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Running With Scissors Reveals, Then Cancels, New Postal Game After Accusations of Generative AI Use

The studio behind the Postal franchise just announced that it will be publishing a brand new Postal game, to be developed by Goonswarm Games. Unfortunately, it even more recently announced it would be cancelling said game, due to accusations that Goonswarm had used generative AI in its development.

The game, entitled Postal: Bullet Paradise, was announced earlier this week on Wednesday with a reveal trailer and press release. It purports to be a "timeline-hopping, dystopian bullet heavne first-person shooter" set in the Postal universe, where players can select from 11 unlockable Postal Dudes from different timelines and, well, shoot people.

However, not long after the trailer debuted, Postal fans began pointing out that the game had a lot of hallmarks of assets made with generative AI. When we went to embed the trailer into this article for you to watch, our access to the video file had been cut off and the official version had been removed from YouTube. You can still watch it through the Steam page here and judge for yourself.

Checking in on the Postal subreddit, you can see some of the feedback. Fan spoint out that the pixel sprites' mouths "don't make sense", and elements such as shading and pixel placement are off somehow. They also point out that Goonswarm has almost certainly used generative AI in its games before (a close watch of this trailer has a number of pretty obvious indicators), making it likely it would do so again:

When accusations initially began flying, both Goonswarm and Running With Scissors denied the use of generative AI. As Goonswarm told PCGamesN in a statement:

No generative AI was used for the reveal trailer or for the game. All assets were created by our human artists using standard tools. We've already shared layered PSDs, work-in-progress files, and other materials to confirm this. Any mistakes or rough spots in those files are being misinterpreted as 'proof' of AI, but they simply reflect the normal, human art-creation process

Meanwhile, while Running With Scissors initially promised to investigate further, studio co-owner Mike Jeret angered the Postal audience further by not just vehemently denying there was generative AI in the game, but also using fairly strong language toward the accusers, referring to them as "ignorant assholes" and telling anyone who thought the game used generative AI to "excuse yourself from our Discord."

But finally, today, the publisher has taken a definitive stance. Running With Scissors announced it would be canceling the game entirely, saying that the audience feedback had caused "extreme damage to our brand and our company reputation" and that it no longer trusted the development team.

Here's Running With Scissors' statement in full:

After revealing Postal: Bullet Paradise, a title Running With Scissors was planning on publishing but not developing, we've been overwhelmed with negative responses from our concerned Postal Community. The strong feedback from them is that elements of the game are very likely AI-generated and thus has caused extreme damage to our brand and our company reputation.
We’ve always been, and will always be, transparent with our community. Our trust in the development team is broken; therefore, we've killed the project. We have a lot of good things coming (some you know and some you don’t).
Since forming Running With Scissors in 1996, we’ve always said that our fans are part of the team. Our priority is to always do right by the millions who support the Postal franchise. We are grateful for the opportunity to make the games we want to play, and will continue to focus on our new projects and updates coming in 2026 and beyond. We can’t wait to share more!

Fan feedback in response to this seems generally positive, with a number of people suggesting they were excited about the premise of the game and hoped it could be passed on to a different developer. Some are still hoping for an apology from Jeret for his language toward the community, but that has not yet manifested. IGN has also reached out to Goonswarm for an updated statement.

This is far from the first time the Postal games, which are essentially about various guys committing mass shootings, have been embroiled in controversy. The last mainline game, Postal 4: NoRegerts, released in 2022 to a rare 2/10 from us. Our reviewer said that "the comedy is lazy and embarrassing, the combat is messy and painfully unsatisfying, and it runs so poorly on high-end hardware that it can scarcely be enjoyed at all even by those just hoping for some campy shock humor." Running With Scissors has also released multiple spinoffs in recent years, such as 2022's Postal: Brain Damaged by CreativeForge Games and a 2023 April Fool's joke in POOSTALL Royale.

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

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World of Warcraft's Housing Feature Is Now Live, and Horde Players Are Desperately Trying to Reinvent Their Spiky Huts

World of Warcraft's housing feature launched this week for everyone who purchased the upcoming Midnight expansion early. Though the feature is still in its early stages, players (including yours truly) are already losing hours upon hours creating elaborate homes with the decor available. But Horde players in particular are really struggling to contend with one major issue: their house exteriors are ugly.

Okay, that's a little mean. If you play an orc, or are into the orc aesthetics of spikes, flames, haphazard metal plates, and slapdash wooden boards nailed on, the Horde exteriors are fine. The issue is that a lot of the Horde - namely, everyone who doesn't play an orc - generally prefers a less...grungey aesthetic. Alliance players also only get one exterior housing option, but their homes are fairly standard, inoffensive cottages that most people will find tolerable at worst.

Unfortunately for anyone unhappy with what's on offer, until Midnight fully launches, this is it. You can customize your exterior in various ways by changing up roof colors and chimney styles, but it's all in your faction's default aesthetic. Blizzard has promised that Night Elf and Blood Elf exteriors will arrive on Midnight's release, with more options planned for later on. But for now you're stuck with either a cottage or a spike shack one way or another.

Some players, like myself, are just trying to make the best of it with outdoor decorations. Here's my modest hut. You'd never know that inside is a cozy Shaman retreat, complete with a small magical library, a snug kitchen, and a stone altar dedicated in honor of the elements.

But a lot of players are getting far, far more creative in their attempts to subvert the shabby exterior design. You see, Blizzard's decoration tools are very, very precise if you want them to be, and can ignore collision if you want them to. Which has led to Horde players trying to mask the orc-ness of their huts by covering them with...well, all sorts of other things.

For instance, this person turned their house into a nice cave:

This person took a crack at a more Blood Elf-looking style:

This person made something simple yet effective:

Posts from the wow
community on Reddit

I think this one is pretty cool:

Unfortunately, in doing this, one issue players are running up against is that there is a limit to how much decor you can put outside, and many of the objects people are using to cover up the orc turrets use up a significant portion of that limit. As a result, if you want to cover your house in rocks, you can't do much else with your yard. It seems like everyone is begging Blizzard to raise the exterior decor cap, an issue they told us they're well aware of and working on.

Realistically, this is not a massive issue at the moment: we knew going in that this was effectively an early access feature and some functionality would be limited. More than anything, it's funny to see the lengths players will go to in order to get creative with the tools they have available to them. Just imagine what they'll be capable of once they don't have to waste all their outdoor decor space on big wooden platforms.

World of Warcraft: Midnight launches on March 2, 2026. If you want to get your hands on housing before then, you've got to pre-order the expansion - any version of it will do. We recently spoke with Jesse Kurlancheek, housing lead and principal game designer, and Joanna Giannullis, senior UX designer, about the housing feature, including how its gone in the beta so far, and what to expect in Midnight.

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

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Splitgate 2 Relaunches This Month as Splitgate: Arena Reloaded

Today, 1047 Games revealed that Splitgate 2 is relaunching as Splitgate: Arena Reloaded on December 17, 2025. It will be available as a free-to-play game across PC, Xbox, and PlayStation.

This comes following the launch and "unlaunch" of Splitgate 2 earlier this year. Splitgate 2 released in June to middling reviews, controversy, and a rapid drop-off of players as criticism of the game grew. In response, 1047 "unlaunched" Splitgate 2, announcing in July it would temporarily wind down support for it while the team worked on a new version of the game with "big, sweeping changes."

We spoke to CEO Ian Proulx at the time. During our conversation, he explained that Splitgate 2 as it was at launch was "not a finished product yet," and that fans were clamoring for a game that was closer to Splitgate 1. At the time, he assured the team would be focused on updating the game in accordance with player feedback, including adding "basic features" like a leaderboard and better progression, more portal walls, and adjustments to game modes.

Proulx also said he wanted to make the season pass and monetization in general less confusing while keeping the game free-to-play. At the time, Proulx projected the update would take place in early 2026, so this December release is sooner than expected.

So what, then, is Splitgate: Arena Reloaded? According to a press release, it "reimagines everything from core combat to UI." Here's an overview provided by 1047 of the major updates:

  • Removed Factions, Abilities, and select equipment to refocus on classic arena combat
  • Rebuilt progression from the ground up and overhauled the Ranked system
  • Introduced 5 new, and 6 fully-reworked maps, 3 new Primary Weapons and 1 new Power Weapon: the Railgun
  • New Arena modes, playlist selection, and a true Classic Arena mode with even starts and powerups
  • Reduced store prices, simplified the Battle Pass, and improved overall cosmetic quality

An accompanying video featuring former Rocket League game director and current 1047 design director Josh Watson also notes that Arena Reloaded includes the addition of player stats, leaderboards, and a career system.

We initially gave Splitgate 2 at launch a 7/10, calling it "a decent successor to the original that expands on it, but never really surpasses it."

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

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A 'Box That Looks Like the OUYA and Kinect Had a Kid' Outsold the PS5 in the US the Week Before Thanksgiving

The holiday season is a time where we typically expect to see a serious surge in video game and console sales, for fairly obvious reasons. Normally, that means lots of PlayStations, Switches, and Xboxes are going home in people's shopping carts. But recently, there's another gaming system that's giving the other console offerings a run for their sales. Have you heard of...the NEX Playground?

If you're not a parent, chances are, you haven't. The NEX Playground has actually been out for a while, having launched in 2023. Described as a successor to (of all things) the Kinect, this cube-shaped box uses AI-powered motion tracking to allow users to play motion-controlled games, generally geared toward kids. It comes bundled with five games (Fruit Ninja, Starri, Party Fowl, Whac-a-Mole, and Go Keeper), and you can get more by subscribing to "Play Pass", which costs $89 per year or $49 for three months.

The NEX Playground was already a pretty hot gift for kids last holiday. It's simple to use - literally plug in and play - and doesn't require families to have any existing knowledge of video games or consoles or the tech associated with them. And it seems after a year of new game releases based on popular IPs, it may be even bigger this year. Through the Play Pass, you can now get access to games such as Bluey Bust-a-Move, How to Train Your Dragon Riders of the Skies, Peppa Pig Jump & Giggle, multiple Sesame Street games, Teenage Mutant Ninja Turtles Rooftop Mayhem, and more. Though mostly focused on children's games, there are also games like Zumba Fitness Party, Mingle (a match and merge puzzle game), and a few others that might also appeal to adults. All motion controlled.

That possibly explains why it's already selling so well, even before Black Friday week. According to Circana analyst Mat Piscatella on Bluesky, the NEX Playground was the second best-selling hardware in the US for the week ending November 22, trailing only the Nintendo Switch 2 Mario Kart World bundle, and beating the PS5 Slim in third place. As Piscatella put it, "Anyways, a box that looks like the OUYA and Kinect had a kid has 82% 5 star reviews at Target, and a 4.7 overall rating with 2.5k reviews on Amazon."

Speaking to IGN over direct message, Piscatella elaborated just how well the NEX was doing.

"NEX US unit sales are up 3,384% compared to last year for the YTD period ending Nov 22nd, 2025," he said. "It's the leading product for the year in the Plug-N-Play hardware segment (which also includes products like the My Arcade Gamestation Pro Atari, Game & Watch, and back in the day included things like the NES Classic and Sega Genesis Mini...) but ranks 5th overall on a platform basis in YTD [year-to-date] units (behind Switch 2, PS5, XBS and Switch). Sales of NEX have picked up steam over the past say 5 weeks or so, thanks to (what looks like) increased distribution at retailers like Target, some additional marketing programs and people tell me TikTok."

Piscatella went on to tell me that this is the first time he's seen a plug-and-play device like this get close to this sort of ranking. He suggested the NES Classic might have been a noteworthy seller, but doesn't have weekly data going back that far. But he also clarified that he doesn't think this means the NEX will overtake any of the console giants in annual sales - he expects it to remain at the same rank (5th) through the end of the year. So unfortunately we won't have any weird plug-and-play upsets in Circana's annual report. But you'll still probably see a lot of these around when you're doing your holiday shopping in the coming weeks.

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

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Horses, the Upsetting Horror Game Previously Banned on Steam, Gets Last Minute Ban From Epic Games Store Too

Last week, we reported that disturbing horror game Horses had been banned from Steam, with developer Santa Ragione claiming that Valve refused to provide a clear reason for the ban or discuss it further with the studio. Now, at the last possible minute before the game was set to release widely across other PC store fronts, Epic Games Store has also banned Horses.

This news was shared with us by Santa Ragione, who passed on a press release stating that Epic informed them 24 hours before the game's release that it would not be distributing Horses, despite the studio's build being approved for release weeks earlier. Per the developer, no specifics on what content was at issue were provided, "only broad and demonstrably incorrect claims that it violated their content guidelines." The studio has shared the text of the email sent to them from Epic banning the game, which an Epic Games Store representative has confirmed is accurate. It is as follows:

We are unable to distribute Horses on the Epic Games Store because our review found violations of the Epic Games Store Content Guidelines, specifically the ‘Inappropriate Content’ and ‘Hateful or Abusive Content’ policies. The ‘Inappropriate Content’ policy prohibits content which “contains explicit or frequent depictions of sexual behavior or not appropriately labeled, rated, or age-gated.” The ‘Hateful or Abusive Content’ policy prohibits content that promotes abuse and animal abuse. This content is prohibited by our Guidelines and cannot be distributed on the Epic Games Store. Additionally, when we [Epic] filled out the IARC Questionnaire based on the content that we reviewed, it received an Adult Only (AO) rating. Products with AO ratings cannot be distributed on the Epic Games Store (the only exception is for products in cases where an AO rating was applied solely due to the usage of blockchain or NFT technology). You have some options on how to move forward: 1. You can make updates to your product to ensure compliance and resubmit it for review. 2. If you believe we made a mistake, you also have the ability to appeal this decision. You can appeal by replying to this email or creating a private discussion on our Developer Support site. Select "Epic Games Store" as the topic. 3. You cannot change the title or content to repurpose it for another game. If you choose not to move forward, we'll refund your submission fee for this product.

When Santa Ragione appealed, the studio says it was denied 12 hours later "without further explanation." Notably, the studio has also stated on social media that its own IARC Questionnaire submission came back with an "M" for "Mature" rating rather than "AO". It is unclear what caused the discrepancy.

As Santa Ragione explains the situation:

Epic's decision comes after the overwhelming support Santa Ragione received last week upon the disclosure of Steam's ban, including the public announcement by Epic's and Steam's competitor GOG that they would promote and support the game. We do not know what triggered Epic's sudden decision. Following the announcement of Steam's ban, Horses became highly visible online, with strong support and a small but vocal opposition. It is difficult not to wonder whether this visibility played a greater role in Epic's choice than any newly discovered issue with the game itself.

IGN asked Epic Games for comment, and received the following statement from communications director Jake Jones: "We set clear guidelines for the content that can be distributed on the Epic Games Store and found violations of those guidelines during our extensive review."

At the time of this article's publication, Horses is still listed as "Coming Soon" on the Epic Games Store.

Horses was previously revealed several years ago, and has made appearances in showcases like The Indie Horror Showcase and Day of the Devs. It's gained some attention for its deeply unsettling premise: a young man travels to a remote horse farm to work for several weeks over the summer, only to find the farmer's "horses" are actually enslaved, naked humans with horse masks affixed to their heads. Horses, says Santa Ragione, is meant to be upsetting: it's at least partly a commentary on what sorts of morally horrifying things people will accept or even participate in without pushback, a subject we found was executed artfully, if upsettingly, in our 7/10 review of the game.

And yet, the game has been banned from now both Steam and Epic. Last week, we reported that developer Santa Ragione said it was rejected from Steam after the team submitted an unfinished but playable build of the game in order to create a store page, an unusual request that Valve said was necessary. Valve then rejected Horses, generally citing its Steam Onboarding Documentation, as well as the sentence, "Regardless of a developer’s intentions with their product, we will not distribute content that appears, in our judgment, to depict sexual conduct involving a minor."

Santa Ragione has since guessed this was in relation to a scene in the game at the time that depicted a fully clothed child "riding" one of the horses on their shoulders. However, the studio says it has since changed that scene to involve an adult instead of a child, and that all characters in the game are clearly adults in their 20s and up, a fact that has remained true in the final version of the game that IGN reviewed, ironically, on the Epic Games Store. Santa Ragione says it was not given the opportunity to resubmit a build to be reconsidered by Valve, and remains unsure if this scene was even what triggered the ban in the first place. The studio claims that without being able to reach Steam's much larger audience, it is likely it will have to shut down following the launch of Horses.

In response, Valve issued a statement claiming it "gave the developer feedback about why we couldn’t ship the game on Steam, consistent with our onboarding rules and guidelines" and that its internal content review team discussed a re-review "extensively" but decided against it.

Horses is now available on itch.io, GOG (which publicly expressed support for the game last week), and Humble (which Santa Ragione says confirmed to the studio it would be available).

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

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Cyberpunk 2077's Revamped Police Chase System Was Inspired by Pac-Man

One of the hallmarks of Cyberpunk 2077, particularly after its Phantom Liberty update, is its dynamic police chases. In these, a player committing crimes might find themselves quick surrounded by cops and, a few crimes later, the extra spicy MaxTac. But what you might not have caught onto is that when trying to avoid this massive swarm of cops, you're essentially playing a really, really sophisticated version of a very, very old arcade game: Pac-Man.

At the Game Industry Conference in Poznań, Wielkopolska, I attended a talk by CD Projekt senior AI programmer Maciej Celmer entitled "Heat, MaxTac, and Blockades: Police System, in Cyberpunk 2077 and more." In the talk, Celmer went into a lot of interesting detail about how exactly Cyberpunk 2077's police chase system was revamped following criticism from players that at launch, the system was way too forgiving and unengaging.

The new system, implemented in 2023, was far more dynamic and popular with players. And according to Celmer, it had an unusual inspiration: Pac-Man.

"Remember the game of Pac-Man, and the fact that every ghost had a different approach on how to catch the player?" Celmer said during his talk. "We did a similar thing in our car chases. For instance, one of them can try to reach the player on the shortest possible path, while the other can try to flank him or intercept on the intersection. There are seven different strategies that we applied to our cars with that part of the chase."

We reached out to CD Projekt following the talk to get a little more detail on what Celmer meant. Over email, he confirmed that Pac-Man was one of "many" inspirations for the police chase update, "especially for the designers who came up with the idea. We wanted to surround the player with chasing vehicles but, at the same time, always try to leave at least one 'road to freedom' — basically, a way to escape. However, the situation in Night City, especially during a chase, can be very dynamic, so 'try' is definitely the right word here."

Celmer broke down the aforementioned seven "strategies" that police cars would take in a chase for us too. Each strategy combined a mix of logic for where the vehicle would spawn with its behavior after spawning, and which strategy was used was dependent on the heat level, the state of the police system (relaxed, alerted, or combat) and other factors. From there, cars could also perform different maneuvers depending on the situation, such as ramming, shooting, blocking, overtaking, or aligning with the chased car. The seven strategies were, in Celmer's words:

  • Drive towards the player — Move directly toward the player in a straight line. Used in the Alerted state.
  • Drive away from the player — Move directly away from the player. Used in the Alerted state.
  • Patrol the quadrant — Patrol the area around the player.
  • Intersection trap — Try to flank the player at the next intersection.
  • Get to the player from anywhere — The aggressive one.
  • Search for the player — Perform an initial search around the crime scene. Used in the Alerted state.
  • Search from anywhere — A fallback strategy used when we can’t find a suitable spawn point for strategy 6, so the car simply spawns anywhere and begins searching for the player.

The result was, if you look at Cyberpunk 2077's roads from the top down, something like a game of Pac-Man where the ghosts are the police cars chasing the player. In Pac-Man, each ghost has its own strategy it will typically perform, such as Pinky trying to ambush the player or Blinky chasing him directly. "We simply wanted to do something a bit different from other games with similar systems," Celmer said. "The combination of a classic game AI design inspired by Pac-Man seemed like a great fit for implementing police chases in Cyberpunk 2077."

Cyberpunk 2077's turnaround is one of the most dramatic in video game history. After its disastrous launch in December 2020, CD Projekt continued to update the game, and now, as it nears its fifth birthday, it's sitting on an incredible 35 million copies sold. Indeed, Cyberpunk 2077 is currently CD Projekt's main source of revenue.

In a recent financial briefing, CD Projekt said it was “laying the foundations” for Cyberpunk 2, outlining plans to scale up its development teams in Boston, Warsaw, and Vancouver and through to the end of 2027. 135 people were working on Cyberpunk 2 as of October 31, 2025, up from 116 at the end of July.

At GIC Poland, I also chatted with the director of Valor Mortis about difficulty options in Soulslike games and whether Valor Mortis should count as a Soulslike. I also went hands-on with the dog secret agent game Barkour.

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

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We Asked World of Warcraft's Housing Team About Couples Housing, More Neighborhoods, Hidden Secrets, Decorating Contests, and More

I've been annoyingly busy lately, and haven't had as much time as I would have liked to dive into World of Warcraft's housing feature, which is now live in the World of Warcraft: Midnight beta. So even though I've now had multiple tours of its features and possibilities at this point, I was blown away when I poked my head into the community and saw this:

And this:

And, holy smokes, this:

Come on. There's no way we're going to be able to make that! Well, okay, maybe no way I, a deeply mediocre interior decorator, will be able to make that.

Nevertheless, early testing for housing in WoW is proving to be quite the success. In fact, amid a lot of controversy around both add-on removal and transmog, it's nice that there's one new feature everyone's just sort of unanimously positive about.

Still, there are still plenty of questions still up in the air about how housing will work once it gets into the full game, and what its long-term future is going to be. I sat down with Jesse Kurlancheek, housing lead and principal game designer, and Joanna Giannullis, senior UX designer, to pepper them with questions specifically about housing: how will it work, what features can we expect down the line, and what the future holds. Here's our full interview below, which has been lightly edited for length and clarity:

IGN: So in the past we've sometimes seen Blizzard introduce new features and then drop them at the end of the expansion, like Pandaria's Farms, and the Garrisons in Warlordsof Draenor. Can we be reassured that housing is going to continue to be supported with new content and added to with each new expansion?

Jesse Kurlancheek: I will reassure you as much as possible that that is the case. We have a short-term, medium-term, long-term list of features and content that we want to add. We talk about what are we doing in 12.0 and 12.1 and 12.2 and beyond pretty regularly. One of the things that's most exciting about housing is that, if I ask you, "Hey, what are the three things you want most from housing?" Just rattle off, and I ask Jo[anna Giannullis] and I ask Aramis [the PR representative on the call] and I ask 10 players, I will get a dozen different answers ranging the gamut, but chances are 90, 95% of those things totally make sense in housing. It's such a wide, open field that you can't really say no to a lot of stuff, and because of that, it's really exciting to add all of these things. And you can see a through line as we talk about stuff, we want players to have this area to express themselves, to be creative, to build sort of what they want, their ideal home in Azeroth.

But then we also say, "But we want you to be amongst other players. We want you to be with your friends or Guildies. We want to give you a space that is not just yours but is ours." And then from there, where do people get excited? What sort of sparks your joy? What lights your eyes up? What do players do on day one, on month one that they want to keep doing, that they want to build on? So, we have our roadmap. We have the things that we think are really exciting. We have the things that we know players want. We know that, yeah, you want more content, you want more decor, you want more of this culture or that culture or this expansion stuff or that expansion stuff. You want to be able to have access to these types of features and we want more customization.

We want better quality of life. We want to be able to do things together that we can't right now. But then, we have things that you don't necessarily think about. When you say, oh, when we announced neighborhoods back in the spring, you'd see people sort of be like, "Oh, now that we have this sort of collaborative space, what does that mean for us?" And watching people have conversations about the what ifs with housing is very gratifying. Hopefully, that very long-winded answer reassures you that we're thinking about things as not just a single feature release, that this is a very long-running thing.

You were talking about having a space for people to hang out in. So, I log in and I go do dungeons or whatever it is I do and I play, but there's also sort of a home base that I tend to hang out in. And generally in the history of WoW, that's always been a capital city, because there's an auction house and a bank, and a bunch of other people there. And I'm wondering how you're thinking about the tension between, do I want to hang out in my house where there's no bank and no auction house, or do I want to hang out in a capital city? But if I don't hang out in a capital city, is the capital city going to be empty? How are you kind of thinking about that?

Joanna Giannullis: I think we are expecting players to sort of settle into different types. We made sure that a lot of things that you go to the capital city for, that's still where you have to go to do that. You got to go and visit your professions trainers, do your crafting orders, visit the bank, the auction house. A lot of those things are still going to be central in the city. You may still want to go there so you can see the Brutosaur parades or whatnot. There's still going to be a lot there for you. But we also wanted the neighbors to be a space where you could be more social with your friends and your Guildies because that's a little bit harder to do in those hub cities. So, we're hoping that there's a nice balance. We're also not making you choose where to put your Hearthstone, we're going to give you a hearth to your actual home so you'll be able to quickly go to either location to do the things that you need to do while you're waiting for raid or what have you.

Is there any thought to making there be practical benefits to being in the house though? I know you probably don't want to put a bank there because then everyone would just sit in there all the time, but I wonder if there's anything else? I saw this thing where tourist NPCs were coming by and taking pictures, which is really cute. I don't know, could NPCs come visit? Could there be a reason to just sit there and hang out that's practical and gameplay oriented?

Giannullis: Right now, we do have cooking stations in your house. There are a couple small things and I'm sure there's things that will happen in the future, but there are some things that you might find more enjoyable to just do in your home or your plot or your neighborhood, and there's a lot of reasons to keep returning to your neighborhood. We've got endeavors coming up with the launch Midnight and that's something that you're going to be participating in, but then those are also going to send you back out into the world. So, there should be a lot of give and take there.

Kurlancheek: We do a fairly hard line on sort of the player power aspect of stuff not coming into housing. You should never feel that, "I have to go engage in a housing loop because if I don't, I can't attune to a raid, or I won't have a 3% DPS boost or whatever." So, that sort of practical stuff is really not on the table. What you mentioned about NPCs coming by and doing cutesy, neighborly, things like that, I think is very much a part of housing. Feeling like this little part of the world that is yours and your friends is alive is important. Seeing the NPCs put the little umbrellas up when it starts raining, seeing them sort of queue up for the shops and things like that really just gives a life and a vibrancy to this place. But it's not practical, right? It's all just vibes, man.

Is there any thought to eventually doing something where two people could have possession of a house together or you could give other people permission to decorate your house? I feel like there's a budding scene of potential interior decorator professions that could spring up around this.

Kurlancheek: Yeah, one comes up a lot is, "I'm not especially creative or I'm not great with a tool set. Can my friend come over and sort of deck out my apartment or deck out my house?" Yeah, it's certainly on our radar.

Was there anything that you had to leave on the cutting room floor for this initial launch that you really wish you could have gotten in? And are you willing to say what it is?

Giannullis: So much. So much. I mean, one of the things that's known is we were able to get the outdoor rooms in for the testing, but those won't be available to players until we actually launch Midnight, just due to some technical reasons, but we were really excited to get them out. We're glad we got them out early so players could give feedback and test them and see what they like about him. But there's some things like that.

Kurlancheek: There's exterior lighting we had to disable during alpha or beta, I can't remember what, just because of the performance impacts. If everybody in your sight line put 100 lights on their lawn, that was going to cause a problem. So, we had to disable those. We're going to fix it up, get them working post-launch, post Midnight launch. Yeah, I think there've been a number of things that sort of people held near and dear to their hearts that we had to just not cut, but just be like, "That's going to wait a little bit and then we'll get to it."

In the future, there might be more to types of neighborhoods, right? We have an Alliance and a Horde neighborhood look and then there's set places in those, but are you thinking about other environments you might want to do down the line?

Kurlancheek: Yeah, I think there's, letting players make a space that they vibe with. I'm sorry, I say vibe a lot with housing.

It's very vibes-based.

Kurlancheek: It's very vibes-based. But getting players a space that they feel like they can make theirs is really important. In designing the neighborhoods, we are very intentional about trying to hit a very broad spectrum of, here are players, here are houses that are for very hermit players, that they don't want to live next to anybody. Here are houses that are in a little cute cul-de-sac, so there's 2, 3, 4 houses that a small group of friends can live in. Here's houses on the ocean, here's houses in the woods, here's houses sort of in all of these aspects. But that's not going to necessarily hit everybody's thing, and so figuring out what the large missing pieces there are is part of the early post-release sort of conversation.

Giannullis: Another thing to add to that, something that we've made an effort is going out and looking in the world, especially even in old content and finding decor or foliage, things that we could add as props and decor so that the players can make their space into what they want. So, if they've always loved a specific zone in the game, great, let's add some of those trees and some of those flowers as decor that they can buy and then put in their yard. And that's something that we're working really hard, I think, to get a variety of decor that feels like every little part of the game has its place, and you can go back to old content and get those things and then you can put them in your house.

Going back into old content and finding things, from each of you, what is the most surprising or weird or favorite thing that you found that you're like, "Oh, I have to put that in housing."

Kurlancheek: So, there's literally a spreadsheet or a form that people can fill out for, "Oh, this thing was something we should add." It's a little bit unfair being me because I can sort of nudge things a little bit harder to go in and say, "Hey, Jay," Jay's the decor lead. I'm like, "Can you add this for me? Literally just for me. I don't know if anyone else cares about it, but I would like it." And he'll be like, "Yeah, fine, that's fine."

I think the more interesting thing has been, this is a massive game, right, and seeing players pull up props that have long been forgotten about. They're like, "That was a cool prop. We should get that in." Someone posted this, it was a shark, it was a new asset. So, probably from Battle for Azeroth if I had to guess. But it was a shark that had been caught, but that was maybe still alive, I'm not quite sure. But it was a very nice, they wanted to make a fishing village on their lawn. And I was like, "That's great." And so, having people post what they're looking for is really useful for us because stuff like that shows up and we're like, "That is a great asset."

Giannullis: We also have had a lot of, this is oddly internal too. This is, everybody really wants goblin items and then trash items. Those get requested a lot. It's really fun. Yeah, people love them and one of the ones I think we added was the Johnny Trash pile. So, if you get the achievement with him back in Battle for Azeroth, and it's so funny, it's like who wants that? But as soon as you see it, you want it. You are like, "I have to have that. I don't know what for, but I know I need that." And it's so fun to see people get excited about those sort of sort of decor.

Kurlancheek: String lights. Everybody loves the string lights.

Would you ever consider making certain housing items super rare or super secretive? I'm thinking about a decoration equivalent of the Time-Lost Proto-Drake or something that's the reward at the end of a secret quest, like the Hivemind or something?

Kurlancheek: Let's see how I'm going to answer this. So, there's the catalog that shows you all the items in the game, all the decor in the game. There's a flag we can say to hide items until you've earned them. So, yeah, that.

Would you ever lock anything behind world first or make something fairly exclusive?

Kurlancheek: I think depends on your definition of fairly. So, meta achievements for expansions are pretty exclusive. And so, we have decor for meta achievements. I think where it's maybe require more conversation of stuff that's time limited. We try to generally err away from things that if, you're like, "Oh, I just need this green placard or whatever, but it was only available for some weird event or something," that kind of feels bad.

Giannullis: We've also, we talked a while back about what sort of decor would we reward for something like PvP, because we'd like to have, and this is no secret, you can get housing decor from everything in game. If there's a way you can earn something in game, we're going to let you get housing decor that way. So, we wanted to do something for PvP and it was like, okay, well if we do this and then other people that don't PvP want it, is that going to feel bad? And so, the concept of trophies came up and you can see some of that early stuff is showing up on the beta. So, I think there's been real conscious effort to make sure that if it's something that you can get from something very exclusive, it's not something that we expect everybody to want to have a ton of in their house or it's something that you can get a version of another way. But if you see that specific version, you know they did something awesome to get it. It's a balance there.

There's been real conscious effort to make sure that if it's something that's very exclusive, it's not something that we expect everybody to want to have a ton of.

When I log in on December 2nd and I have access to this feature, I'm just immediately going to have a bunch of decor already, right? Because I have achievements that exist, I have things that I have done before, so I should just have a bunch of stuff?

Kurlancheek: You will, if you've been playing hard for 5 years, 10 years, 20 years, you will potentially log into 150, 200 things that you will just get spammed with and showered with and be able to be like, "Oh yeah, I remember when I did that quest in MoP or something and it gave me whatever it gave me." And the meta achievements kick in and you start with this very eclectic mix.

I'm sure whatever I have is totally mismatched and makes no sense.

Giannullis: Well, we also start you with the starter packs, which have some more streamlined modern items. Yeah. So, you'll have a mix of some wild stuff and then some, okay, at least I have a bed and a chair. So, we're going to start you with a good mix of things, I think.

Are you looking into any eventual copy-paste functionality or the ability to save custom item combinations? I know that's something a lot of people have been asking about.

Giannullis: A lot of people have asked about that. Definitely copy-paste. Being able, once you get something just right in advanced mode, not having to do it all over again. We're definitely keeping an eye on everything that people are asking for. There's a lot of things that people want. There's a lot of things we want to do, so it's just trying to decide what's going to help players the most.

Yeah, I mean the next question is basically the same one about export strings. If people want to decorate a house, show people and then have someone else copy it if they have those items.

Kurlancheek: Yeah, I think when we talk about any feature that's sort of in housing, it's what is sort of maximally useful across that spectrum of different players. And so, when you talk about something like importing or exporting strings of stuff, that helps the interior designer type player who wants to sort of provide services. It helps the players that are not necessarily super creative, right, are not really jazzed about the mechanical side of decorating. They have a vision but don't want use the tool set.

It helps the players that they like to browse. You just sort of, I have a room for this and room for that, a room for this and a room for that. And also, I think maybe the most compelling part about it is it helps players have a sense of ownership where you might not already. So, if you're a great decorator and I'm a less good decorator, and you make your little pirate cave and like a great pirate cave, "I'm going to take that pirate cave, but I don't like that she doesn't have sharks in the water," or whatever. And then, I throw a bunch of sharks in the water. Now that's sort of mine in a way that remixing of content in general is sort of a part of the internet. Being able to do that in game is also really valuable.

How are you thinking about things like housing contests and stuff like that? I don't know. I think about Race to World First and how that's a tune-in event, and I feel like I would watch an interior decorating show.

Giannullis: The thing is we've already seen a bunch of creators pop up that are like, "I'm a housing creator, this is what I'm doing." And they're starting to run their own challenges and contests, and so that's really exciting to see. I think we're all kind of watching that to see what sort of activities the players are getting up to.

Kurlancheek: Yeah, and how we can sort of build tools to support whatever that sort of shenanigans of being, right? A Trial of Style kind of thing. What do players need to be able to do that? What sort of functionality makes sense to better enable that?

Giannullis: I remember talking about how many people you can even have in your house at a time, and it was something that we were working really hard to make sure we could get that to a good place because we know people want to have parties, they want to do all these different things and we're trying to make sure that what we're building is supporting that and can handle that.

Is there a limit to how many people can come into your house at a time?

Kurlancheek: There is, there is. We're still figuring out where the line is. We do our stress testing and throw a ton of bots into a very decorated house. What happens? In the neighborhoods, regardless of what the solution or whatever the number is there, everybody who lives in the neighborhood can come into the neighborhood. So, if there's 55 players and the max number of players is 100, say, then we reserve those 55 lots or 55 places for people that live there. So, you can always come into your house.

So I know we can decorate the exteriors of our houses. Is there any thought to stuff like, okay, my guild has our neighborhood together. We can collectively decorate the parts of the outside that are not attached to a house. Can we build a little community center?

Kurlancheek: Yes. The idea of us building together is super compelling, I think. As soon as players can build something themselves, we want to build things together. And so, what that ends up being depends on what people are trying to do or what is interesting for them. If it is just us coming together in the town square and hanging up balloons or whatever, because we're having a birthday party, what does that look like? Versus we want to build a racetrack for our mounts around the outside of a town and what does that look like? Versus we want to do prop hunts and dueling things and all of these different potential pieces of stuff. What's juicy?

It feels really wild to talk about it. It feels like we're almost discussing a completely different game than WoW, like a game within a game. I could very easily just do this all the time and then my raid team would wonder why I'm not there.

Kurlancheek: That's an actual problem, by the way, that there are people that are finding housing really compelling and be like, "I don't know if I can make it to a raid tonight. I'm busy with my house."

I don't know that that's a problem you even need to solve, but you were talking about having creators that just want to do housing. And I don't know, has that changed the team's perspective on how they approach this? Has that changed the perspective of the holistic design of the game?

Giannullis: I think we've already always started wanting to make sure that we were kind of in it for the long haul. This is a feature that we know is going to live in the game for some time to come, and we're going to be adding more to it with every, not just every patch, but in future expansions and we want to keep growing it. And so, when you say like, "Oh, well what about all these things we got?" It's like, yeah, over time, yeah, let's do it. Tell us what you want and let's see what we can do.

The idea of us building together is super compelling, I think. As soon as players can build something themselves, we want to build things together.

This is how we eventually get the dance hall. This is the way.

Kurlancheek:

Oh, dance hall is, that's a real low hanging fruit. People are going to toss that together right quick.

I'm sure they already have.

What is the biggest piece of feedback you're seeing from players right now and what do you plan to do to address it?

Kurlancheek: I'm going to reframe that to critical feedback because the biggest piece of feedback is just, "We want, give us more decor, give us more features, give us more of this, that and the other thing." I think one of the things that gets talked about most frequently is outdoor decor limits are too low. People want to be able to build more stuff outside their house. We're trying. We're going to see where things land and sort of, we want players to be as creative as they want to be. And placing restrictions on folks is never the goal in any of our sort of guiding principles.

Giannullis: I know a lot of players are giving feedback about bits and pieces of the UI and the UX for the actual act of decorating, and there's not a strong one. There's a lot of things and things that we know will help players decorate. I think we're just trying to keep all of those in mind. We're keeping accessibility in mind a lot as well. We know that there's some things that might work for one player but not another. So, we're just keeping in our eyes open to what we're seeing and trying to make sure that's all stuff that we'll be able to address in the future.

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

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Unsettling Horror Game Horses Banned From Steam, Leaving Studio With 'High Risk' of Closure

Indie horror game Horses is preparing to launch on December 2 on the Epic Games Store, GOG, Itch.io, and the Humble Store. But one place it won't be is on Steam, because Steam has banned the game for, according to the developer, reasons that remain unclear even after two years of back-and-forth with Valve. And according to the developer, this ban seems likely to result in the shutdown of their entire studio.

We spoke with Pietro Righi Riva of Italian studio Santa Ragione (Saturnalia, Wheels of Aurelia, MirrorMoon EP), who explained their side of the story. According to Riva and a detailed FAQ shared with IGN, Santa Ragione first submitted Horses to Steam in 2023, when the game was in a very unfinished state. "We were only about halfway through development and had scrambled together a build that could be played start to finish, solely to satisfy Steam’s request for a playable version to open a Coming Soon page, something we had never been asked for before," Riva explains. It was at this stage that Valve rejected the game.

However, Riva goes on to say that Valve did not offer any explanation as to why the game was rejected, nor was there any opportunity for the team to change whatever the offending content was. No matter how hard they tried, they couldn't get anyone at Valve to work with them to reverse the decision.

"Steam’s decision came without detailed feedback, and the ban notice did not cite any specific scenes or elements," Riva says. "For months we repeatedly asked what triggered the ban and received no answer. We also offered, unsuccessfully, to change any content deemed unfit, especially since the game was still early in development at the time of submission."

Chasing Wild Horses

So what triggered the ban? Riva still doesn't know. While minds may jump to Steam's recent banning of a number of adult games to comply with sudden crackdowns from payment processors, Riva says this ban took place long before that was even a conversation, and all the content in the game is fully legal. He does have a theory, though. The automated review sent by Steam in 2023 included a link to Steam's Onboarding Documentation, as well as the following sentence: "Regardless of a developer’s intentions with their product, we will not distribute content that appears, in our judgment, to depict sexual conduct involving a minor."

Horses, Riva says, does not contain any such content. All characters in the game are older than 20 "as communicated by their appearance and through dialogue and documents that you will encounter in the game." He also asserts that the game is not pornographic. It is, per the studio, "about the burden of familial trauma and puritan values, the dynamics of totalitarian power, and the ethics of personal responsibility." From the FAQ sent to IGN:

While it does contain some sexual elements, the intent is never to arouse. It uses challenging, unconventional material to encourage discussion. It invites players to examine why something feels the way it does, what it says about the characters and systems at work, and where their limits lie. It is about tension, not erotic content. (We apologize if we got your hopes up for horse porn.)

What Riva thinks triggered the ban is a scene that existed in the game during the initial Steam submission, where a man and his young daughter visit the farm. As the FAQ explains:

The daughter wants to ride one of the horses (in the game the “horses” are humans wearing a horse mask) and gets to pick which one. What followed was an interactive dialogue sequence where the player is leading, by a lead as if they were a horse, a naked adult woman with a young girl on her shoulders. The scene is not sexual in any way, but it is possible that the juxtaposition is what triggered the flag. We have since changed the character in the scene to be a twenty-something woman, both to avoid the juxtaposition and more importantly because the dialogue delivered in that scene, which deals with the societal structure in the world of Horses, works much better when delivered by an older character.

Riva says he has tried everything. He has tried speaking to contacts at Valve who had previously worked with the studio on past games. According to him, they claimed not to know the specific reasons for the ban and said it would not be possible to find out and tell them. He's reached out to Valve again and again, but has yet to receive any official explanation of what content was offensive, nor an opportunity to resubmit it without that content. IGN also reached out to Valve for comment for this piece, but did not hear back in time for publication.

Riva also says he's had no issues with any other platform: GOG, Itch.io, and the Humble Store had no issues with it. Epic asked the studio to update just the screenshots on the game's store page so as not to include nudity, which Riva says they complied with, and the game was accepted. As for consoles, he says he's shown the game to console partners and hasn't heard any concerns about content. Horses also has received PEGI and ESRB ratings that would be required for console distribution. "The only reason we haven't actively started porting the game is lack of funds."

Reining It In

To be clear, Horses is unsettling to say the least. I watched a colleague play some of it at a demo at Day of the Devs in 2023, and it's not for the faint of heart. It's about a young man who comes to a farm to work a summer job caring for horses, only to discover the horses are actually naked adult humans wearing horse head masks, chained up in the yard. Snippets from trailers show the "horses" watching what seems to be horse propaganda, being ridden by other people by carrying them on their shoulders, being fed carrots, and being on the receiving end of humiliation and violence. It challenges the player to either accept what they're seeing and continue to participate in it, or try to subvert what's going on at the horse farm, a process that seems like it will be utterly terrifying and unpleasant in some way.

But Santa Ragione also has a solid track record of making and publishing artistic, esoteric, disturbing games with poignant messages, many of which have been up for awards for that very reason. Their board game Escape From The Aliens In Outer Space was nominated for the Diana Jones Award for Excellence in Gaming. MirrorMoon EP was a finalist for the Innovation Award at the Independent Games Festival after its launch in 2013. More recently, in 2024, Santa Ragione published Mediterranea Inferno, which won the Excellence in Narrative Award at the Independent Games Festival. And Mediterranea Inferno is just one of a handful of games published by Santa Ragione as part of its efforts to promote the work of up-and-coming Italian creators, with Horses being another example.

Again from the FAQ:

We are committed to producing challenging, adult storytelling. Horses uses grotesque, subversive imagery to confront power, faith, and violence. We reject subjective obscenity standards and believe this kind of moralizing censorship evokes a darker past in which vague notions of “decency” were used to silence artists. Games are an artistic medium and lawful works for adults should remain accessible. We respect players enough to present the game as intended and to let adults choose what to play; lawful works should not be made unreachable by a monopolistic storefront’s opaque decisions. Steam publicly downplays human curation in favor of algorithmic sales optimization, yet intervenes with censorship when a game’s artistic vision does not align with what the platform owners considers acceptable art. Steam’s behavior passively shapes which titles developers feel safe creating, pushing preemptive censorship.

And yet, the verdict stands. Riva and Santa Ragione are stuck: one week until launch, and no ability to publish their game on the most massive PC storefront in existence.

Long Faces

According to Riva, the inability to release on Steam almost certainly means that Santa Ragione is done for. The studio already was struggling with financial troubles: it initially invested $50,000 when they signed the game with its creator, Andrea Lucco Borlera. They were hoping that sales of the team's previous game, Saturnalia, would help make that money back, but it didn't do as well as they'd hoped. Riva says they even lined up "a great bundle opportunity" for Saturnalia, but had to cancel it when Valve refused to give them Steam keys for again unclear reasons.

Around the same time, we were informed that Horses had been banned and would not release on Steam, which completely erased our ability to find an external supporting publisher or partner to fund the rest of the game, as no one in the industry considers an indie game that cannot be released on Steam to be viable. After two years of seeking these funds through traditional venues while trying to get the game unbanned, we had to seek private funding from friends to complete development, which puts us in a completely unsustainable financial situation unless the game somehow recoups its development costs.

Hopeless as this seems, Riva isn't closed to the possibility that Santa Ragione could be saved. He says if it manages to sell "tens of thousands of copies" without being on Steam, they'd be able to break even and keep working on future projects. But he's not banking on that. Ideally, he says, Valve would revert its decision and reconsider the game, but after two years, that doesn't seem likely to happen either.

This double standard suggests Steam does not treat games as art on par with film.

However, Riva says their team won't fully disappear from gaming. The team has funds set aside for six months to support Horses post-launch with bug fixes and quality of life updates. Riva also tells me that the studio has known this was a possibility for a while now, and has been preparing accordingly. Its members have all found other gigs, some of which are in games. Riva himself says he's always worked multiple jobs in teaching, consulting, and curation while directing Santa Ragione, so he plans to "do more of that." And Horses director Borlera is already pitching new projects elsewhere.

While Riva would love to see a miracle leading to Horses recouping its costs and saving the studio, he says what he actually wants more than anything is for Valve to be transparent about its policies on mature content, which have fluctuated over the years and never really been clear. From the FAQ:

Alongside ultraviolent titles, Steam distributes explicit pornographic games; some of these listings acknowledge the legal grey area Steam mentioned in the HORSES ban message, by stating “All characters depicted are over the age of 18” in their store descriptions, and yet non-pornographic works like HORSES can be banned without context. By contrast, mature works with comparable or stronger themes routinely appear on mainstream streaming platforms such as Netflix and Amazon Prime Video, where controversial directors are an accepted part of the catalog. This double standard suggests Steam does not treat games as art on par with film, and intervenes with censorship when an artistic vision does not align with what the platform owner considers acceptable art.

As a final word, Riva urges game developers to stand up together to demand transparency from Steam. "I know developers are understandably scared of voicing their complaints about Steam, but I hope we can collectively ask for better conditions to make our work more viable and more creatively free," he says. "The current landscape is one where very few actors control the distribution of almost all games that are produced, and that should mean they are responsible not just for the commercial sustainability of the industry, but also for the growth of games as an artistic medium."

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

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