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Nick Chester

@nickchester.bsky.social
1.8K followers 356 following 911 posts

VP of Commercial and Portfolio Development @ Annapurna // Enjoys games, horror, and loud noises

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Nick Chester @nickchester.bsky.social · 30/09/2026
This turned out lovely, grab it while you can!
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Nick Chester @nickchester.bsky.social · 27/08/2026
Can't wait to give everyone a proper look at what Jacob is cooking with We Kill Monsters. store.steampowered.com/app/1792460/...
store.steampowered.com
We Kill Monsters on Steam
We Kill Monsters is a solo or co-op adventure set in a mysterious and massive pit. You are a Husk of Edinu, homunculi created to explore the depths and kill Angels.
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ANNAPURNA @annapurna.com · 25/08/2026
Meet the cast behind the story of SILENT HILL: Townfall. Simon: Jovan Adepo Zoe: Kezia Burrows Richard: Terry O'Quinn See these characters come to life in SILENT HILL: Townfall.
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Nick Chester @nickchester.bsky.social · 25/08/2026
I can't wait for you all to meet these completely well-adjusted characters.
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Nick Chester @nickchester.bsky.social · 23/08/2026
If you come to my house, I’m gonna make you sit down and watch some nonsense, ranging from obscure horror, experimental short films, or classic old school PC technology shows. That’s just the deal.
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Nick Chester @nickchester.bsky.social · 20/08/2026
Check out this beautiful new Flock soundtrack vinyl. 🖤
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ANNAPURNA @annapurna.com · 19/08/2026
Mixtape is coming to Mac. Here’s a video we made to celebrate and promote. It loops.
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Nick Chester @nickchester.bsky.social · 20/08/2026
I have played it a lot and Silent Hill: Townfall is very, very good. Here is almost 20 minutes of gameplay, no major spoilers, still a lot to see when it launches in just a little over a month from now. ❗️❗️
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Mobius Digital Games @mobiusdigitalgames.com · 18/08/2026
We’re happy to present these six @cookandbecker.bsky.social screenprints, depicting locations across the OUTER WILDS solar system as vintage travel posters. These fine art prints are produced as a time-limited edition, each accompanied by a Certificate of Authenticity signed by Ian Jacobson.
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Nick Chester @nickchester.bsky.social · 14/08/2026
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GameSpot @gamespot.com · 13/08/2026
dlvr.it
Jurassic Park Meets Alien In This Childhood Dream Turned Horror Game
Revealed during PlayStation's State of Play earlier this year, The Lost Wild is a first-person horror game that combines the awe of walking amongst dinosaurs, such as in Jurassic Park, with the terror of being hunted by a creature you can't defeat, à la Alien: Isolation. For Great Ape Games CEO Nick Gregory, it's a lot more than that; it's the culmination of an idea he's had in his mind since childhood.  GameSpot recently caught up with Gregory via email to discuss the more than 20-year journey from boyhood dream to a Steam wishlist darling. He spoke to his team's growth as the project shifted to a full-time job, The Lost Wild's humble origins before he even knew how to really make games, and the subtleties of depicting dinosaurs as "animals, not monsters." GameSpot: As I understand it, this game began as a Crysis mod. Can you talk about the long journey from that to where it is today? Nick Gregory: Believe it or not, this actually goes back even further than the Crysis mod. I was a teenager living with my mum, over two decades ago now. I was lucky enough to get a PC at that age, and it opened the door for me not only to gaming, but to tinkering too. It was not quite the proverbial garden shed, but it changed the course of my life all the same.  I first started tinkering with a game called Operation Flashpoint, a military sandbox game that shipped with a mission editor and extensive modding tools. I began with simple things like placing units, creating waypoints and setting up event logic, then gradually moved into custom mission scripts and assets. That period exposed me to a whole lot, learning how to model, script, keyframe, and design. None of it was remotely close to shippable quality, but it was an honest, naive, and practical crash course, driven entirely by passion and curiosity.  A few years later, I went through the same process with Crysis and CryEngine. The technology felt like a huge leap forward. Crysis shipped with its editor, and being able to load the game, fly around the world, and change things in real time felt extraordinary. It's easy to take that kind of workflow for granted nowadays, but at the time it was transformative. I joined the Crymod forums and became fascinated by what people were making with the SDK: maps, models, skins, full conversions. I would come home and see what everyone had created, and eventually I stopped wanting simply to observe it. I wanted to be part of it.  So I decided to find out what a dinosaur might look like in CryEngine. I wanted to know what it might feel like to walk alongside one in a natural environment, where it behaved like an animal rather than a mindless monster. That was the original vision, and it grew from there. The first dinosaur looked surprisingly good, so I began posting work-in-progress images online. Those posts gradually attracted people who believed in the idea, and before long we'd assembled a volunteer team of around 15 developers: artists, level designers, programmers and sound designers. Several of them now hold senior positions across the games industry. One of those people was Tim, who joined us straight out of university, believed deeply in the project and is now a fellow co-founder and Creative Director.  I was never the strongest developer. I was very much a kitbasher and generalist, but I discovered that I had an ability to establish a vision and a clear “why,” find talented people, bring them together, and articulate why an idea was worth pursuing. That has stayed with me throughout my career and still shapes how I run the studio today. We improvised constantly. At one point, we retrofitted Crytek's chicken AI to make one of our dinosaurs semi-functional. We were a million miles from producing a complete game, but the journey mattered far more than the destination for me. We formed lifelong friendships, learned an enormous amount, and eventually had the mod featured in a full-page article in PC Gamer, which was an incredible moment for a group of people building something from their bedrooms. Looking back, I think of that work less as an early version of the game and more as a piece of interactive 3D concept art. It proved there was something compelling at the heart of the idea, and it established the relationships and conviction that would eventually make the game possible. The idea stayed with me for nearly two decades, until we finally had the experience, technology, and opportunity to return to it and execute on it with a lot more knowledge and know-how.  So the journey from that mod to The Lost Wild was anything but a straight line. Looking back, it is surreal that a simple idea I had as a teenager could stay with me for so long and directly or indirectly shape so many of the decisions that followed. We still talk about how wild it is to this day.  The Lost Wild has taken Nick Gregory 20+ years to bring to life, but it's now nearly here. When, if ever, did The Lost Wild become your main focus/full-time job?  For several years, The Lost Wild was something we built around full-time jobs and other responsibilities. We spent our evenings and weekends developing a vertical slice because we felt it was important to show the game itself, rather than rely on a polished presentation and promises about what it might eventually become if everything went to plan. It was not easy. There were a lot of late nights, missed weekends, and personal savings poured into something with no guarantee that it would ever become more than an idea. It required a real sacrifice that, in hindsight, was now absolutely worth it. The major turning point came when we signed with Annapurna. Since then, The Lost Wild has been the studio’s full-time focus. Their support allowed us to grow the team, move into full production, and take the project from that early vertical slice towards the game we are now preparing to release.  So it was a gradual journey rather than a single overnight moment, but signing with Annapurna absolutely made this dream possible.  What's the size of the team making the game today, and how has that differed from its earliest version? When we first began working on the game full time, the core team consisted of just four people: myself, my co-founders Tim and David, and Dennis, a very talented freelance programmer at the time, who eventually joined us full time and is still with the studio today.  Today, the team has grown considerably. We now have eighteen staff based in the UK and a further nine full-time, salaried team members working internationally. We also collaborate with a number of co-development partners and contractors whose contributions are equally important to the game. Including everyone actively involved in development, the entire effort currently sits at around 30 people. It is a significant change from those earliest days, but we have tried to grow carefully and build the team around the specific needs of both the game and the studio, while also thinking about what comes next. Why dinosaurs? What is it that made you want to make such a game? I grew up on films like Jurassic Park, Jaws, Alien, and E.T. are just a few of them. I loved movies, and still do, so I probably had no choice but to be shaped by them. But I was always a gamer at heart, and I think that naturally made me want to take those feelings and turn them into something you could inhabit rather than simply watch. For me, dinosaurs occupy a fascinating space between the familiar and the unknowable. Everyone recognizes them, but our understanding of how these extinct animals actually moved, behaved, and interacted can only ever be reconstructed from the evidence they left behind. Paleontology can tell us an enormous amount, yet there are still gaps in our understanding, and those gaps leave room for imagination and curiosity.  The appeal was never simply about wanting to see a dinosaur up close. I wanted to experience them as animals. I wanted to see them moving through a natural environment, hunting, reacting, and existing without behaving like monsters. At the same time, I wanted to capture the reverence and natural horror that might come from actually encountering one in the wild. There is something very primal about that idea. It is a mixture of fascination, awe, and fear. You are looking at something extraordinary and beautiful, but also something powerful, unpredictable, and completely indifferent to you. Of course, it is all hypothetical, but it became a scratch I needed to itch.  In many ways, the game is my attempt to try and recreate the feelings those films gave me as a kid, but in a form where you are no longer sitting safely on the other side of the screen, but interacting with something instead.  How scary do you want the game to be? My hope is for The Lost Wild to be genuinely frightening, but not relentlessly so. The horror comes through observation, instinct, and restraint. It comes from feeling vulnerable, sharing an environment with powerful animals and never being entirely certain how they will respond. If every dinosaur simply attacked on sight, it would stop feeling like an animal and become a conventional monster.  Just as importantly, the fear has to sit alongside awe, fascination and respect. We want anticipation and uncertainty to do as much work as the encounters themselves. Ideally, players never feel completely in control, but there is still space to appreciate the animals and the world they inhabit and genuinely be fascinated by them - even when one may be trying to eat you.  What was it like designing the main character and who she is? What did you find important about creating this character? Saskia was important to us from very early on, because the entire experience is filtered through her. She is not a soldier or a scientist or a hero; she is an ordinary person thrown into an extraordinary situation. She wakes up on the island after a car crash and gradually realizes that dinosaurs are real, that the island belongs to a mysterious company called Idehama, and that she has no idea how she got there or how she is going to get out. That ordinariness was the whole point. The question we kept coming back to was simply, “if I were there, what would I do?”, and Saskia is our way of putting the player inside that question. The challenge was finding the balance between giving her enough personality to what we hope feels like a real, defined person while still leaving enough space for the player to inhabit her decisions. She is capable and resourceful, but she is not combat-trained.  We also wanted her story to be something you uncover rather than something we force upon you. Saskia’s journey is shared with the player’s, and is the grounding rod in the game.  Today, publisher Annapurna is revealing a new poster for The Lost Wild. Do you find it odd how relatively few dinosaur games there are? We see other enemy themes like zombies, raiders, or aliens so often. Why do you think we have so few dino games? This is such a great question because it’s so close to home for me. On the face of it, I have always wished there were more dinosaur games in general, particularly when you consider how universally loved dinosaurs are. Almost everyone has a dinosaur phase at some point, so it seems like an obvious subject for games. But I think the scarcity tells you something about how genuinely difficult they are to get right.  There are, of course, dinosaur games, but they are also technically difficult and hard to make convincing in my opinion.  For us, that difficulty was part of the appeal. We wanted the freedom to build our own world and explore our own “what if,” rather than simply imitate what had come before.  Where other people might see challenges, we saw it as a chance to do something on our own terms. If I recall rightly, the folks at the Summer Game Fest demo said the dinosaurs in The Lost Wild are “animals, not monsters.” I found this to be a really interesting nuance. What do you feel is the important distinction, given the game does feature the dinos sniffing you out and hunting you down? The distinction is really about motivation rather than danger. A monster exists to menace the player. It notices you the instant you enter the room, it fixates on you, and everything it does is built around threatening the person holding the controller. An animal does not care that you are the protagonist. You are simply another thing moving through its world. The fact that it might hunt you does not make it a monster; it makes it a predator behaving as a predator might. We were very deliberate about not reducing those encounters to conventional combat puzzles with obvious weak points You watch where an animal is looking before you move. You learn how it responds to sound, how it occupies a space, and when its attention may have shifted elsewhere. You are not equipped to kill the dinosaurs, but you can find non-lethal tools that help you create distractions, deter an approach or buy enough time to escape. Survival comes from evading, hiding, and using the environment rather than overpowering them.  And crucially, that framing is what leaves room for awe. If every dinosaur charged you on sight, you would only ever feel hunted. Because they behave like animals, there are moments where you can watch one and feel genuine wonder before the fear sets back in. They are not villains; they are creatures behaving as they should, and that produces a more complicated emotional response, one that blends fear with fascination and respect, I think. The danger is a consequence of what they are, not the entire reason they exist. I've likened the game to Alien: Isolation. Do you feel that was an inspiration? Any other inspirations you'd call out, especially those that may not be so obvious? It is a very fair comparison, and in our case it runs deeper than a surface resemblance. Our game director, Gary Napper, worked on Alien: Isolation, so there is first-hand experience within the team of how powerful vulnerability, restraint and anticipation can be. Knowing when to show a creature, when to hold back and when to let the player’s imagination do the work are all things we think about very carefully. That said, we are not trying to replace the xenomorph with a dinosaur. Our animals have their own behaviors, and their presence has to leave room for exploration, fascination, and awe as well as fear.  Beyond games, a lot of our influence comes from the natural world. The original Jurassic Park is a clear example for reverence and scale, but Jaws matters to me just as much because so much of its terror lives in what you do not see, and in the anticipation of the threat rather than the threat itself. The less obvious inspiration is wildlife filmmaking and real predator behavior. The patience, observation, and respect for an animal as an animal are things we think about constantly, because grounded behavior is what makes the whole experience convincing. We’ve watched all the dinosaur documentaries and YouTube videos, and are deep down dinosaur nerds at heart.  Alien: Isolation is a useful reference for the feeling of being hunted. Nature is the reference for how we want the hunter to feel. https://www.youtube.com/watch?v=A-frigam660 The Lost Wild seemed to capture a lot of wishlists on Steam after its reveal. What effect does that have on the team this far out from launch? Is it purely an emotional boost or does it have other benefits, too? It is absolutely an emotional boost, and I do not want to downplay that because it matters enormously. For a project that began with a small group of us working during evenings and weekends, seeing that level of interest is deeply validating. It tells us that the thing we believed in for so long resonates with people we have never met, and that is a wonderful feeling to have. But it is far more than a morale lift. Wishlists are a real signal, both to us and to our publisher. They are one of the clearest indications we have that the premise and presentation are connecting with an audience. Every wishlist is effectively someone saying, “You have my attention.” Our job is to earn the rest. Does the team have any policy or opinions on generative AI? Our position is straightforward. No generative AI content has been used in The Lost Wild. The art, writing, performances, audio, and other creative work in the game are the work of our team and development partners. We want the game to reflect the craft and authorship of the people making it. The Lost Wild is due out in 2027 on PlayStation 5 and PC.
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ANNAPURNA @annapurna.com · 13/08/2026
"…the allosaurus was quite an erratic and aggressive creature, because they found its teeth embedded in things like rocks and logs as well as other creatures, implying that it would just attack or go for anything around it." www.rockpapershotgun.com/obvious-tell...
rockpapershotgun.com
"Obvious tells and subtle hints" - Alien: Isolation's lead designer on the lethal variety of The Lost Wild's dinosaurs
"Both surprising and horrifying": Where Alien: Isolation had you learn the ways of one predator, The Lost Wild asks you to handle the differences between many.
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Rock Paper Shotgun @rockpapershotgun.bsky.social · 13/08/2026
rockpapershotgun.com
"Obvious tells and subtle hints" - Alien: Isolation's lead designer on the lethal variety of The Lost Wild's dinosaurs
"Both surprising and horrifying": Where Alien: Isolation had you learn the ways of one predator, The Lost Wild asks you to handle the differences between many.
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Nick Chester @nickchester.bsky.social · 11/08/2026
I think this rules a lot.
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WildSheepStudio @wildsheepstudio.bsky.social · 04/08/2026
We’re happy to announce that Adorable Adventures + Stray are now available together in a Steam bundle 💚 We hope you will support these two cute explorers. You can find the bundle here: steampowered.com/app/3840230 #indiegame #cozy #stray #adorableadventures
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Kahlief “The Best Adams” Adams @itskahlief.bsky.social · 29/07/2026
I got to play Silent Hill earlier this month and I’m REALLY excited for where this iconic franchise is headed. I Played Silent Hill: Townfall For 3 Hours — Here's My HONEST Reaction youtu.be/-lTniywr8SE
youtu.be
I Played Silent Hill: Townfall For 3 Hours — Here's My HONEST Reaction
YouTube video by Spawn On Me Podcast with Kahlief Adams
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Danny Peña @godfree.bsky.social · 29/07/2026
Big thanks to Konami and Annapurna Interactive for letting me check out SILENT HILL: Townfall early! I played through the opening hours of the game on PS5 Pro, and it grabbed my attention right away.
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FANGORIA @fangoria.bsky.social · 29/07/2026
SILENT HILL is back! We braved the fog of TOWNFALL and are here to report our findings on gameplay, creature design, and whether Konami’s latest lives up to the survival horror series legacy.
dlvr.it
I Played 3 Hours Of SILENT HILL: TOWNFALL And Its Terrifying New Enemies Kicked My Ass
SILENT HILL is back! We braved the fog of TOWNFALL and are here to report our findings on gameplay, creature design, and whether Konami’s latest lives up to the survival horror series legacy.
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Eurogamer @eurogamer.bsky.social · 29/07/2026
Ready yourselves, Silent Hill fans - Silent Hill: Townfall wants to "massively subvert" your expectations, and after playing several hours I'm hugely excited. Plus, producer Motoi Okamoto on mixing a "core identity" with "more experimental" gameplay: www.eurogamer.net/silent-hill-...
A close-up portrait of a bearded man wearing glasses and a beanie, dressed in a red jacket over a plaid shirt, looking off to the side.
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Polygon @polygon.com · 29/07/2026
After 3 hours, I can't get Townfall's horrors out of my head
polygon.com
Silent Hill’s newest nightmare is already one of 2026’s most terrifying games
After 3 hours, I can't get Townfall's horrors out of my head
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Keith Stuart @keefstuart.bsky.social · 29/07/2026
Hi I played some Townfall and talked to the team about bringing Silent Hill to Scotland… www.theguardian.com/games/2026/j...
theguardian.com
Silent Hill Townfall: the series is coming to Scotland, but what fresh horrors will it bring?
An amnesiac loner arrives in a remote town for who knows what reason … this may sound familiar but this time we’re on a remote Scottish island and surprises lie in wait
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Thinky Games @thinkygames.com · 25/07/2026
Have you tried out Storyteller's Special Edition update?
thinkygames.com
Fairy tale cause-and-effect simulation game Storyteller gets a big new content update, currently exclusive to Netflix · Thinky Games
Storyteller had many years of built up anticipation behind it when it released in 2023. Now a Special Edition has debuted featuring new chapters, characters and remixed content: all available free to Netflix subscribers.
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Nick Chester @nickchester.bsky.social · 22/07/2026
We're so back.
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Polyarc Games @polyarcgames.com · 17/07/2026
🐭🤝🐱 Tiny heroes stick together. To celebrate launch, Moss: The Forgotten Relic and Stray are bundled together on Steam with an extra 10% savings. #steam #newgame #indiegame thx @annapurna.com!
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Nick Chester @nickchester.bsky.social · 17/07/2026
The new Castlevania is my GTA 6, ya'll. www.youtube.com/watch?v=tJt4...
youtube.com
悪魔城新作『キャッスルヴァニア ベルモンドカース』。トレバー・ベルモンドの娘ローズがパリで紡ぐシリーズ正史の物語
YouTube video by ファミ通TUBE
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ANNAPURNA @annapurna.com · 14/07/2026
D-topia is AVAILABLE NOW on PC via Steam and Epic Games Store, Nintendo Switch, Nintendo Switch 2, PlayStation 5 and Xbox (X|S, Windows). Welcome to D-topia. As part of the Utopia Project, D-topia was created to maximize human happiness and comfort.
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ANNAPURNA @annapurna.com · 08/07/2026
Look at this absolute unit of a cat
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Nick Chester @nickchester.bsky.social · 07/07/2026
I had a strong desire to get the Hellraiser game on the cover of Fangoria. Spoke to the editorial team about it a bunch a few years back, and it wasn’t that hard to sell. Props to @shaunnorton.bsky.social and crew for bringing this one home. Looks sick!
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ANNAPURNA @annapurna.com · 02/07/2026
Get Wanderstop for 40% off during the Steam Summer sale From the creator of The Stanley Parable and The Beginner’s Guide comes Wanderstop, a narrative-centric cozy game about change and tea.
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ANNAPURNA @annapurna.com · 02/07/2026
Stray is 50% off for the Steam Summer Sale. Lost, alone and separated from family, a stray cat must untangle an ancient mystery to escape a long-forgotten cybercity and find their way home.
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Ricky Haggett @rickyhaggett.bsky.social · 28/06/2026
Steam summer sale! Flock is 50% off! store.steampowered.com/app/1472930/...
store.steampowered.com
Save 50% on Flock on Steam
Flock is a multiplayer co-op game about the joy of flight and collecting adorable flying creatures with your friends. Soar through beautiful landscapes, seeking out rare and elusive creatures to add t...
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ANNAPURNA @annapurna.com · 26/06/2026
“A musical delight from start to finish that sets a new standard for coming-of-age stories in games.” - IGN “A wholly unique gaming experience that's loaded with nostalgic charm, great humor, and many poignant moments.” - Dual Shockers “Mixtape gives you shivers from the start.” - GameSpot
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Nick Chester @nickchester.bsky.social · 26/06/2026
My post did it. Emails went out. I am on a waitlist. This makes me sad.
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Nick Chester @nickchester.bsky.social · 26/06/2026
Maybe it’s because my feed is mostly people not interested in it/upset about the pricing, but does anyone know anyone who has actually received a Steam Machine purchase email from Valve? Because that was supposed to happen yesterday and I don’t think anyone has gotten one?
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suzanne @binarypartitioned.space · 26/06/2026
For your perusal: Skin Deep is 40% off for the next two weeks and it contains what I believe to be some of my finest work store.steampowered.com/app/301280/S...
store.steampowered.com
Save 40% on Skin Deep on Steam
Skin Deep is an immersive first-person shooter. We got sneezing. We got things getting stuck in your feet. Stalk through a vast non-linear starship and sneak, subvert, and sabotage to survive in this ...
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ANNAPURNA @annapurna.com · 25/06/2026
We just reopened our merch store. Get these new exclusive Mixtape posters and shirt before you’re ‘outatime’
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ANNAPURNA @annapurna.com · 25/06/2026
Miss the trailer for The Lost Wild? Want to see the Allosaur again? Attention span short? Here’s a quick cut.
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Nick Chester @nickchester.bsky.social · 23/06/2026
I think a lot about how in 2015 when I was at Harmonix we released Romance Central, a browser-based dating game set in the universe of the Dance Central characters. It was good fun. www.harmonixmusic.com/blog/the-mak...
harmonixmusic.com
The Making of Romance Central
Back in January, Harmonix employees were split into teams to create, well, anything. This was the studio’s very first game jam. Similar to other game jams that take place all over the world, teams had...
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Nick Chester @nickchester.bsky.social · 22/06/2026
Sure sure Steam Machine pre-orders and price and whatever but also Carly Rae Jepsen announced a new album today you know
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ANNAPURNA @annapurna.com · 19/06/2026
"There’s something special here, and we can’t wait to play more of Forever Ago..." news.xbox.com/en-us/2026/0...
news.xbox.com
How Forever Ago Intends to Make Every Stop Feel Heartfelt and Personal - XBOX Wire
We go hands-on with Forever Ago at Summer Game Fest: Play Days, an upcoming road trip narrative adventure game that has us playing as the elder Alfred on a journey of remembrance.
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Nick Chester @nickchester.bsky.social · 16/06/2026
Val is wonderful and talented. And you should pre-order her book, because it sounds wonderful.
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Simogo @simogo.com · 10/06/2026
Sayonara Wild Hearts + Lorelei and the Laser Eyes bundle now available on Nintendo Switch. Nintendo Switch 2 Edition upgrades available for free.
nintendo.com
Sayonara Wild Hearts + Lorelei and the Laser Eyes Bundle for Nintendo Switch - Nintendo Official Site
Buy Sayonara Wild Hearts + Lorelei and the Laser Eyes Bundle and shop other great Nintendo products online at the official Nintendo Store.
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Nick Chester @nickchester.bsky.social · 11/06/2026
SPORAL HISTORY It was right there! (This is a great piece. Really enjoying and support the work Design Room is doing.)
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ANNAPURNA @annapurna.com · 08/06/2026
The D-topia demo is live on Steam! In D-topia, life is curated by artificial intelligence to maximize happiness. As the newest Facilitator, it’s up to you to solve puzzles to keep the D-topia residents happy and the facility running.
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David Jagneaux @davidjagneaux.bsky.social · 07/06/2026
Saw the most atmospheric and amazing presentation for Silent Hill Townfall at Summer Games Fest you guys. THEY INJECTED FOG INTO THE THEATER
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Austin Suther @platysaur.bsky.social · 08/06/2026
Silent Hill: Townfall, y’all. This is shaping up to be a very exciting based on what I saw. The attention to detail is immaculate, and the mystery it portrays is intriguing to say the least! Here’s my preview. techraptor.net/gaming/previ...
techraptor.net
Silent Hill: Townfall's Eerie Silence Makes for Sinister, Slow-burn Horror | TechRaptor
Set within the Scottish countryside, Silent Hill: Townfall is a creepy, slow-burn horror title.
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ANNAPURNA @annapurna.com · 07/06/2026
Demi and the Fractured Dream is coming February 2027. In this action adventure, play as Demi and venture through the wondrous world of Somnus. Tasked by a mysterious voice, you must destroy the legendary Accursed Beasts to save the world.
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ANNAPURNA @annapurna.com · 07/06/2026
Forever Ago is coming October 8, 2026 to Nintendo Switch 2, Steam, Epic Games Store, PlayStation 5, and Xbox Series X|S.
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ANNAPURNA @annapurna.com · 06/06/2026
Forever Ago at SGF. Who wants to play a cozy demo.
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