You'll never guess what the 'Random Heart Attacks' mod for Red Dead Redemption 2 does
Baboo! Are you looking for Heartopia codes? You've come to the right place. Here you'll find all the codes that we've collected for the cozy sim. Redeeming these will give you currency, resources, and extra Gold to help you settle into your new home.
There are currently no expired codes for Heartopia, so you've got lots of goodies to redeem above!
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When a code doesn't work for Heartopia it's usually because of two reasons:
Codes for Heartopia are not case-sensitive, but sometimes, a series of letters and numbers. The best way to ensure you've got a working code is to directly copy it from this article. We check all codes before we upload them, so you can guarantee they're working. Just double-check that you haven't copied over an extra space!
We regularly check and test new codes, so the best way to get more codes for Heartopia is to visit this article. But if you want to mine for codes yourself, then the Discord server for Heartopia is the best place to go.
Lauren Harper is an Associate Guides Editor. She loves a variety of games but is especially fond of puzzles, horrors, and point-and-click adventures.
Nintendo's classic Fire Emblem: Path of Radiance is now available on Switch 2, if you have a Nintendo Switch Online + Expansion Pack subscription.
Originally released in 2005, this 3D strategy role-player is one of the better games in the Fire Emblem series, and the first to feature its turn-based combat in 3D, as the series shifted onto the GameCube following various entries for Game Boy Advance and SNES.
Path of Radiance is also notable for introducing its blue-haired hero Ike, who later returned in Wii sequel Radiant Dawn, and arguably found even greater fame as part of the Super Smash Bros. series cast.
"Two races, the human beorc and the half-human laguz, share a history of strife, mistrust, and uneasy compromise," reads a Fire Emblem: Path of Radiance blurb.
"Now, sinister forces have emerged from the shadows to shatter the fragile peace, pitting the two against each other. Only the young mercenary Ike and his colorful band of soldiers-for-hire stand between Tellius and chaos."
Fire Emblem: Path of Radiance's arrival for Switch 2 was first teased during Nintendo's Switch 2 Direct last April, and it's notable that of the 11 titles shown, we're still waiting for Super Mario Sunshine, Pokémon Colosseum and Pokémon XD: Gale of Darkness.
Back in 2023, IGN listed Path of Radiance in ninth position within our 10 Best Tactics RPGs of All Time ranking. "Path of Radiance stays true to its predecessors’ core game systems, like the weapons triangle, but upgrades everything from the skills system to the flow of battles," we wrote at the time.
"Its innovations and tweaks have influenced every Fire Emblem game since then. The Battle Preparations and Base screens add important story details and character interactions, while expanded shove and rescue functions make for more strategic combat, and a smart bonus rewards system keeps battles flowing by setting turn-limits and providing specific sub goals.
"If you only know Path of Radiance because it introduced the world to Ike (of subsequent Smash Bros. fame), you’ll find a criminally underplayed strategy RPG that’s every bit as rewarding today as when it surprised GameCube owners back in 2005."
Tom Phillips is IGN's News Editor. You can reach Tom at tom_phillips@ign.com or find him on Bluesky @tomphillipseg.bsky.social
Larian’s Reddit AMA on Divinity has concluded, and with it comes a number of new details on the Baldur’s Gate 3 developer’s next game.
We’ve rounded up all the new information revealed during the Reddit AMA from the various Larian members of staff who took part.
First up, Larian CEO Swen Vincke explained how the developer itself has changed since the blockbuster launch of Baldur's Gate 3 back in 2023. "We were 411 people at the end of BG3 and have around 500 people working on Divinity now," he confirmed. "Our teams evolve in function of the games we try to make and what we think the size of the market is. We grew a lot during BG3 because we wanted to make a cinematic RPG with loads of choice and consequence but we also knew there was a market and scaled accordingly. Our growth has slowed down a bit as we have most of the team in place to make a big cinematic RPG but there are still a few things that we didn’t do before that we are doing now."
Moving on, Larian confirmed Divinity’s looting system will include handcrafted items, as Baldur’s Gate 3 did, as opposed to random and level dependent loot seen in the Divinity: Original Sin games. As you'd expect, Divinity will have mod support via modding tools, but it's unclear if they will be available for launch.
Larian confirmed Divinity will have co-op at launch, and that modders will be able to up the player count. “Yes, coop will be available for release!” technical director Bert van Semmertier said. “The amount of players playing together will be depending on the final party size. But since modding is planned for this project as well, player will be essentially free to extend this. There is no hard limit to the amount of coop players.”
However, Divinity will not support native keyboard movement controls such as WASD right out of the box, which means modders will have to do their thing again, as they did for Baldur’s Gate 3.
Meanwhile, Divinity will run on Larian’s proprietary engine, which includes “significant changes.” “For each game, we are bringing significant changes to our engine,” head of gameplay Artem Titov said. “Since Divinity Engine is fully our own creation, it makes it easier to alter it to serve a new game rather than write a new engine from scratch.”
As for new mechanics, head of design, Nick Pechenin, teased: “There was something that bothered me when I explored the starting areas of DOS1, DOS2 and BG3. It stares you right in the face if you think about it. In Divinity I can finally do the thing I wanted to do in every previous game.” Most believe this is about swimming.
As for the camera perspective, Divinity’s camera will work “very similar” to Baldur’s Gate 3’s, so expect a hybrid of top down and third-person camera.
Larian CEO Swen Vincke couldn't say when we'll see Divinity gameplay. "We'll see," he commented. "We're in full production mode now but still have truckloads of work." Larian wouldn't be drawn on the playable races and classes, either, but did say there are clues as to Divinity's races in the much-discussed announcement trailer.
Writing director Adam Smith discussed the tonal difference between Divinity and Divinity: Original Sin 2, saying: "it's more grounded and you might have picked up on some folk horror vibes in our trailer. But with games the size of DOS 2 and Divinity, there are lots of tonal variations as you move through the world and meet new characters. I hope it'll make you laugh, frighten you, shock you and delight you."
Smith also commented on Divinity's place in the overall Divinity series lore. "It's in the same continuity, but it's a standalone story," Smith said. "Long-term Divinity fans will find lots of familiar things but it's never just fanservice - it has to serve the story we're telling. The Divinity universe is full of weird and wonderful characters, and I'm really excited to be part of that legacy."
Bert van Semmertier also touched on this, saying: "Divinity is a different universe than Baldur's Gate. While you do not need to play the previous Divinity games, it would certainly improve your enjoyment if you do! You'll perhaps recognize certain characters or situations or learn to explore the large universe the was already built for Divinity!"
Nick Pechenin confirmed Divinity will not keep the magic armor system from DOS2. "There will be ways to protect your characters from harm, but you will not have to wait before you can use your fun skill on enemies," he said. "We are still cooking a system that makes sure that you have to work harder to stunlock solo bosses with."
Divinity's character customization will be "even better" than Baldur's Gate 3's, art director Alena Dubrovina said, "more colors, more options, more control!"
Vincke touched on the size and scope of Divinity compared to Baldur's Gate 3, saying: "Divinity takes everything we learned from BG3 & D:OS 2 and improves from there. In regards to BG3 - I think the main thing will be more agency and a rulesystem that was made for videogaming in addition to higher production values. Oh - and some really cool new friends to meet."
Then: "more agency, more consequences. We don't know ourselves yet how big it will be. We're still making it."
Larian will do its best to make Divinity playable on Steam Deck, given how popular Baldur's Gate 3 proved on Valve's portable game machine.
Here's a fun one: will the new engine render moving ropes correctly and will we be able to look up in to the sky?
"There is no real engine limitation to allow looking at the sky," technical director Bert van Semmertier replied. "How the camera works is entirely a design choice. Alternative camera angles are always considered. If they benefit the game, we will for sure add it. As for the ropes: you can expect substantial changes to our physics engine in the future games!"
Head of design, Nick Pechenin, said Divinity will have a brand new combat system. "We went through our original ideas for DOS1 and DOS2, looked again at how they worked out in practice, picked up some inspirations from our BG3 EA and post-release journey, consulted the star charts to see what we need to do to stay competitive - and cooked a new action economy and character progression system," he said.
"Feedback from BG3 players trying DOS2 for the first time has been especially interesting to us, seeing the two worlds colliding. We hope that both fans of BG3 and fans of DOS2 will find the new system intuitive but deep."
It sounds like Divinity may indeed come to Nintendo Switch 2, eventually. "We have just released Divinity Original Sin 2 for Switch 2! We love the platform and we will certainly consider Switch 2 for the next Divinity game," technical director Bert van Semmertier said.
As a Larian RPG, romance will of course be in Divinity. And it sounds like the developer expects lizards to get on well with each other. Vincke said he was particularly excited for players to experience a spot of lizard romance: "there's a lot [he's excited for players to experience] but we prefer to show and not tell. That said - Lizard romance seems like it's going to be popular."
And will the orcs have a special twist in Divinity? "Without saying which species are in the game, all of them have something unique," is all Vincke would say.
As for companions, Adam Smith acknowleged the common criticism that Baldur's Gate 3's party members don't have as much of a relationship between each other or talk to each other as much as party members do in some other games. This is something Larian is looking to improve for Divinity. "Yeah, the goal is to have more interactions between party members, and it won't always just be talking," he teased.
Divinity senior writer Kevin VanOrd expanded on companion relationships, noting the narrative improvements he'd like to see for the game: "firstly, to have more interaction between companions - not just with more and better banter, but to have them develop deeper relationships with each other, just as they do with players. Secondly, to ramp up player friendship and romance more subtly, so relationship building feels natural."
What about Divinity's gruesome announcement trailer? Vincke responded to one fan who said they were put off playing the game because the trailer is "so nihilistic and viscerally depressing." Is the trailer an accurate depiction of what fans should expect from the game itself?
"We're creating a dark world so you can be the light in the darkness. It's a story about hope," Vincke insisted. "But of course - we do want you to experience agency - so there’s also plenty of ways to take away that hope and be the darkness that snuffs out the light."
Adam Smith also spoke of being this "light in the darkness." "If you've seen our announcement trailer, you have an idea of how dark the world of Divinity is," he said. "We want to give players the opportunity to be the light in that darkness - an inspiration, a hero, a champion. We'll also let them leave the world even worse than they found it. We're pushing as far as we can on player agency."
As expected, Vincke addressed the generative AI controversy that emerged following Divinity's announcement. He insisted Divinity would not include any generative AI art, and confirmed it has ditched genAI tools during concept art development. However, Vincke confirmed Larian is using genAI across other areas of development.
Here's Vincke's full statement from the Reddit AMA:
"So first off - there is not going to be any GenAI art in Divinity. I know there’s been a lot of discussion about us using AI tools as part of concept art exploration. We already said this doesn’t mean the actual concept art is generated by AI but we understand it created confusion. So, to ensure there is no room for doubt, we’ve decided to refrain from using genAI tools during concept art development. That way there can be no discussion about the origin of the art.
"Having said that, we continuously try to improve the speed with which we can try things out. The more iterations we can do, the better in general the gameplay is. We think GenAI can help with this and so we’re trying things out across departments. Our hope is that it can aid us to refine ideas faster, leading to a more focused development cycle, less waste, and ultimately, a higher-quality game.
"The important bit to note is that we will not generate 'creative assets' that end up in a game without being 100% sure about the origins of the training data and the consent of those who created the data. If we use a GenAI model to create in-game assets, then it’ll be trained on data we own."
Machine Learning Director Gabriel Bosque expanded on this last point in a bit more detail:
"This is all new technology, so I totally understand why it’s difficult to see where the positive uses are. We believe Machine Learning is a powerful tool to accelerate and make game development more efficient and streamlined. This means that our creatives have more time doing the work that makes their jobs more rewarding and the game a richer experience.
"The important bit to note is that we do not generate 'creative assets' that end up in a game without being 100% sure about the origins of the training data and the consent of those who created the data.
"With over 100,000 voice lines scheduled to be in the game, recorded by hundreds of actors, and even hundred thousands more to be recorded that will not end up in the game, there are useful tools for us to reduce the ‘mechanical legwork’ and free up time for teams that would be bogged down doing tasks that kept them away from what they really want to be doing. Additionally, our ML R&D team monitors and experiments with anything that is state of the art and that might influence game development pipelines of the future. This is important to us because we make our own engine.
"But we draw lines in the sand too. We explicitly committed in our actor agreements to not using the recordings to train or build AI voice modelers, because we are aware of how sensitive it can be to artificially generate an actor’s voice. Even if an actor were willing to agree to this if we'd compensate them, we don’t currently feel comfortable with including an AI-generated voice in our games."
Writing director Adam Smith confirmed this stance on generative AI applies to writing, too. "We don't have any text generation touching our dialogues, journal entries or other writing in Divinity," he said.
"We had a limited group experimenting with tools to generate text, but the results hit a 3/10 at best and those tools are for research purposes, not for use in Divinity. Even my worst first drafts - and there are a LOT of them - are at least a 4/10 (although Swen might disagree :p), and the amount of iteration required to get even individual lines to the quality we want is enormous. From the initial stub to the line we record and ship, there are a great many eyes and hands involved in getting a dialogue right."
So what areas do Larian use genAI on and what does it mean by a "creative asset"? "There is currently one example of ML generated assets that end up in the game and that is within our cinematics and animation pipeline," Bosque explained. "In this pipeline we try to capture the actor's performances as best as we can, so we use ML models to clean, retarget and even add motion when it's not motion captured. These models are trained exclusively with Larian data."
Wesley is Director, News at IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
Call of Duty: Black Ops 7 launched last year to become the best-selling game of November in the U.S. by dollar sales. That's a pretty good showing, right?
If you're still looking to pick up the new game, it's down to $35 at Amazon and Best Buy for one day only. That's 50% off the game, only a couple of months after release, on PS5, PS4, and Xbox consoles.
You'll need to act fast if you're looking to pick it up, however, as the deal will expire by the end of the day on January 9, 2026.
So what's up, and why is one of the best-selling games of the year already so heavily discounted? Well, it doesn't take a genius to realize that Black Ops 7 doesn't seem to be doing as well as last year's Black Ops 6.
That's reflected in everything from the critical review scores to fan response to European sales figures, and even Activision's own admissions.
Normally, the newest Call of Duty topping the yearly charts is basically a given. This year, though, the surprise is that Battlefield 6 looks set to claim the top spot in the U.S. instead.
That is not entirely unprecedented. In 2023, Hogwarts Legacy outsold Modern Warfare 3, and it managed that without MW3 launching into Game Pass.
Still, Call of Duty bounced straight back in 2024, and before that only Rockstar heavyweights like GTA 5 and Red Dead Redemption 2 had managed to knock it off the annual top spot, stretching all the way back to Rock Band in 2008.
Viewed in that context, it is hardly shocking that Activision is reportedly rethinking how it plans and releases Call of Duty year to year, or that it is already leaning on aggressive discounts not long after one of its biggest games hit shelves.
Robert Anderson is Senior Commerce Editor and IGN's resident deals expert on games, collectibles, trading card games, and more. You can follow him @robertliam21 on Twitter/X or Bluesky.
Magic: The Gathering had some great sets in 2025, but it also showed Wizards of the Coast perhaps straying a little too far from what makes the long-running card game special.
That’s not to say Universes Beyond was a total bust. Final Fantasy brought in record-breaking numbers of players, and Avatar: The Last Airbender was a return to some semblance of form after the disappointment of Spider-Man.
Still, cardboard waits for no Planeswalker, and there are more sets in 2026 - seven, in total. That’s before we even get into the myriad of Secret Lair drops, and perhaps most worryingly, four of those sets are Universes Beyond.
Will they end up being closer to Final Fantasy or Spider-Man? And will the in-universe sets live up to the high bar set by Tarkir: Dragonstorm or Edge of Eternities? Here’s everything coming to Magic: The Gathering in 2026.
If you’ve been yearning for a return to Lorwyn, the first set of 2026 is here to get things started. The set is a Universes Within to kick off the year, and marks the debut of the Draft Night Box.
You can preorder it now, and it’ll see the return of Commander Decks for the first time since 2025’s Edge of Eternities with two options: A five-color, or a Jund option.
Wizards of the Coast revealed Teenage Mutant Ninja Turtles at Comic-Con New York, with Universes Beyond going back to The Big Apple for the second time in a few months.
Still, expect colorful new art of the Heroes in a Half Shell, their assorted rogues gallery, and the debut of a Turtle Team Up co-op game mode.
We've got a full rundown of the product lineup, so be sure to check out the preorder guide, including a five-color Commander deck that stars all four Turtles.
We still don’t know a great deal about our return to Strixhaven, but it is getting its own tie-in novel.
This Plane has been fertile ground for fun card designs and characters in the past, so here’s hoping for something good when it arrives in April.
Spider-Man arrived in 2025, and now more Marvel heroes are coming to MTG, too.
We’ve already seen cards for Iron Man, Black Panther, Fantastic Four, and more, and the set will lean on comic book versions of the Marvel universe’s characters. Will it be better than the underwhelming Spider-Man set, though? We’re at least hoping the increased roster of heroes and (hopefully) villains will make this more exciting.
We’re expecting a Mentor/Sidekick theme, and for this one to be a popular entry point for new players. It might even be a good choice for a Beginner Box.
We’re going back to Middle-earth! Universes Beyond: Lord of the Rings was a colossal win for Magic: The Gathering, and the fact its fantasy theming fit so well with the card game means it feels a lot less jarring than other crossovers.
The only information we have so far is the following:
“Join Bilbo’s adventure of a lifetime with Dwarves to befriend, Trolls to trick, Elves to outwit, and songs to sing. There's gold or dragon’s fire at the end, so enjoy the journey!”
Give us some Five Armies Commander Decks, please, or at least a Smaug card that isn’t just a Token creature.
The last in-universe set of 2026 is Reality Fracture, and it’ll feature callbacks to Tarkir: Dragonstorm and Outlaws of Thunder Junction.
The team has suggested it has a theme players have wanted for a long time, but that’s all we know so far.
If you felt Wizards had got the sci-fi out of their system with the (excellent) Edge of Eternities, think again.
November 2026 will see the arrival of a Star Trek set to celebrate that franchise’s 60th Anniversary, and it’ll incorporate everything from the original series to Strange New Worlds. It even got a trailer.
It’s also good idea to take stock of 2025’s sets, because it was definitely a year that divided opinion.
That’s seven sets in total, with three of those being Universes Beyond collaborations with the likes of Square Enix, Marvel, and Nickelodeon. And, from looking at the 2026 schedule, it looks as though Wizards is looking to stick to that ratio.
Lloyd Coombes is an experienced freelancer in tech, gaming and fitness seen at Polygon, Eurogamer, Macworld, TechRadar and many more. He's a big fan of Magic: The Gathering and other collectible card games, much to his wife's dismay.
Before it became a movie that launched Christian Bale into stardom, American Psycho was a critically acclaimed, darkly comedic novel about the poisonous power of the American Dream. That classic Bret Easton Ellis book is now the latest to join The Folio Society's ever-growing lineup of illustrated hardcover editions.
IGN can exclusively debut a new preview of The Folio Society's American Psycho set, featuring new looks at the box design, endpapers, frontispiece, and replica business card. Check it all out in the slideshow gallery below:
This edition of American Psycho is a 512-page hardcover limited to just 750 copies worldwide. The book features illustrations by artist David Hughes, including the box cover, frontispiece, endpapers, and 10 interior illustrations.
And, as mentioned, this set comes with a replica of Patrick Bateman's business card, hearkening back to the iconic scene from the book and 2000 film adaptation.
“We at Folio have had great success with modern cult novels, and they hardly come more culty than this,” said James Rose, Head of Editorial at Folio, in a statement. “One of the most controversial and talked-about novels of all time, American Psycho has become more prophetic than ever as it charts the rise of narcissistic sociopaths in 1980s Wall Street—the sort of people that we're now seeing going to the top of US politics. Artist David Hughes is brave enough to tackle some of the more ghastly scenes, but always with a tongue-in-cheek sense of humour and a keen eye on the novel's satire. By marrying Bret Easton Ellis' divisive and dangerous text with David Hughes' funny and disturbing illustrations, this will be the perfect edition of the iconic and brilliant satire.”
The Folio Soicety's American Psycho is priced at £450 / US $640. The book will be available for preorder on The Folio Society website beginning on February 3.
Also on the American Psycho front, director Luca Guadagnino is overseeing a film reboot, with Austin Butler among those eyed to star as investment banker/serial killer Patrick Bateman. Despite previous reports, the film won't be gender-swapping Bateman.
Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on BlueSky.