MOUSE: P.I. For Hire's physical copies will not require an internet connection to play the game.
If you insert the disc/cartridge into an offline PlayStation 5, Xbox Series X, or Nintendo Switch 2, the game will be playable.
If your console is connected to the internet, the latest update will be downloaded, which we recommend in order to install the latest quality of life improvements, bug fixes, and more.
We hope you enjoy your time in Mouseburg 🐭
This is an important email I sent today to all employees at XBOX:
Team,
We are beginning the most significant restructure in XBOX history. After careful consideration, I've made the difficult decision to reduce our team by approximately 3,200 throughout FY27. This will include approximately 1,600 role eliminations today, and in addition, four studios will leave XBOX to new management. I recognize that a year-long restructuring creates additional challenges. Unfortunately, it is not possible to make all the necessary changes in a single day, and I wanted to be direct about the scale.
I know this is painful. These changes will directly affect people who have poured their creativity into building XBOX. Many joined us through acquisitions, while others were recruited here, or sought us out because they loved this industry and loved XBOX. Today's decisions do not reflect their talent or dedication.
Our business today is not healthy. We are operating at margins that are 3–10x lower than comparable platform and publishing businesses. We entered Gen 9 with a smaller install base and a higher cost structure. To grow, we bet on Game Pass, multi-platform, and a broader portfolio of content. While those businesses have created meaningful value, they did not grow at the pace we expected. As that happened, our core business weakened, and we added more teams, more investment, and more time, hoping for a better outcome. And now the industry is facing the most severe hardware crisis in its history. We must reset XBOX.
First, we will reset our content portfolio.
Since 2018, we have aggressively expanded our studio portfolio while the number of games created each month across the industry now outpaces the last ten years combined. We now find ourselves competing not only with the largest publishers, but also with smaller independent studios. It is neither possible nor desirable to own every great independent studio. We have also learned that we are not the best home for every type of studio; in a typical year, we lost 64 cents for every dollar we invested. As we reset XBOX, we will help independent creators succeed by providing open development tools and audiences to realize their vision.
Compulsion Games and Double Fine Productions will return to management and transition to independent studios with their IP, catalog, and runway for their next games. Ninja Theory and Undead Labs have entered terms to join new ownership with funding to complete and grow Senua and State of Decay 3. In France, Arkane’s management is beginning required consultation with its Works Council to review potential strategic options.
We are also making reductions across other units, and in some cases, shifting investment to focus on higher priority projects. These changes vary in size across Activision, Bethesda/ZeniMax, Blizzard, King, Mojang, and XBOX Game Studios. None of our first party publicly announced games or projects are being cancelled as part of these reductions.
In addition, Mojang and King will now report directly to me. These two studios have increasingly become platforms and are our largest by monthly active players. They bring critical geographic, demographic, and differentiation to XBOX.
Second, we will reset our platform.
We know that great technology gets better when it gets simpler, not bigger. Today, in some parts of the company, work passes through as many as 14 layers of management. Our platform teams are 40% larger than they were at the start of this generation, even as our player base and playtime have declined. That complexity has slowed decisions, blurred accountability, and made it harder to deliver for players. As we reset XBOX, we will simplify.
We will reduce management layers to no more than 5, and where possible, 3. We will deliver success through a flatter organization that is built around makers (individual contributors focused on building), player-coaches (leaders who remain deeply involved in the work while developing their teams), and directly responsible individuals (DRIs) who own key decisions and outcomes. And we will streamline how we work across our tools, with a cleaner code base, shared services, and 50% reduced vendor spend.
Third, we are resetting how we operate.
As XBOX grew our headcount, we became more fragmented. Teams, studios, and functions often operate independently, and it became harder to work towards a shared goal, make the right tradeoffs, and get things done.
For the first time, we are establishing a Chief Operating Officer with end-to-end P&L responsibility across content, hardware, platform, and services. Helen Chiang has been promoted to this role and will report directly to me. Over nearly two decades at XBOX, Helen has helped build some of our most important businesses, from XBOX Live to leading Mojang and the Minecraft franchise. She will bring our businesses together under one operating model, making sure we make clear investment decisions, learn from our successes and failures, and hold ourselves accountable for results.
Thank you, Dave McCarthy, who is retiring after 17 years with XBOX. Dave has played a defining role in building the platform that millions of players rely on every day and has been a trusted partner through many of the biggest moments in XBOX's history. We wish him all the best.
These changes are about a bigger future for XBOX, not a smaller one. The next decade of gaming will be larger, more global, and more creative than anything we've seen before. This year, we'll invest as much in XBOX as we ever have, but we'll invest with greater focus, greater discipline, and greater clarity, all in service of making XBOX where the world plays and creates.
I want XBOX to be one of the few companies that entertains more than a billion people each day and gives everyone the opportunity to create and connect. I know we can achieve this goal. XBOX has many of the most beloved franchises in entertainment history, talented studios around the world, and we will return to growth in 2027.
History is full of companies that mistake longevity for inevitability. We will not be one of them.
Asha
Announcing NVIDIA DLSS 5, an AI-powered breakthrough in visual fidelity for games, coming this fall.
DLSS 5 infuses pixels with photorealistic lighting and materials, bridging the gap between rendering and reality.
Learn More → https://t.co/yHON3nGyxE
Marvel Super Heroes, assemble!
Presenting MARVEL MaXimum Collection! Featuring 13 illustrious games, preserved across all their console and handheld counterparts. Including X-Men: The Arcade Game, Maximum Carnage, and more!
Take to the streets, and welcome to MARVEL MaXimum Collection!
The #MortisGames event is OVER! 🦇🪦
Go claim Mortis' face and Mortis' bumbum/buttocks/cheeks/gyatt/derriere/gluteus maximus/culito Profile Icons from the Shop! 🍑
📣 LET'S TALK ABOUT THE LAST UPDATE! 📣
We've been reading all the feedback and comments about the update and wanted to talk with you about how we got to this point and what we'll do in the future to improve things
Here's a short summary, before we go into the full, detailed explanation:
‣ You won’t be seeing any more $50 early access offers, in fact, Trunk will be the last IAP early access Brawler
‣ More Records added every update, and likely more system improvements in future updates
‣ Battle Pass F2P rewards will be buffed, matching Legendary Brawler Masteries, next update
‣ New Brawler early access design, which also has more F2P rewards next update
‣ Way more events and therefore, way more F2P rewards, starting this Thursday
LONG VERSION 📜
It’s clear we didn’t hit the mark with the latest update. We’ve also made some operational mistakes recently. In this post, we’ll be going through how we got here, how we’ll be adjusting our plans, improving the current state and talk about some of the new exciting stuff we’re working on.
Ultra Legendary was born as we wanted to improve monetization around Brawlers + we had an interesting and deep Brawler design, more so than the Legendary Tier. We thought the new rarity, depth of Brawler design justified a higher price. We were wrong about that. This kicked off an entire rethink of how we release Brawlers. We’ll be removing the IAP paywall for early access and doing it in a better way. We’ll touch on that a bit more below.
We also tried ending the Mastery event early, a decision we pulled back quickly, and let the event end in full. We rushed that choice, and glad we reverted it. We’ll be taking more time to decide how we make live changes to the game, unless it’s preventing you from playing.
OUR GOALS WITH THIS UPDATE 👇
‣ Improve the new player tutorial, together with a better Trophy Road with better rewards and visuals
‣ Add an achievement system (Records) where the veterans could flex their skills
‣ Bring back the Angels & Demons event with a new twist, to add more excitement for all players
‣ Remove Masteries to redistribute its rewards to places that are more accessible with less playtime
While content such as Brawlers, Game modes, Hypercharges and Skins is more aimed at our most engaged audience, on the feature development side, we try to improve the game for all player types, new, mid and elder. This is how we grow Brawl Stars long term.
We bit off more than we could chew. Records went through many design pivots, and in the end, we made a call to ship the simplest version we could deliver. We pushed ourselves to get it done on time, cut many Records and didn’t leave any room for iteration. As a team, we’ll be taking this as a learning, and better plan the amount of things we try to execute on in the future.
WHY MASTERIES WERE REMOVED❓
Masteries as a system was not optimal from a design perspective. It gave great rewards, but most new and even engaged players never understood how it worked (especially the Trophies to Mastery points scaling) or engaged with it. Masteries also incentivised grinding, which isn’t the most fun engagement motivation (there are similar problems with some Records, read the Records section on how we’ll improve them). But we missed a few important things before removing it. Here is how we’ll fix those:
1⃣ The potential Mastery Rewards that come with new Brawlers also got removed. We will be adding those Rewards to every Battle Pass, in the form of deterministic Rewards matching Legendary Brawler, starting next update. Like the Trophy Road buff, these will also take a lot less time and effort to obtain, compared to Masteries.
‣ 3000 Coins
‣ 450 Power Points
‣ 300 Credits
2️⃣ Credit banking/storing is something we don’t want to incentivize, as not collecting Rewards is an unintuitive way to play for most players. The core issue is; you want to unlock the new Brawler on the first day after early access and not let Credits go to Fame. Unfortunately, we don’t have a new Brawler release in July, but Trunk will be the last IAP early access Brawler in August. We will be changing the way we do early access entirely in the next update. The design is still work-in-progress, but we’re certainly removing the IAP pay wall offer (Trunk will be the last), allowing everyone to play the Brawler during early access and have a chance to get the Brawler earlier, for free, just by playing. In addition, this Brawler release event will give even more rewards on top of the Battle Pass buff.
IMPROVING RECORDS❗️
We completely hear you on the Records feedback. There is a lot we want to improve, short and long term.
1⃣ There are a lot of Record rewards missing from the cut down release version you see, more Records, along with those missing rewards attached, will be added over the next few updates.
2⃣ Record rewards are much less than Masteries, and we know it’s impossible not to compare Records to Mastery rewards due to similar tasks and cosmetic Rewards. But the Record rewards are not replacing the Mastery rewards alone. The replacement was the Trophy Road buff (the milestones you are eligible to claim), the #1000Masteries event, the released Record rewards and future Records still to come. For new players, they will earn Rewards much faster compared to before. Elder players received a massive amount of rewards with a lot less effort and time during the #1000Masteries event. But regardless, it still doesn’t feel good enough.
In addition to adding more Records and buffing the Brawl Pass in the next update, we will also be increasing the number of events dramatically, starting this Thursday:
‣ A mini-community event around Mortis
‣ Unlimited Lives Challenge for free Skin
‣ Mega Pig
‣ Hypercharge Unleashed (again)
‣ More Quests
You can expect a dramatically increased number of events and, therefore, rewards. With more events, we’ll also be reducing the time to get these rewards. For example, Hypercharge Unleashed will take a lot less Wins to complete. The Angels event coming on July 17th will only be two weeks instead of 1 month, but will have a similar level of rewards.
3⃣ Some specific Records are not great currently. The Win Records fall into the same issue we had with Masteries, they are grindy. Some special Records feel impossible and not fun either.
We’ll be looking at rebalancing a number of Records that feel impossible
Still under discussion, but we’ll likely replace Win Records condition from “Wins” to getting Star Player (also addresses how Star Player feels less meaningful, and win bot farmers)
Ask the community which Records they would like to see in Brawl (you can already comment on this post!)
4⃣ Longer term, there are system improvements we’re discussing, but have not decided or designed yet:
‣ Overall visuals from Icons to Frames
‣ Surfacing improvements, such as tracking progress after each match
‣ What kind of rewards do we want to add in the future, or replace Starr Drops entirely
RANDOM REWARDS 🆚 DETERMINISTIC
We know the Mastery (and also the Bling) updates were two of our most praised updates we ever had and it’s of course amazing to see our channels full of positivity. But these updates, unfortunately, couldn’t stop our decline in players in early 2023, after the removal of Boxes. So that led us to introduce Starr Drops, which was a controversial update (and also had reallocated resources), it not only stopped the decline, but sparked one of the biggest resurgences of any game. As we come down from those highs, we’re at a baseline today, still more than 3x higher than this same time in 2023. We’re really excited about the next few updates, as we’re working on new collabs, Brawloween and more...
And of course, this isn’t a balance where the community needs to be unhappy for the game to succeed; we have many examples where we achieved both players’ satisfaction and business results, and we always aim for that. But the example above is only to illustrate that we need to try different, and sometimes unpopular routes, if our previous plans didn’t perform as expected. Similarly to the Starr Drops update, our hypothesis is that if we move resources to more accessible places that require much less effort, such as the Trophy Road, more players in total will stick around for longer.
Random rewards for Brawl are here to stay, as we do believe random rewards are fun, especially as a part of engagement, whether in the form of Trophy Boxes or Sushi. But slapping Starr Drops everywhere isn’t the right way to do that. Deterministic rewards are also nice, as they set clear progression goals. We need a balance of both. So we’ll be adding more deterministic rewards, first with the straight Brawl Pass buff. But for random rewards, we’ll be adding them in more exciting ways in the future!
🚨 SORTEO
Gana una copia de #LosSims4 Naturaleza Encantada Pack de Expansión 🧚♀️✨
- Síguenos y sigue a @SimsLatinos
- Like y RT
Plus: Síguenos en IG @InfoSimmer
El sorteo finaliza el 10 de julio y es multiplataforma #EAPartner
🚨 SORTEO ESPECIAL
Gana cualquier Pack o Kit de Los Sims 4
Requisitos:
- Síguenos en X
- Síguenos en IG @InfoSimmer
- Like y RT
- Comenta el Pack que deseas
El sorteo finaliza dentro de 24 horas, antes del anuncio de Los Sims 4 Naturaleza Encantada 🧚♀️ - Multiplataforma
In addition to the balance change OTA, SD has released a Sanctum Showdown OTA.
- Hot locations won't be active in Sanctum.
- Altar of Death is removed.
- 5 new banned cards
○ Cannonball
○ Negasonic Teenage Warhead
○ Makkari
○ Rocket & Groot
○ Scream
It's been awesome to see you all dive into Sanctum Showdown. We've learned a lot so we've made a few small updates that are now live:
🥵 Disabled hot and featured locations
💀 Banned Altar of Death
🃏 Additional Card Bans
Read the full post on Discord: https://t.co/Yi5l527Mf5