Saturday, June 20, 2026
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How to Get Valorant Pride 2026 Rewards

Riot Games has dropped three free reward codes for Valorant’s Pride Month 2026. The codes went live on June 1 and are active through the end of June. Once June ends, the codes expire, and the items become unobtainable.

This year’s rewards include a new title, a spray, and a set of player cards. Here is everything you need to know.

All Valorant Pride 2026 Codes

Riot Games published three codes on the official Valorant website. Players can redeem them to get the following items for free:

  • “Holding Space” Title: CC-VAL26-HOLDN-SPACE
  • Pride Wingman Spray: CC-VAL26-ALLUV-SPRAY
  • Player Cards: CC-VAL26-PLAYR-CARDS

The player cards code unlocks eight cards: Pride // Sherbet, Pride // Galactic, Pride // Sunset, Pride // Mint, Pride // Rainbow, Pride // Twilight, Pride // Primary, and Pride // Cotton Candy.

The Pride Wingman Spray features Gekko’s Wingman holding a heart symbol painted in multiple colors.

The codes are active until the end of June. After the month ends, the codes expire. Riot does not re-release expired seasonal codes, so redeem them before June 30.

How to Redeem Valorant Pride Codes

There are two ways to redeem codes: through the Riot Games website or directly in the game client.

  • Go to shop.riotgames.com/redeem and log into your Riot account.
  • Click the code entry box and type in the code.
  • Hit the Redeem Code button.
  • Confirm on the summary screen by clicking Redeem Code again.

Via the in-game client:

Launch Valorant and log in. Click the Valorant icon near your VP balance in the upper right corner. Select Prepaid Cards & Codes, then enter the code and submit.

Each code needs to be entered separately. After a successful redemption, the item goes straight to your inventory.

Dean Huang Outlines Honor of Kings’ India Push: Devara, Esports Pathways, and Design Philosophy

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Honor of Kings is the most-played MOBA on the planet, and for most of its decade-long life it barely acknowledged India existed.

That changed on March 11, 2026, when Tencent’s TiMi Studio and Level Infinite launched the game in the country. The launch came with a Rs 10 crore localisation commitment, two Esports World Cup 2026 slots reserved for Indian teams, and one promise that has hung over the entire rollout: a hero built specifically for India, arriving in June.

That hero now has a name and a release date. Devara, the only fully original character in the Honor of Kings Plus Version Update landing June 17, is a Clash Lane Fighter whose story is built around legacy, lightning, and a young successor inheriting a power passed down for two thousand years. He is the first hero in the game’s main roster drawn directly from Indian tradition, and he arrives alongside three other heroes and reworks to more than 90 existing characters.

For a studio that has built its 120-plus hero roster overwhelmingly on Chinese epic tradition, Devara is the first real test of whether it can localise without flattening. We sat down with Dean Huang, Producer of Honor of Kings, to talk about how heroes get made, what Brazil’s Luara taught the team, the KPL moment that forced a mechanic rework, and the honest answer he gives Indian students who want into the industry.

Designers can predict systems, but players ultimately define how a game is played
Dean Huang, Producer of Honor of Kings

When you’re designing a new hero, at what point do you know it’s actually going to work? Is there a specific playtest moment, a metric, or just a feeling?

Honestly, data can only verify whether a hero clears the baseline. It cannot tell you whether the hero has a soul. We validate a design by looking at two things alongside the numbers.

The first is the community, whether the design genuinely responds to what players have been hoping for. The second is the design team’s own instinct as players. When the team finishes a match and immediately wants to queue up another round, that kind of joy cannot be faked.

A hero starts to feel successful when players interact with it naturally, rather than needing to be taught how to have fun with it. Pick rates, engagement time, and match performance all matter, but there is also a qualitative layer. We watch playtests and see players experiment creatively with a hero’s mechanics. When players start discovering strategies on their own, that is often the strongest signal that the design has real potential. We had a case where players on the test server developed unintended combos for a hero while the win rate held steady in a healthy range. That was the moment we knew the direction was right.

Across 10 years and over 100 heroes, name one you fundamentally reworked or quietly removed, and what it taught you about your own assumptions.

Over a long live-service journey, there are always heroes that need significant redesigns as player behaviour evolves. Those experiences reinforce one lesson: designers can predict systems, but players ultimately define how a game is played. Staying adaptable and listening to the community is critical to long-term balance and sustainability.

Honor of Kings runs much shorter matches than PC MOBAs by design. What’s the discipline that keeps matches tight without making them feel rushed, and what gets cut from a kit when 15 minutes is the ceiling?

Designing for shorter match times requires extreme clarity in gameplay systems. Every mechanic, objective, and hero interaction has to create meaningful decisions without unnecessary complexity. The focus is keeping strategic depth while reducing friction.

Abilities or mechanics that slow pacing, create excessive downtime, or require overly long setup windows are usually simplified or streamlined to preserve momentum.

Comeback mechanics are some of the hardest things to balance. Where do you draw that line, and is there a patch you wish you’d called differently?

Comeback systems should reward smart decision-making and coordinated play without invalidating early-game skill expression. They also bring real excitement to a match, because every fight feels like it can still swing. The goal is to make sure players always feel they have agency, while still making early advantages meaningful.

In a live-service game, balance is an ongoing process, and every major patch teaches the team something new about player behaviour and competitive dynamics. The game has early-game and late-game heroes, skill counter relationships, and clear macro-strategy differences between compositions. Balance work has to honour both the time curve of each hero and the synergy logic of the lineup, so the distinct strengths that make each archetype meaningful are preserved.

Honor of Kings has worked with Hans Zimmer, Joe Hisaishi, and Howard Shore. How much does the score actually shape mechanical decisions versus being layered on top of finished gameplay?

Music and gameplay are developed very collaboratively. Gameplay systems are always the foundation, but the score plays a major role in shaping emotional pacing, tension, and impact during key moments. Things like ultimate abilities, objective fights, and cinematic transitions become more memorable when audio and gameplay are designed together rather than layered independently. It gives players a more immersive experience.

When a hero’s win rate sits in a normal range but the ban rate spikes, designers will play the hero themselves for several matches to feel why players don’t want to face it
Dean Huang, Producer of Honor of Kings

How much of your design comes from telemetry, things like rage quits, surrender rates, ban patterns, versus a designer’s gut about what’s fun? When they disagree, who wins?

Both are equally important. Telemetry provides scale and objectivity. Surrender rates, hero bans, and engagement patterns help identify friction points quickly. But game design is also an emotional craft, and not everything that feels fun can be fully captured through data. The strongest decisions usually come from balancing analytical insight with player empathy and creative intuition.

For example, when a hero’s win rate sits in a normal range but the ban rate spikes abnormally high, the data tells us something is off, but the data alone cannot say what. In those cases, designers will play the hero themselves for several matches to feel firsthand why players don’t want to face it. That lived experience is usually what reveals the real direction for the fix.

You’ve confirmed an India-inspired hero for the June update. Who’s been consulting, and what’s been harder: respecting the source material, or making it work in a competitive five-lane game?

The team has put significant care into approaching the India-inspired hero thoughtfully and respectfully. The role of cultural research here is to help us understand the original context, symbolic meanings, and taboo boundaries of the cultural elements involved, so the design avoids stereotypes or unintentional offense, and the hero feels rooted rather than referential.

That work happens alongside close collaboration across creative disciplines, so the hero fits naturally into the broader Honor of Kings universe while still working competitively in a fast-paced MOBA. The biggest challenge has never been whether to adapt, but how to preserve the recognisability of the cultural core while letting it integrate naturally into the rhythm of a MOBA confrontation. Striking that balance, between thematic inspiration, gameplay clarity, and fairness, is where most of the design conversation lives.

Indian mythology has some of the richest archetypes in the world, Hanuman, Arjuna, Karna, Durga, Ravana. What’s the temptation you most have to resist: making them too “cool” and losing the cultural weight, or being too reverential and making them boring?

The challenge is finding the balance between respect and accessibility. Cultural inspiration should feel authentic and meaningful, but the character also needs to function as an engaging gameplay experience for a global audience. The objective is not to replicate mythology directly, but to create heroes inspired by those storytelling traditions while preserving their emotional and cultural resonance.

When you build a hero for a specific region, Luara for Brazil, Garuda Khageswara for Indonesia, now India, does the kit itself get localised, or only the visual and narrative wrapper? Should an Indian hero feel mechanically different from a Chinese one?

The foundation of hero design stays globally consistent, because Honor of Kings is ultimately a shared competitive ecosystem. What regional inspiration shapes is the layer that sits on top of that foundation: visual identity, narrative themes, personality, animation style, and emotional tone. The goal is to make heroes culturally resonant without fragmenting gameplay design principles across regions.

For the India-inspired hero, the team also co-created the Indian voiceover, so the way the hero speaks, reacts, and expresses emotion feels rooted rather than translated. The hope is that the cultural core comes through not just in how the hero looks and fights, but in how the hero sounds.

Brazil was the first region to get a fully localised hero on the global side. What did Luara teach the team that’s already changed how the India hero is being designed?

What Luara taught us is that, when it comes to regional representation, depth matters far more than surface-level localization. Players respond most strongly when they can feel genuine cultural understanding in a character’s identity, story, and imagery. When their own culture is being seen, taken seriously, and given room to stand on the world stage rather than simply referenced.

That insight continues to shape how we approach every regionally inspired hero, and it directly informs the India hero this time. The aim is the same: cultural resonance that goes beyond aesthetics, so players from the region recognise themselves in the character, and players from everywhere else encounter that culture as something authored with care.

There’s a constant tension between “fun to play” and “fun to watch.” When those pull against each other on a kit, who wins in your studio?

Ideally, great competitive gameplay should achieve both. But when trade-offs emerge, clarity and long-term gameplay health become extremely important, especially in esports. Comeback wins from behind or a backdoor victory in a desperate situation are great examples. A mechanic might feel exciting for individual players but become difficult to follow in professional broadcasts, or create unhealthy competitive patterns. In those cases, the team focuses on preserving the excitement while improving readability and strategic clarity.

Menglei’s tower steal in the KPL led to the crystal mechanism being modified
Dean Huang, Producer of Honor of Kings

What’s a single moment from a KPL or KIC match that ended up changing something in the game afterwards, where you watched the broadcast and thought, “we have to fix that”?

Professional competition often reveals edge-case behaviours and strategic patterns that internal testing cannot fully predict. Watching top-tier play helps us identify situations where certain mechanics create unintended gameplay loops or reduce strategic diversity. The Menglei tower steal in the KPL is one, and the crystal mechanism was modified afterwards. Those learnings regularly feed into balance updates and system refinements.

The KPL is so far ahead of every other region in skill, production, and viewership that it risks demoralising emerging regions like India. From a design and competitive-structure standpoint, not a marketing one, what is the team doing to make sure regions like India don’t feel like a permanent feeder system?

Building a sustainable competitive ecosystem takes long-term investment in player development, grassroots competition, and accessible pathways into higher-level play. The focus is not on producing elite teams overnight, but on steadily building regional depth, through tournaments, creator ecosystems, community engagement, and structured progression that lets emerging regions grow over time.

In India, for example, we have already launched a campus tour alongside an online weekly tournament series, and we are planning to offer Indian teams direct qualification slots into Asia-region tournaments, rather than asking them to leap straight from grassroots play to beating established KPL teams. The intent is to give emerging regions a clear, climbable ladder, so competitive growth happens at a realistic pace and on terms that respect where each region is starting from.

What’s a design problem in Honor of Kings you’ve been trying to solve for years and still haven’t fully cracked, and what would solving it unlock?

One of the biggest ongoing challenges in any live-service competitive game is maintaining accessibility for new players while continuing to deepen mastery for experienced players. Solving that balance perfectly would unlock even broader long-term retention and make the ecosystem more welcoming without sacrificing competitive depth.

If a 22-year-old Indian game design student wrote to you tomorrow asking how to break into the industry, not the polished press answer, the real one, what would you tell them?

Start by making things. The industry values curiosity, iteration, and problem-solving far more than perfection. Study games deeply, understand why systems work the way they do, and build small playable experiences whenever possible. Most importantly, learn how to collaborate and accept feedback. Game development is ultimately a team discipline built around continuous learning.

Pokemon TCG 30th Celebration Set Officially Revealed

The Pokemon Company has just pulled back the curtain on one of the most anticipated trading card game releases in years, and fans of the franchise are losing their minds over it.

Announced on June 1, 2026, the highly anticipated Pokemon TCG 30th Celebration is set to drop throughout the globe on September 16, 2026, making it the first Pokemon TCG expansion ever to receive a coordinated global launch.

Every single card in this TCG, including Basic Energy, will come with a foil treatment. That alone makes this release feel distinct from anything the franchise has done before.

The set also debuts a brand-new card rarity. Named “Futuristic Rare,” this tier features new Mewtwo and Mew artwork by the acclaimed Japanese artist YOSHIROTTEN, with each card depicting Pokemon through a bold visual style.

Iconic cards like the Base Set Charizard and the Pikachu & Zekrom GX Tag Team are also returning as stamped reprints bearing the 30th Celebration logo. Additionally, every booster pack is guaranteed to include one of 30 unique holographic Pikachu cards, each illustrated by a different artist.

Each pack will contain five foil cards, one foil Basic Energy, and a Pokémon TCG Live code card. Notably, the classic reprints won’t be legal in the Standard format.

With demand expected to be sky-high, pre-orders are likely to open well before the September launch. For collectors and players alike, this is shaping up to be the TCG event of the decade.

With demand expected to be sky-high, pre-orders are likely to open well before the September launch. When the time comes, you can snag yours through a local retailer, your nearest Pokemon Center, or directly via the Pokemon Center website.

PlayStation State of Play June 2026: Start Time and How to Watch

Sony’s next State of Play lands on Tuesday, June 2, 2026. This one is bigger than the usual showcase. Sony has confirmed the broadcast runs for over 60 minutes, Marvel’s Wolverine is the confirmed headliner, and for the first time in years, PlayStation is bringing the event to movie theaters.

Here’s everything you need: start times by region, where to watch, and the games expected to show up.

When Does PlayStation State of Play June 2026 Start?

The event starts on June 2, 2026 at 2 PM PDT / 5 PM EDT. Below are the start times across major regions:

RegionLocal Time
US Pacific (PT)June 2 at 2:00 PM
US Mountain (MT)June 2 at 3:00 PM
US Central (CT)June 2 at 4:00 PM
US Eastern (ET)June 2 at 5:00 PM
United Kingdom (BST)June 2 at 10:00 PM
Europe (CEST)June 2 at 11:00 PM
India (IST)June 3 at 2:30 AM
Japan (JST)June 3 at 6:00 AM
Australia (AEST)June 3 at 7:00 AM

How to Watch PlayStation State of Play

PlayStation’s State of Play will be broadcast on the official PlayStation YouTube and Twitch channels.

This showcase is also going to theaters. Alamo Drafthouse Cinema and Sony Interactive Entertainment are teaming up to bring the State of Play broadcast into theaters for the first time. Select Alamo Drafthouse locations nationwide will host a live screening event on June 2. Tickets are free but limited. Confirmed theater cities include Raleigh, Los Angeles, San Francisco, Chicago, Dallas/Fort Worth, and New York City.

NVIDIA DLSS 4.5 Ray Reconstruction Release Date, Supported Games, and What’s New

NVIDIA has announced DLSS 4.5 Ray Reconstruction, a new AI-powered update to its ray tracing technology. It launches in August and works on all GeForce RTX graphics cards.

What Is DLSS 4.5 Ray Reconstruction?

The update replaces the hand-tuned denoisers that RTX graphics currently use for ray-traced rendering. Instead, a second-generation transformer AI model takes over. It analyzes spatial and temporal game data to reconstruct missing visual detail. The result is sharper images, more stable lighting, and fewer ghosting artifacts in supported games.

This is not a standalone feature. DLSS 4.5 Ray Reconstruction merges Super Resolution and Ray Reconstruction into one unified model. That means the AI processes both upscaling and denoising together, rather than treating them as separate tasks.

What Changes Under the Hood

The new denoiser delivers 35% more compute capability while processing 20% more parameters. NVIDIA says it also benefits from enhanced scene awareness, better motion clarity, improved temporal stability, and a larger training dataset. Developers get more control over temporal accumulation settings too, which lets them fine-tune image quality for their specific games.

The most visible improvement is in fast-moving effects. Particle systems, weather, and laser lighting have historically caused ghosting and noise in ray-traced scenes. Scenes with this kind of animation have reportedly shown cleaner motion handling and reduced ghosting.

Which Games Get Support at Launch

At launch, DLSS 4.5 Ray Reconstruction will be compatible with 27 games, including Cyberpunk 2077, Alan Wake 2, Indiana Jones and the Great Circle, DOOM: The Dark Ages, Star Wars Outlaws, Hogwarts Legacy, F1 25, Resident Evil Requiem, PRAGMATA, and Call of Duty: Black Ops 7.

Beyond the launch list, more titles are arriving with DLSS 4.5 support throughout the year. Phantom Blade Zero is scheduled to launch this fall with DLSS 4.5 Super Resolution and ray tracing features, while Marvel Rivals will receive native DLSS 4.5 Super Resolution and Dynamic Multi Frame Generation support in an update arriving June 12. NARAKA: BLADEPOINT gets the upgrade on June 5.

DLSS 4.5 Ray Reconstruction Comes to Blender Too

Gaming is not the only target. NVIDIA confirmed that DLSS 4.5 Ray Reconstruction is coming to Blender as well. The feature will be integrated into Blender Cycles as a new denoising option when Blender 5.3 launches later this year. NVIDIA says the technology will allow artists to view near-final rendering quality in real time while maintaining responsive viewport performance.

NVIDIA revealed that more than 1,000 RTX-enabled games and applications are now available, driven by growing adoption of DLSS, ray tracing, and AI-accelerated technologies. The company first introduced RTX graphics cards in 2018 with the GeForce RTX 2080.

How to Get the Update

The update will be distributed through the NVIDIA App when it becomes available in August. No separate downloads or manual installs are required for supported games.

How to Get the Dark Voyager Fortnite Sidekick for Free

Epic Games is giving away the Dark Voyager Sidekick to all Fortnite players for free, but it will only be available to claim for a limited time period before it’s gone for good.

The Fortnite Dark Voyager sidekick will be given out to players as part of the upcoming Shattered live event. The event will mark the end of Fortnite Chapter 7 Season 2, with the servers for the game getting taken down immediately after as the devs prepare to ship out a brand-new season.

In this article, we’ll go through everything you need to know about how to get the Dark Voyager Fortnite Sidekick for free.

How to Get Free Fortnite Dark Voyager Sidekick

The free Fortnite Dark Voyager Sidekick will only be given to players who participate in the highly anticipated Shattered live event with their friends. Note that you’ll need to queue into the event with at least one or more friends to be eligible to receive the free Dark Voyager Sidekick.

For the uninitiated, the Fortnite Shattered live event is scheduled to take place on June 5, 2026, at 7 PM ET. Players should be able to queue for the event starting at 6:20 PM ET.

Players who queue into the event solo will receive a free Fortnite Dark Voyager Pickaxe instead.

Whether you choose to attend the Fortnite Shattered live event solo or with your friends, you should find your rewards in your Locker once the event ends. However, since the servers are expected to go down immediately after the event, you’ll likely get your event rewards at the start of Fortnite Chapter 7 Season 3.

That’s everything you need to know about how to get a free Dark Voyager Sidekick in Fortnite.

IEM Cologne Major 2026 Stage 1 Set to Begin with High-Stakes Action

The opening stage of the highly anticipated IEM Cologne Major 2026 is set to kick off on June 2, bringing together the best Counter-Strike 2 teams from around the world. The event is broken down into stages. Stage 1 is set to pave the way for 8 teams to make it into Stage 2 through a high-stakes Swiss bracket, where nothing but tough competition is the name of the game.

Stage 1 begins with a series of best-of-one matches, which will set up the fixtures for Stage 1 Round 2, where we will be greeted with best-of-3 contests. With the small gaps in quality among the teams of Stage 1, there remains tons of room for surprises, upsets, and miracle runs, and all of that will be here. With no team standing out as the clear favourite, the matches will be as close as it gets, especially for a chance in the next round of Counter-Strike’s biggest festival. Here is everything you need to know about the upcoming IEM Cologne Major 2026 Stage 1.

Stage 1 Format

Key format details:

  • 16 teams compete in a Swiss bracket.
  • The top 8 teams advance to Stage 2.
  • The opening two rounds are Best-of-One.
  • Advancement and elimination matches are Best-of-Three.

16 Teams Participating in Stage 1

  1. M80
  2. Lynn Vision
  3. SINNERS
  4. FlyQuest
  5. B8
  6. TYLOO
  7. MIBR
  8. THUNDER dOWNUNDER
  9. GamerLegion
  10. NRG
  11. HEROIC
  12. Sharks
  13. BetBoom
  14. Gaimin Gladiators
  15. BIG
  16. Liquid

Opening Day Matches

DateTimeTeam 1Team 2
02/06/202616:00M80Lynn Vision
02/06/202616:00SINNERSFlyQuest
02/06/202617:00B8TYLOO
02/06/202617:00MIBRTHUNDER dOWNUNDER
02/06/202618:00GamerLegionNRG
02/06/202618:00HEROICSharks
02/06/202619:00BetBoomGaimin Gladiators
02/06/202619:00BIGLiquid

Broadcast Talent

The event features a star-studded broadcast crew:

  • Hosts & Presenters: Freya Spiers, Tres Saranthus, Eefje Depoortere, and Oliver D’Anastasi.
  • Analysts: Janko Paunović, Jacob Winneche, Martin Styk, Ashley Battye, and Peter Rasmussen.
  • Casters: Chad Burchill and Alex Richardson; Harry Russell and Hugo Byron; Jason O’Toole and Adam Hawthorne; Conner Girvan and Mohan Govindasamy.

All the matches will be live-streamed across popular streaming platforms like Twitch and YouTube.

As we prepare for the IEM Cologne Major 2026 Stage 1 to kick off, some of the newer fans must understand the significance of this location. Cologne is home to one of the most prestigious Counter-Strike tournaments, and for it to get Major status makes the trophy several times more desirable. This Major is expected to have the toughest competition, the loudest arena, and the grandest experience, so make sure to make the most out of it.

Honkai: Star Rail 4.3 Release Date and Time

HoYoverse is all set to bring the next major update to Honkai: Star Rail, and the excitement within the community is at an all-time high.

The Honkai: Star Rail Version 4.3 update, officially titled “The Lethe Below the Living,” picks up the ongoing Planarcadia storyline, diving deeper into Mortenax Blade’s long-cursed fate as the Trailblazer joins him in confronting the secrets buried within the World in Canvas.

If you’re here to know more about the exact release date and time for the Honkai: Star Rail 4.3 update, we’ve got you covered.

When Does Honkai: Star Rail Version 4.3 Release?

The much-anticipated Honkai: Star Rail Version 4.3 update goes live globally on June 1, 2026, at around 11:00 AM China Standard Time (UTC+8).

Players in North America will receive the update on the evening of May 31, given the time zone offset.

Below, we’ve listed the exact release date and time for the Honkai: Star Rail Version 4.3 update across major regions:

  • Pacific Time (PT): May 31, 8:00 PM
  • Eastern Time (ET): May 31,11:00 PM
  • Western Europe (WEST): June 1, 4:00 AM
  • Central Europe (CEST): June 1, 5:00 AM
  • India (IST): June 1, 8:30 AM
  • China/Philippines (CST): June 1, 11:00 AM
  • Japan/Korea (JST/KST): June 1, 12:00 PM

Honkai: Star Rail Version 4.3 Maintenance and Downtime

Similar to other major updates, before the Version 4.3 patch goes live, Honkai: Star Rail servers will be taken offline for roughly five hours of scheduled maintenance.

For most Asian and European regions, downtime begins at 6:00 AM CST on June 1. NA players will see servers go down around 3:00 PM PT on May 31.

Once the maintenance ends, eligible players at Trailblaze Level 4 or above will receive 600 Stellar Jade directly in their in-game mailbox.

The Honkai: Star Rail Version 4.3 update will introduce the new 5-star character Mortenax Blade to the game alongside a bunch of other exciting content. Joining Blade on the banner roster are reruns of Yao Guang, Cyrene, and Phainon.

That’s everything you need to know about the Honkai: Star Rail Version 4.3 update.

Arc Raiders Reportedly Testing PvE Mode “Rebellion” in Chinese Client

Embark Studios has officially launched the closed beta test for the Chinese version of Arc Raiders, and it comes with some notable changes to the extraction shooter.

According to early reports, the Chinese version of Arc Raiders will bring with it some heavily requested features to the game, including a PvE “Rebellion” mode that will encourage Raiders to team up against the Arc threats.

As per community reports, the Chinese version of Arc Raiders will feature exclusive modes including “Double King” and “Rebellion Incident”. An X user describes the Rebellion event as a “low-difficulty mode,” and confirms that this mode offers a “lot of resources” to the players.

The user further reports that by default, players spawn as “friendly troops” who are unable to harm one another, but can opt into “rebellion,” triggering a map-wide announcement that rebels are present in the server.

The ‘rebels’ in this mode who betray other players will likely be indicated with a red icon on the compass or map.

On the other hand, the “Double King” mode is expected to spawn both the Matriarch and the Queen on the same map at the same time.

Note that this version of Arc Raiders is being developed by Tencent and is only available to players in China. It is a different client from the global version.

Given that this marks the closest Arc Raiders has come to a dedicated PvE experience, it hasn’t taken long for fans to take notice, and many have already started calling on Embark to bring a mode like Rebellion to the global live servers.

A Minecraft Movie Squared Is the Official Title for the Minecraft Movie Sequel

The follow-up to Warner Bros. and Legendary’s 2025 box office hit now has a name. The Minecraft movie sequel is officially titled A Minecraft Movie Squared, with a confirmed theatrical release date of July 23, 2027.

Warner Bros. and Legendary announced the title on May 30, 2026, during a Minecraft Live presentation. The reveal also came alongside the news that Kirsten Dunst has joined the cast.

What We Know About A Minecraft Movie Squared

Director Jared Hess is returning to helm the sequel. He co-wrote the screenplay with Chris Galletta, the same writing partnership from the first film.

Kirsten Dunst joins the cast as Alex, the female counterpart to Jack Black’s character Steve. Matt Berry also returns, though in an undisclosed role. Danielle Brooks and Jennifer Coolidge will also reprise their roles from the first film.

The sequel was officially announced in October 2025, and at CinemaCon in April 2026, it was listed under the placeholder title A Minecraft Sequel. The official title came at the Minecraft Live event on May 30.

How the First Film Performed

A Minecraft Movie debuted to $163 million domestically in its opening weekend and went on to gross $960 million worldwide. That made it the second-highest-grossing Hollywood film of 2025, behind Disney’s Lilo & Stitch at $1.03 billion.

The first film helped turn around Warner Bros.’ fortunes after a rough stretch that included Joker: Folie a Deux, Mickey 17, and The Alto Knights.

Fan Build Contest Tied to the Announcement

Warner Bros. and Legendary used the title reveal to launch a creator contest. Fans can build something inside the Minecraft video game for a chance to have their creation appear in the movie or its end credits. The winner also gets to attend a private screening of the sequel with their friends.

Submissions can be made through TikTok, Twitch, or Minecraft itself.

Who Is Producing the Sequel

Producers on the sequel include Mary Parent, Cale Boyter, Roy Lee, Eric McLeod, Kayleen Walters, Torfi Frans Ólafsson, Momoa, and the late Jill Messick. Executive producers are Jay Ashenfelter, Jen Conroy, Brian Mendoza, Jon Berg, and Jonathan Spaihts.

A Minecraft Movie Squared is set for theaters on July 23, 2027.