how account recoveries work and also modified its firewall without telling its people, allowing its IT team to track the illegal activity back to Mod Jed. Lakeman denied the accusations and claimed that somebody hacked his account to conduct the thefts, but Jagex fired him anyway and reported the incident to the police. Investigators later discovered that the virtual gold and other in-game items Lakeman stole were eventually sold on the black market for over $400,000. He even held $493,000 in cash in various bank accounts, allegedly as proceeds of cryptocurrency sales, although it’s unclear whether this amount came from his illicit sales.

He was finally arrested in July 2019 but was only given a three-year sentence, suspended for two years, on September 3. The Cambridge Crown Court also gave him a 150-hour unpaid work sentence, plus 25 days of rehabilitation. “Lakeman was well aware that what he was doing was wrong, and the hundreds of thousands of pounds he gained from selling the in-game items is no different from any other theft,” Detective Constable Andrew McKeane said in a statement by the Cambridgeshire Constabulary. “Just because it’s virtual, doesn’t mean he shouldn’t face the full force of the law.”

Gamescom apologizes after backlash over callous response to indie dev hardware thefts — pledges security overhaul and invites devs to the roundtable

Gamescom organizers issued an apology after facing backlash over their initial response to a report that some indie exhibitors had their equipment stolen from their booths. The company said in an X post that it accepts the criticism it received and recognizes the gravity of the developers’ losses.

“Over the past few days, we have received a great deal of criticism for the way we communicated about the theft of hardware belonging to several indie developers. That criticism is justified. Our first response did not strike the right tone, and it did not show the people affected the empathy they deserved. We are sorry,” Gamescom wrote in its statement.

“A theft like this is far more than a material loss. It can ruin an entire gamescom for the people it happens to, and it can destroy work that took months or years to build — work that, for a small studio, can be almost everything. To everyone affected: we understand what this has cost you, and we should have so from the very first moment.”

Aside from apologizing for its initial remarks, the company also laid out the steps it has been taking to address the issue. It said that it has already been in contact with the affected parties to learn about the consequences of the incident. Alongside that, it’s also conducting its regular post-event review and exhibitor feedback evaluation, plus an additional security review for indie exhibitors. As part of the latter, it’s inviting shared indie booth organizers to a roundtable “so that we can develop concrete measures together.”

So far, only three exhibitors have reported having their laptops and consoles stolen — Mimic developer Ryan Laley, iam8bit, and Tessera Studios. The latter two were situated close together in Hall 4.1, next to the west entrance gate, making them easy targets, but Tessera Studios was in Hall 10.2, on the second floor and quite distant from the other two victims. Laley lost a brand-new Alienware gaming laptop, while iam8bit reported two missing laptops. Tessera Studios also lost two laptops, plus a Steam Deck.

This is a considerable sum, especially since these devices are likely gaming laptops that cost far more than your average entry-level model. But beyond the monetary cost, the bigger blow to these developers is the missing intellectual property. While they may have backed up their projects on some of the best external SSDs, the fact that their unfinished work is now out in the wild will be “heartbreaking” for any game developer.

The gaming industry has since stepped up and offered to help the affected studios and developers. “We have also been moved by how this industry responded. Within hours, people offered help — unconditionally, and without being asked. That says a great deal about this community, and we are grateful for it,” the organizers said. “What it does not do is relieve us, as the organizers, of our own responsibility to work together with our exhibitors and partners to create the best possible environment for everyone.”

Xbox Game Pass imposes monthly cloud gaming limits, just 15 hours per month for Ultimate — subscribers and non-subscribers can buy more hours to keep gaming

By: Zhiye Liu
5 September 2026 at 11:45

Xbox Game Pass has been an alternative option for gamers who cannot afford the best graphics cards. However, Microsoft has changed the business model for its cloud gaming service. The company has decided to monetize actual gaming time. Beginning in November, Game Pass subscribers will have new monthly limits on their total cloud gaming playtime. Once they reach these limits, players will be prompted to purchase additional gaming hours from the Xbox Store to keep playing.

Game Pass Essential, Premium, and Ultimate subscribers will face monthly cloud playtime limits of five, 10, and 15 hours, respectively. The changes affect only Xbox Cloud Gaming, a feature included with Xbox Game Pass that lets subscribers stream and play games directly from Microsoft's servers over the Internet. Subscribers can still download and install as many Xbox Game Pass titles as they want on their consoles or gaming systems, with no monthly limits on playtime.

Needless to say, Microsoft's decision marks a drastic shift for Xbox Cloud Gaming, moving from an unlimited model to a capped-hour system. Under the current packages, Game Pass Essential, Premium, and Ultimate users pay $2, $1.50, and $1.53 per hour for Xbox Cloud Gaming, respectively. Despite announcing these changes, Microsoft has yet to disclose details regarding the pricing structure for additional playtime.

A hardcore gamer who subscribes to Xbox Game Pass Ultimate could easily average around 50 hours of cloud gameplay per month. For example, if they pay the highest rate ($1.53) for 35 overage hours, an Xbox Series S 512GB ($499.99) would pay for itself in under 10 months. Alternatively, the user could break even on an Xbox Series X 1TB ($749.99) in about 14 months.

These changes will significantly affect heavy cloud gamers who stream games regularly. Even the highest subscription tier, Game Pass Ultimate, now imposes a 15-hour monthly playtime cap. The limit is not even enough to complete one game per month. For instance, AAA titles such as Cyberpunk 2077 or Clair Obscur: Expedition 33 can take almost 30 hours to complete, even if you just stick to the main storyline.

Xbox Game Pass Pricing

Tier

Monthly Price

Xbox Cloud Gaming Monthly Hour Limit

Cost Per Hour

Ultimate

$22.99

15

$1.53

Premium

$14.99

10

$1.50

Essential

$9.99

5

$2.00

The new policy introduces limits for frequent cloud gamers, but it also opens a new market for Microsoft: casual players who don't own a console or may not want to commit to a subscription but are willing to buy gaming hours to play select titles in the Xbox Game Pass library. Microsoft's decision ultimately transforms Xbox Cloud Gaming into an "à la carte" type of service where gamers buy cloud playtime hours as needed.

Microsoft attributes its recent policy changes to the rising infrastructure costs associated with maintaining the cloud server network. The company estimated only about 4% of its subscribers will be directly impacted by the new playtime limits. Therefore, it is reasonable to think that the other 96% of the user base do not use Xbox Cloud Gaming or stay under the monthly hour thresholds.

Over the past two years, Microsoft has implemented two price increases for Xbox Game Pass, with the most recent hike occurring in October of last year. Interestingly, despite the upward trend in pricing, the company made a surprising move by reducing the cost of Xbox Game Pass earlier this year. By shifting Xbox Cloud Gaming to a metered system, Microsoft may be trying to maintain profitability and subscriber retention.

But nothing about the timing appears coincidental. Grand Theft Auto VI, arguably the most anticipated title of the decade, will launch on November 19. Microsoft’s new Xbox Cloud Gaming policy is set to take effect in the very same month. Microsoft is strategically positioning the subscription service to capitalize on the massive surge of interest. The company likely wants to attract users who do not own a console or gaming system because of the ridiculous pricing but still want to play Grand Theft Auto VI.

‘World’s first fully transparent video game console’ is on its way to Kickstarter — Arduview handheld’s shell, PCB, and display are all transparent

5 September 2026 at 11:12

The first units of the ‘world’s first fully transparent video game console’ are shipping to founders, and now the project is on its way to Kickstarter. Above and below you can see images of the new Arduview. As you can see, it isn’t just another clear-shell console or handheld; the makers of this device have fully embraced the latest in transparent electronics. Thus, here we have a crystal shell handheld with a see-through motherboard, using a transparent display.

Arduview transparent handheld game console
Arduview
Arduview transparent handheld game console
Arduview
Arduview transparent handheld game console
Arduview
Arduview transparent handheld game console
Arduview

There have been quite a few transparent shell consoles over the years, with some of the best-known probably being the Game Boy Color in Atomic Purple and the N64 Funtastic series. Earlier this year we saw the new Commodore release a dazzling Starlight edition of the C64U. Most recently, Microsoft has revealed its translucent green Xbox Series X25.

Adruview founder Louis Huang told Tom’s Hardware that while he has always loved transparent consoles and clear-shell mods, he was disappointed that the transparency always just stopped at the frame. “So we pushed it further with a transparent OLED screen, board, and case. You can see straight through the whole device,” wrote the Babson College student.

That's enough about the console’s appearance, what about the guts of this handheld? Well, the Arduview project is based on the open-source Arduboy. You guessed it, this console is based on the Arduino platform, designed for DIY electronics tinkering and coding, and here it is purposed for playing hundreds of community-made 8-bit games on the ATmega32u4 microcontroller with its meager resources (2.5KB RAM, 32KB storage).

Huang highlights that the Arduview weighs just 50g (<1.8 ounces), connects to your computer and charges via USB-C, and there is no app store, no Wi-Fi. Users just power on and play.

If you are interested in this kind of handheld, the Arduview early access program still appears to be open, despite the site mentioning it runs “in August 2026.” I guess we are only just into September… I clicked the button and could still reserve a unit for $5 and benefit from the $49 'founder price.' Apparently it will be $100 at retail.

We don’t have a date for the Kickstarter launch yet, and perhaps there will be similar cheaper-than-$100 offers for early birds, and so on. However, the Kickstarter backers won’t get their hardware until 2027.

As an open-source platform, there are other makers and suppliers of Arduboy hardware, such as Seeed Studio. If the Arduview’s clear charms aren’t reeling you in but the portable platform appeals, you can grab the not-very-transparent Arduboy FX-C available on Amazon at $79.99, for example.

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