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Granblue Fantasy: Relink Gets A Big Refresh With Endless Ragnarok
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Several genres come to mind for me as summertime games, like the ever-engaging "car game." Something filled with little meters to fill and goals to accomplish, with some good action and splashy graphics to keep battles lively. For me, that's Granblue Fantasy: Relink in a nutshell; yet, the first time around, I didn't really spend much time with it.
This summer, though, Cygames is launching what could easily be called an expansion to Relink, dubbed "Endless Ragnarok." But as I quickly learned in my demo appointment, it is much, much more than that. New characters and missions abound, but there are also big quality-of-life upgrades, new ways to play old characters, new platforms in the Switch 2, and even crossplay support.
After our duo-demo at Summer Game Fest 2026, I invited former Game Informer editor and current Restart.run editor Imran Khan (who wrote our original review of Relink) onto this New Gameplay Today to talk about everything: our demo impressions, our group Q+A with the leads behind Endless Ragnarok, and what we think of this big update. Check it all out here:
Game Informer's Favorite Steam Next Fest Demos – Summer 2026 Edition

Hot off the heels of Summer Game Fest comes another Steam Next Fest. Running now until Monday, June 22, hundreds if not thousands of demos for upcoming games are ready for your enjoyment and/or scrutiny. If you saw a game that piqued your interest during the onslaught of showcases during SGF week, odds are you can try it out right now.
It's easy to become overwhelmed by the sheer volume of demos, making you wonder where to even start. Some of the Game Informer staff have been checking out demos for days, and have curated a list of recommendations to get you started so you don't miss one that's making noise or a hidden gem that deserves more attention. We'll be updating this list with new entries throughout Next Fest, so be sure to check back reguarly for new recommendations!
Edge of Memories
After the success of last year's Clair Obscur: Expedition 33, many players are likely paying increased attention to studios around the world who may be borrowing Japanese RPG ideas and bringing them into new settings and drawing on additional inspirations. That seems to be the case for Midgar Studio's Edge of Memories. It's the second game in the studio's "Edge of" series, but this new installment seems relatively standalone. It also uses an action/RPG combat system instead of the earlier game's turn-based approach.
Players control Eline, a traveler navigating a vibrantly colored fantasy world that seems equally inspired by Japanese animation and the rich tradition of French animation. It's hard to get a super clear idea about storytelling from a short snippet, but the voice acting is strong, the music is gorgeous, and the setup for the fiction is intriguing; Eline is a soul whisperer who can somehow control and manipulate the Corrosion that is ravaging the world in which she lives.
The biggest draw in the demo is a look at the fast-paced combat, which leans into a mix of fast and heavy attacks, dodges, and combo-building with your companions to create an intriguing dynamic. And I only just got a taste of the robust leveling system, which sees Eline consistently acquiring new abilities across the course of her trek. There's a lot of reasons to recommend Edge of Memories after a demo playthrough, which moved the game up significantly in my list of anticipated projects over the coming months. – Matt Miller
Penguin Colony
Penguin Colony caught my eye for A) being the next game by the makers of Umarangi Generation, and B) penguins – lots and lots of penguins. After booting up the demo and being greeted with a title sequence directly ripped from The Thing, I knew I was in for something very strange. I still don't completely understand what I experienced, but there's enough intrigue in this slice to inspire a deeper look.
This bizarre adventure unfolds in Antarctica circa 1939. You control, you guessed it, a penguin. Several, in fact, as you can hop between many of them at will, from imposing Emperor Penguins to small chicks. You can do penguin things like waddle, but it's faster and more fun to belly slide down and (somehow) up hills, dive and swim underwater, or hop. Some penguins are best suited for bypassing certain obstacles, such as taking control of a chick to squeeze through tiny openings. You also have to manage a stamina meter, the amount of which is determined by the size and species of your chosen flightless ice bird.
Your initial goal is to follow the distant light of a flare shot by one of the many human expeditioners. One of these visitors cryptically narrates his unsettling experience on the continent as you collect glowing orbs revealing words such as "Colonist" and "Sex". Without spoiling too much, reaching their base camp reveals something very, very wrong is at play, both regarding the type of people who are visiting (the time period is a hint) and the discovery they've made. March of the Penguins, this is not, but if you want something captivating and weird, absolutely give Penguin Colony a shot. – Marcus Stewart
Veritas Tales: Witch of the Dark Castle
It's not uncommon to see developers go solo to work on a passion project of, but Yoshio Nishimura might have taken the most fascinating route: leaving storied studio Vanillaware to literally settle into a small mountain village in rural Japan, tend to his fields, and craft his games. His debut project, Veritas Tales: Witch of the Dark Castle, is the sort of thing I think you can only get from that kind of venture.
It's a virtual tabletop game, like a digital adaptation of a Fighting Fantasy book, where you delve into the stories of a Warrior or Mage and explore the tale that unfolds around you. Make a choice, and you flip to the corresponding page number; take damage, and a little eraser removes your current number, and a lowered amount gets penciled in. Veritas Tales is tactile and fiddly, with lots of little interactions to uncover and charming hand-crafted touches to discover. I can almost imagine myself on a summer vacation in the countryside, finding this book on a shelf, cracking it open, and getting lost in the words and art. If that was Nishimura's intent, he's accomplished it, and then some. – Eric Van Allen
Over The Hill
This charming exploration game puts players in the driver's seat of an off-road vehicle as it navigates forests, mountains, valleys, and rivers, all while charting a map, making discoveries about the countryside, and questing after what's over the next hill. Right from the start, the game touts itself as a freeform experience focused on the journey rather than clear, objective-driven play. With its relaxing audio and minimalist visual aesthetic, the game's tone reminds me a lot of what I like about the Lonely Mountains games, which focused on mountain biking and skiing.
But Over the Hill's gameplay is more focused on gradual and careful navigation of complicated terrain, using gear shifting, winches, and careful steering to make one's way past obstacles. Merchants provide a chance to customize your ride. Bridges and hidden paths open up avenues to new areas. Seemingly impassible snowy ridges or rocky slopes become surmountable with careful observation. You can also play together with friends, exploring the countryside as a team. I like a lot of what is on offer here so far – a gradual, slow-paced journey players can define at their own pace, with plenty of mystery and natural beauty on offer. – Matt Miller
Demon Bluff
We've all played Werewolf, right? Many are innocent; a few are lying; discern the truth and uncover the wolf in sheep's clothing; it's a classic schoolyard game for a reason, which has given rise to many, many virtual adaptations. How does Demon Bluff differ, then? Well, it's a single-player roguelike social deduction game that feels more like a complex logic puzzle than trying to guess which of your friends is a liar.
Different character cards will give you information, saying another is Evil or their proximity to said Evil, but one or more of them might be Evil themselves, lying to you about the results. Using the information to deduce who can be trusted and who can't becomes a stacked logic-box puzzle of if-then statements, reminding me of afternoons spent flipping through pages of tricky riddle books. I recommend playing this one with an audience and collaborating on the outcomes. Demon Bluff makes for a good head-scratcher, and I'm keen to see how it evolves past its demo offerings. – Eric Van Allen
Well Dweller
Crypt Custodian creator Kyle Thompson’s new Metroidvania is set in a fantasy kingdom where all birds have been hunted and killed for their feathers to make a demented queen’s wardrobe. You control a member of one of the last remaining bird families, who have remained hidden at the bottom of a well, and while you’re the eldest child, you’re also the least adventurous. Nonetheless, when your mother tasks you with leaving the nest to retrieve food, you have to learn how to survive quickly.
Armed with a burning matchstick, which dims as you take damage in a nice touch, you strike down evil plants and other strange foes while unlocking new traversal tools. For example, gaining a bow lets you shoot the matchstick at walls to act as a springboard to reach higher areas. Well Dweller’s level design appears to be standard Metroidvania fare, but the fantastic art direction makes it look like a dark fairy-tale book come to life. The action is fun, particularly against the demo’s sole boss fight, and it’s complemented by sharp, humorous writing. Like the fairy tales of old, Well Dweller’s world is more twisted than its whimsical presentation lets on. – Marcus Stewart
Duskfade
I know what you're thinking: "Hey, Duskfade looks like Kingdom Hearts!" Despite sharing similar design aesthetics, such as a protagonist lugging a keyblade-esque sword over his shoulder and fighting enemies resembling Heartless, developer Weird Beluga actually drew much of the game's tonal and narrative inspiration from the 2002 Disney film Treasure Planet. Hence, why protagonist Zirian sports a questionably fashionable rat tail.
What I enjoy about Duskfade is how much it feels like a throwback to PlayStation 2-era action platformers like the early Kingdom Hearts games, Jak & Daxter, and even Dark Cloud. The story sees Zirian trying to rescue his sister and partnering with a sassy mechanical bird to do so, while bashing loads of monsters with his sword and using a double-jump and air-dash to find hidden goodies and collectibles. What's offered in the Steam demo isn't particularly groundbreaking from a gameplay standpoint, but Duskfade seems like well-executed – and good-looking – comfort food that transports me back to a simpler time. – Marcus Stewart
Woodo
Woodo captures the combined coziness of filling in a good coloring book and painting an intricate diorama. This simple game involves clicking and dragging pieces of a scene into their correct spot, which can be as big as a goose's body and as small as a single leaf. Placing objects in their correct spots floods them with color and and unlocks cute little animations. Combined with its pleasant soundtrack, I'm already itching to use this game as a stress reliever after a busy day. Gradually filling in a scene also tells the tale of a fox accustomed to city life moving to the country where she befriends a frog named Ben. The cozy vibes and gorgeous art direction make me eager to bring more of these wooden dioramas to life. – Marcus Stewart
Virtue and a Sledgehammer
The first time I swung the game's titular sledgehammer at the side of a house and punched a hole so large the building partially collapsed, Virtue and a Sledgehammer had its hooks in me. On the surface, you control a very angry woman on a rampage through small towns occupied by sentient robots, using her 20lb hammer to smash everything around her. Winding up the weighty hammer swings and unleashing hell is cathartic, much like smashing objects in a Rage Room, as is bashing the shocked and angry robots (who contain the digitized memories of your former neighbors) to send them flying like bowling pins.
It wasn't long before I realized that this wanton destruction is therapeutic for the protagonist, who is hunting her older sister for reasons unknown while rebelling against her tumultuous past. I want to see where this story goes, but I'm just as enamored with Virtue and a Sledgehammer's entertaining destructibility. – Marcus Stewart
Found any hidden Steam Next Fest gems that you think others should check out? Let us know in the comments!
Grand Theft Auto VI Pre-Order Date And Cover Art Revealed

It's not a new gameplay trailer, but Rockstar Games has released a new promotional video for Grand Theft Auto VI, announcing the game's pre-order date and revealing its official cover art.
Pre-orders for the game on PlayStation 5 and Xbox Series X/S open on June 25, which is one week from today. The cover art is fashioned in the traditional Grand Theft Auto style: a collage of panels depicting the two main characters, Lucia and Jason, along with bank robber Raul Batista and music mogul/entrepreneur Boobie Ike. Because the game is set in a fictionalized Florida, it's fitting to see the center panel occupied by the state's unofficial mascot, an alligator. Check out the trailer and the full cover art below.
Grand Theft Auto VI launches on November 19. You can catch up on news about the game by watching its first trailer, its second trailer, and our previews detailing the cast and six of the major areas players will explore. In related news, Rockstar announced yesterday that the PS5 and Xbox Series X/S upgrade for Grand Theft Auto V is officially free for owners of the last-gen versions.
What Happened To Warren Spector And OtherSide’s System Shock 3?

Warren Spector was instrumental in establishing the immersive sim genre with his involvement on games like Deus Ex, Thief, and, most relevant to this story, System Shock. His current studio, OtherSide Entertainment, officially released its latest game, the single-player (or cooperative if you choose) stealth-action heist game, Thick as Thieves, in May, and reception has generally been positive. The game is only $4.99 and sits somewhere between Early Access and a complete release, offering a sample of the experience’s larger ideas.
We spoke with Spector about Thick as Thieves and his wider career in the latest issue of Game Informer magazine, the issue with Halo: Campaign Evolved on the cover. Subscribers can read the full feature with Spector here, or you can subscribe before July 1 to get that issue sent directly to you.
Though not thoroughly covered in that feature, I did talk to Spector about his and OtherSide Entertainment’s System Shock 3, which was making progress until its publisher, Starbreeze, was forced to shut the project down. Spector spent some time in academia after Epic Mickey 2's release (he was VP at developer Junction Point Studios), and his desire to return to game development led to a stint working on System Shock 3. You can read more about it in the interview excerpt below.
Warren Spector: I was going to do a startup because I stupidly like doing startups, and [OtherSide Entertainment CEO and co-founder Paul Neurath] came to me and said, “I'm doing a startup. And oh, by the way, I have the rights to System Shock.”
So I can go create a company, deal with benefits and payroll, do all of that not-fun startup stuff. Or, Paul's already done it and I get to work on System Shock 3? I'm in.
Game Informer: So what happened to your System Shock 3?
Spector: It's a very simple story. I worked on it for a couple of years. I had a team of 17 people. We were making good progress. It was very imm-simy. I had a core mechanic that I love that I got married to, to its detriment.
We had a publisher, it was Starbreeze. I guess it's okay to say that. They came along and said, “We've gone into whatever the Swedish equivalent of bankruptcy is, and we're killing all of our external projects.” So, at that point… three years in doesn't sound like much of a startup anymore, but it really is. And Paul and I looked at the bank account and said, "Uh oh.” And Tencent came along and said we want to go big with System Shock. They said they could go big with it in a way that we couldn't. They made an investment. They kept us alive. Thanks, Tencent. And at this point, if anything's ever going to happen with it, it's Tencent that's going to do it, not us.
Do you think whatever work you put into it will exist in an eventual System Shock 3?
Spector: It exists on my hard drive. Other than the trailer, which we put out before that all went away – check out the trailer. It's on YouTube – but other than that, I doubt Tencent would use any of it.
You can read our full interview with Warren Spector, which covers his career and Thick as Thieves in the Halo: Campaign Evolved issue of Game Informer magazine.
From Making Witcher 3 To The Blood Of Dawnwalker

The Blood of Dawnwalker is an ambitious RPG from brand-new studio, Rebel Wolves. But look at the roster and resumes of the Wolves, and you'll notice they hail from numerous studios - notably, CD Projekt Red, and games like The Witcher 3: Wild Hunt.
In our latest Cover Story video, we asked game director Konrad Tomaszkiewicz and lead quest designer Rafał Jankowski about their experience in making The Witcher, and how that informed their work on The Blood of Dawnwalker.