Well this is it, the last thing I designed for @PlayRuneterra is finally live! I’m so proud of how Constellations came out. Shoutout to the team, namely Sweta M, Chris L, Dan F, and Joy A.
Gaming just feels really sad right now. Layoffs every other week. Told you must accept GenAI slop or you won't survive. If a game doesn't have 400k concurrent players it's a "dead game"
I'm just tired. This isn't how I remember gaming, it used to feel more magical, yeah...
We’ve got work to do. Geoff shares some more detail around where we missed with TFT’s engine migration and what we’re prioritizing in the road ahead.
Follow the Fix at https://t.co/8AwDehzn9K
Hey folks- we know there are a host of issues with our launch of Enchanted Wilds. We’ve got a lot of work ahead of us to meet your and our own expectations. We have our team working on it, but it’s going to take us a bit to get there. We currently have a B-patch being tested internally right now with fixes to about ~24 bugs; here are a few of the bigger high priority ones:
- Correct device spec & default graphic settings mismatch: right now some lower-end devices are trying to run TFT on the highest settings by default rather than the one that offers the best mix of performance & fidelity (make sure you check your settings as well to ensure they make sense for your device).
- Clean up memory leaks: we’ve got a few VFX that are causing memory leaks resulting in hindered performance across mobile and PC
- Responsiveness issues: fixing some bugs that are slowing down scouting/itemization
- Fixed a Gnar interaction that could prevent combat from ending
- Fixed an issue with overlapping music
- Fixed an issue with incorrect placements at end of game
- Improved start-up loading times
- Finishers now abide by global volume/sfx settings
The current ETA for our B-patch is tomorrow afternoon and we also have a mobile patch fix that will go out as soon as it’s approved by mobile stores. Unfortunately this isn’t a solve for everything y’all have reported, but it is the first meaningful step to shift us in the right direction (with many more to go) and were going to follow up with more micropatches and fixes ahead of our next full patch in 18.2 as we want to get these out to you all as quickly as possible.
The Star Wars Zero Company press embargo lifted this morning and it's been absolutely amazing. I've been watching impression videos all morning. I couldn't be more proud of the team, and am thrilled for the world to finally see all their hard work.
it is so depressing to see genAI slop invade every space as someone who does design for a living
it looks like garbage and gives everyone who doesnt have brain damage a horrible impression of you
yo-
As most of you probably know TFT is going to PBE for Set 18, Enchanted Wilds in our new Unreal Engine build today.
Since it’s gonna feel different and a bit crazier than a normal PBE cycle I wanted to jump in before it all opens up to set some expectations.
The core gameplay loop of Set 18 is all there and we’re excited for yall to get your hands on it to start cooking up comps, playing with wisps, and telling us what works and what doesn’t. But I wanna be clear that there will also be a ton of weird and pretty janky bugs/interactions that we will need to iron out over the next month such as:
•Button responsiveness: spam-clicking XP and reroll won't feel smooth and seamless yet.
•UI delays: trait icons or augment panels/tooltips might take a split second to load information the first time.
•Rubberbanding: units might visually jump back for a moment before moving into position.
•Audio/Art: some audio hiccups that play too often or lingering VFX particles that don’t clear up after fights.
and with TFT's endless combinations, there’s a ton more that we know about but also a ton that you all will help us discover in the coming days and weeks.
All of that is why we’re on PBE for a full month instead of the usual two weeks. This isn't a typical cycle for balance and normal bug bashing. We’re gonna need time to knock out the stuff I mentioned above (and more) and also test a lot of under the hood stuff. A good example of that will be quite obvious when we turn on our Ranked queue on PBE (which I'm pretty sure we have never done) to make sure all of our ranked/matchmaking systems are ready for live launch.
We expect things to break and your bug reports are what will get us to the most successful launch day possible in a month.
Quick details for today:
•Launch timing: Expect PBE to open later in the day (likely late afternoon PT) as it’s a massive deployment with all the new engine assets. There will probably be delays. Just expect it.
•Downtime: Expect more instability and intermittent downtime throughout the month as we push necessary fixes, fix crashes etc.
•Bug reporting: As you run into issues plz drop them into the r/competitiveTFT Reddit PBE megathread or the bug channels in the TFT discord. Please include the full screenshot if you have them (don’t crop and instead show all the players/full screen of game etc) or even better if you have video to include. The more information the easier it is to track down.
Thanks a ton for bearing with us through the initial days. They are gonna be messy, but helping us break things now is super valuable so we can get it crisp for live. This is a big and tbh kinda scary first step but we’re excited to have you gamers be part of this with us
A NOTE FROM BETHESDA GAME STUDIOS
We love making these worlds as much as you love playing in them. Today, we want to share what's next for Bethesda Game Studios and what you can expect from us in the years ahead.
For forty years, we've built games that have entertained almost half a billion players. More than just games, these are worlds. Worlds for you to explore, shape, and make your own. Worlds we return to together.
That's what's driving us forward. We're investing more deeply in the worlds players love, giving creators a bigger role in shaping their experiences, and bringing our teams closer together so we can get our games into your hands sooner, support them longer, and continue building them alongside you for decades to come.
STARFIELD CONTINUES
With over 17 million players logging almost a billion hours to date, Starfield remains an important part of our future. As we enter Year 3, we'll continue expanding the Settled Systems with new stories, targeted gameplay improvements, and additional updates, while preparing for the launch of new Starborn content next year. More than 40% of players already customize their experience through Creations, and we'll continue investing in creators and giving players new ways to make Starfield their own.
CREATED BY PLAYERS
We've believed from the beginning that our worlds belong not only to the people who make them, but also to the people who play them. That's why we've long provided players with the tools to create their own experiences, dating back to the Morrowind Construction Set. This year marked another major milestone for Creations with its expansion to Fallout 4, joining Skyrim and Starfield. We're proud to say Creators have already earned more than $10 million in royalties from their work.
THE FUTURE OF FALLOUT
Fallout is one of our biggest priorities today. Fallout 5 remains our long-range destination, and we have multiple Fallout projects in active development right now.
Fallout 76 continues to be home to millions of players exploring Appalachia together. With nearly 70 free updates released to date, the journey is far from over. In fact, we have a major Fallout 76 expansion planned for next year: Raven Rock, a prequel story to Fallout 3.
Fallout 4, the most award-winning game in the franchise, just celebrated its 10-year anniversary and recently passed over 35 million copies sold, continuing to attract a new audience every year.
We also know many players want to revisit previous Fallout experiences. While we're not announcing any dates today, we have been working on remasters for both Fallout 3 and Fallout: New Vegas.
Fallout Shelter continues to be the most popular way to experience Fallout on the go, with more than 250 million players. There’s more ahead for Fallout Shelter, including new Seasons. An unscripted Fallout Shelter television project is also in the works with our partners at Amazon Studios and Kilter Films.
We'd like to congratulate Kilter Films and Amazon Studios on the 10 Emmy nominations for Fallout Season 2. Production on Season 3 is already underway.
And while we won't host a traditional Fallout Day broadcast this year, we're already planning something special for Fallout's 30th anniversary in 2027, when Fallout Day will be celebrated live in Washington, D.C.
STUDIO COLLABORATION
The wasteland continues to expand as we team up once again with our longtime friends at Obsidian Entertainment. We're happy to confirm they're working with us on a new Fallout project. We'll have more to share in the future.
We're also bringing our teams closer together across Bethesda. ZeniMax Online Studios will partner closely with Bethesda Game Studios on The Elder Scrolls franchise, while continuing to deliver incredible new experiences for The Elder Scrolls Online. Season One: Return of the Thieves Guild recently launched, and the team has more planned for the future. By aligning more directly across the franchise, we can create even better experiences for players.
Bringing our teams closer together is helping us build a stronger foundation for everything we create next.
THE ELDER SCROLLS AND BEYOND
That foundation extends beyond our teams to the technology, tools, and systems that will power the next generation of Bethesda RPGs.
Our teams are now developing The Elder Scrolls VI and Fallout 5 on Creation Engine 3, a shared technology platform we've been building since Starfield's launch. It allows our teams to support multiple projects simultaneously with new tools, rendering, and systems that define our games.
Fallout 5 is currently in preproduction. The Elder Scrolls VI is our primary development focus today, with the majority of our team currently working on the next chapter of the franchise. With over 65 million copies sold, players are still exploring Skyrim 15 years later, but we know it’s been a very long wait for the sequel.
The next chapter is on the way. We’re where we planned to be, loving how it looks, and playing it every day.
THE ROAD AHEAD
Across Bethesda Game Studios, we're building for the future of Fallout, The Elder Scrolls, and Starfield. We're investing in our technology, bringing teams closer together, supporting our live games, expanding into new forms of entertainment, and developing the next generation of Bethesda RPGs.
We couldn’t be more excited for what’s ahead and wanted to share as much as we could today. We can’t thank you enough for all you’ve given to us and these worlds. And we can’t wait to continue them together.
–Bethesda Game Studios
I got back from vacation, and though I saw the Xbox news while on vacation, I hadn’t put full thought in exactly what I want to say. I may not even know what I truly want to say right now.
The game industry is a dream come true for someone like me. I love making games, and I got into making games because of companies like Blizzard and Nintendo. Sure, I’m a fan of movies, but I’ve always been most proud of wearing gaming like a badge of honor. I carried a GameBoy around as a kid not only because I liked the games but because I wanted people at school to know I was a gamer. I subscribed to Nintendo Power and EGM because I wanted to use THAT as my reading time, not some boring novel (sorry 😆).
I went to school at UC Santa Cruz because I wanted to not just get a CompSci degree but because I wanted to work in games. I didn’t know what I was doing, I knew no one in the industry really.
I’ve gotten the privilege to work on some of the biggest IPs ever: Call of Duty, World of Warcraft, and now League/Runeterra.
I can’t help but see myself in the people who make games alongside all of us. I see myself in the people who are affected by this and other layoffs because this hasn’t been the only one. I think of why others get into gaming. And all I can hope is that people get to continue living their passion and dream in the future. And for me, I want to enjoy working on games and work as fucking hard as I can to build experiences players will love. Because as a gamer, I’m proud to show off my geekiness.
I’m proud to be on a team that is dedicated to delivering the dream of truly being in and part of Runeterra. @Faburisu is completely right that “we don’t make games because we can, but because we have to”.
And with that, it looks like my time with Bungie has come to an end. It's been a pleasure, and I'll have more to say and show off later. This job was a dream I still can't believe came true.
Bungie Strong
Destiny Forever
Bungie was the dream job. I feel beyond fortunate I was able to work on Destiny 2 for the past five years, to see Marathon grow into its own, and to have met so many talented and kind people. I'd do it all again.
If you need a visual/graphic designer, I'll be looking for work.
My heart goes out to the folks affected. The talent exuded by Bungie has been the gold standard in so many ways.
Feel free to reach out if I can help in any way — referrals, portfolio reviews, connections etc.
The gaming industry is a brutal place and we have to stick together.