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A new The Witcher game is in development at CD Projekt Red

In a surprise post on the franchise’s website, CD Projekt Red announced that it is currently developing a new game based on The Witcher, one that isn’t a spinoff focusing on Gwent.

https://t.co/XtbfqscMWr pic.twitter.com/eK6ZIbfLRa

— The Witcher (@witchergame) March 21, 2022

According to the post, the unnamed game will be the start of “a new saga for the franchise.” While it’s not entirely clear what that means for The Witcher franchise’s established characters, it’s possible that we won’t see a single gray hair of Geralt of Rivia’s in this new game. The announcement didn’t mention other significant details, including a release date or window for the game. Considering the rocky launch of CD Projekt Red’s latest game, Cyberpunk 2077, and the fact that the studio is still supporting the game, it’s not likely that we’ll see this new The Witcher title any time soon.

Along with kicking off a new adventure in the world of The Witcher, CD Projekt Red’s next game will also abandon the studio’s in-house game development engine, RedEngine. Instead, the company will shift its development over to Unreal Engine 5 as part of the “beginning of a multiyear strategic partnership with Epic Games.” Outside of licensing Epic’s engine, this deal covers “technical development of Unreal Engine 5, as well as potential future versions of Unreal Engine, where relevant.” Hopefully, using a new game engine means that players won’t eventually see the same bugs and glitches found throughout Cyberpunk 2077 at launch.

At the end of its post, CD Projekt Red reaffirmed that it is currently working on a Cyberpunk 2077 expansion that will still use the RedEngine.

Otto Kratky
Former Digital Trends Contributor
Otto Kratky is a freelance writer with many homes. You can find his work at Digital Trends, GameSpot, and Gamepur. If he's…
Cyberpunk 2077: How to start Phantom Liberty DLC
A pyramid from Cyberpunk 2077.

The rehabilitation of Cyberpunk 2077 finally culminates in both the release of the 2.0 update and the substantial DLC expansion called Phantom Liberty. Between these two, plus all the changes made in the years since launch, the once unstable and buggy game is finally living up to its potential. While everything up until this point has been free, including the 2.0 changes, Phantom Liberty is the first and only piece of paid content. Giving players an entirely new area in Dogtown to explore, plus a lengthy main story and tons of new side missions, it's the biggest reason to reinstall this ambitious title. But how exactly can you start the DLC since it is meant to slot into the story of the main game rather than take place before or after? We've hacked in and downloaded all the data you need on how to start the Phantom Liberty DLC.
How to start Phantom Liberty
There are actually a few different ways to get into Phantom Liberty depending on your preference and whether or not you've played the base game. The easiest way to get directly into it is through the main menu. With the DLC installed, you will have an option to jump directly into the expansion, even if you haven't played the main game yet. This sounds great for those who want to see the new stuff right away, but it isn't recommended if you haven't played the base game at all. You will be given a character automatically leveled up and placed at the proper point in the story for the DLC to take place with no context or tutorial on how to play. Note that picking this option doesn't lock you out of any of the base game content.

For new players who want to experience Phantom Liberty more naturally, you will need to play the opening hours of Cyberpunk 2077 until you complete the "Transmission" mission before the quest that starts the DLC will trigger.

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Game developers are furious over Unity’s new runtime fees
Art of Unity

The makers of Unity, one of the most popular video game engines, announced a new "Unity Runtime Fee" that is set to take effect next year. Game developers aren't taking kindly to the announcement as the new fee is financially punishing, especially for smaller developers using the Unity Personal and Unity Plus plans.
Unity went into more detail about this in a blog post on Tuesday morning. It explains that starting on January 1, 2024, games that pass certain revenue and install thresholds will have to pay the Unity Runtime Fee. For developers using Unity Pro or Unity Enterprise, games "that have made $1,000,000 USD or more in the last 12 months and have at least 1,000,000 lifetime game installs" will have to pay the fee. For smaller developers using the free Unity Personal plan, this threshold is for titles that "have made $200,000 USD or more in the last 12 months and have at least 200,000 lifetime game installs." It doesn't matter whether or not your game was released before January 1 or this announcement, the fee will still apply starting next year if your game boots up with Unity Runtime.
This chart breaks down the fees Unity game developers will have to pay. Unity
According to a chart produced by Unity, Personal and Plus plan holders will end up paying the big fee proportionally, with it being $0.20 per install. For indie titles that have cheaper price tags and don't make that much more than $200,000 but are installed a lot, the financial risk is clear. While Unity said it "set high revenue and game install thresholds to avoid impacting those who have yet to find scale, meaning they don’t need to pay the fee until they have reached significant success," this announcement is not going over well with indie developers, many of whom used Unity Personal because of its cheaper and more accessible nature.
A tweet from game developer Rami Ismail explains that this fee being tied to the number of times the game is installed makes using Unity a risk for developers accounting for subscription service downloads, charity bundles, a free-to-play model, giveaways, and even piracy. Tomas Sala, the developer behind the Falconeer franchise, tweeted about how he's worried about paying exorbitant fees in the future because he's given away so many keys to charity. "This is ball-and-chaining me for an engine I already pay every year," Sala says.
Ultimately, the Unity Runtime Fee will punish developers that release receive don't receive much in the way of revenue but do see high install counts, which is not uncommon in the indie space bolstered by Xbox Game Pass and Humble Bundle. For now, Unity seems to be sticking with its decision, but this is definitely something developers using one of the most popular game engines out there will need to keep in mind when releasing games in the future.
Update: In response to the backlash, Unity posted the following statement on X:
"Today we announced a change to our business model which includes new additions to our subscription plans, and the introduction of a Runtime fee. We wanted to provide clarifying answers to the top questions most of you are asking. Yes, this is a price increase and it will only affect a small subset of current Unity Editor users. Today, a large majority of Unity Editor users are currently not paying anything and will not be affected by this change. The Unity Runtime fee will not impact the majority of our developers. The developers who will be impacted are generally those who have successful games and are generating revenue way above the thresholds we outlined in our blog. This means that developers who are still building their business and growing the audience of their games will not pay a fee. The program was designed specifically this way to ensure developers could find success before the install fee takes effect. We want to be clear that the counter for Unity Runtime fee installs starts on January 1, 2024 - it is not retroactive or perpetual. We will charge once for a new install; not an ongoing perpetual license royalty, like revenue share. We looked for ways to lessen the impact on developers, and provide ways to bring the Runtime fee to zero. If you’re using any of our ad products, Unity Gaming Services or cloud services, etc. please contact us to discuss discounts. We are actively listening to and following your questions closely. Please review our FAQ on today’s announcement. We also invite you to continue to discuss these changes with us on our forums."

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Rockstar Games’ co-founder just formed an ‘absurd’ new studio
A man drives away in a boat with stolen money in Grand Theft Auto 5 art.

Dan Houser, a co-founder of Rockstar Games and one of the people behind the creation of series like Grand Theft Auto and Red Dead Redemption, has unveiled his new studio, Absurd Ventures.

Dan Houser was a stalwart figure at Rockstar Games since its founding and had a hand in the creative aspects of pretty much every game in the Grand Theft Auto and Red Dead Redemption series, along with other titles like Bully and Max Payne 3. Following an "extended break" following the release of Red Dead Redemption 2, as well as some controversy surrounding some reported issues with the game's creative development, Rockstar Games' parent company Take-Two Interactive announced that Houser had left the company in early 2020. He's had a relatively low-profile since then outside of serving on the board of a blockchain company, but now looks to be fully invested in Absurd Ventures, a company he technically founded in 2021.
Absurd Ventures is finally being revealed more publicly now, and Houser did so with an intentionally absurd announcement trailer and website with the tagline "Storytelling, Philanthropy, Ultraviolence." According to a tweet by Geoff Keighley, the actual main goal of Absurd Ventures is "building narrative worlds, creating characters, and writing stories for a diverse variety of genres, without regard to medium, to be produced for live-action and animation, video games and other interactive content, books, graphic novels, and scripted podcasts."
Absurd Ventures
It seems like Houser wants to make a creative think tank that can craft ideas that are then realized in a variety of creative mediums. It doesn't seem quite like any other game developer or movie studio out there, so it will be very interesting to see what the minds at Absurd Ventures are eventually able to come up with.

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