Home Blog Page 60

Why Activision Taking Over Halo Could Change the Franchise Forever

0

For nearly 25 years, Halo has been more than another intellectual property in Microsoft’s gaming portfolio. It was the game that helped sell the original Xbox, became one of the foundations of Xbox Live, survived Microsoft’s transition from Bungie to 343 Industries, and eventually grew into a franchise with more than 81 million games sold.

Now, for the first time in its history, responsibility for Halo’s next flagship instalment is moving somewhere entirely different.

Microsoft confirmed on September 22 that Activision will establish a new, purpose-built development team for the next major Halo game. The team will operate separately from Activision’s existing Call of Duty development structure, while a significantly smaller Halo Studios will remain responsible for supporting the Halo community and games already on the market.

The decision forms part of the massive Xbox restructuring announced on September 22, which also includes 268 job cuts, Obsidian moving under Bethesda’s remit, Rare and World’s Edge moving under Activision, and the consolidation of Playground Games and Turn 10 Studios.

For Halo, however, this is considerably more than a corporate reshuffle. Microsoft is entrusting the franchise that helped establish Xbox itself to an organisation that has spent decades building one of the industry’s most sophisticated systems for producing and supporting blockbuster first-person shooters.

Whether that production experience can work for Halo without stripping away what made the series distinctive may now become one of the defining questions surrounding the franchise’s next era.

Halo helped create Xbox?

When Halo: Combat Evolved arrived alongside the original Xbox in November 2001, Microsoft was attempting something extraordinarily difficult: entering a console market dominated by companies with established gaming identities. Halo became the product capable of giving Xbox one.

The commercial trajectory that followed explains why Microsoft’s latest decision carries so much weight. Halo: Combat Evolved and Halo 2 together sold roughly 15 million copies, while Microsoft’s figures for the Xbox 360 generation put combined sales of Halo 3, Halo Wars, Halo 3: ODST, Halo: Reach, Halo: Combat Evolved Anniversary and Halo 4 above 40 million copies.

Halo also became instrumental to Microsoft’s online ambitions. Halo 2 emerged as one of the defining experiences of the original Xbox Live service, while Halo 3 arrived in 2007 as a major entertainment event and cemented Master Chief as one of the most recognisable characters associated with console gaming. By 2021, Microsoft said the franchise had surpassed 81 million games sold worldwide and generated more than $6 billion in worldwide product sales. Even relatively late in that journey, Halo remained capable of producing enormous launches: Halo 5: Guardians generated more than $400 million in global game and hardware sales during its first week in 2015, with players logging 21 million hours during the same period.

This is the inheritance Activision is receiving. Not simply another shooter, but a franchise whose history is unusually intertwined with the platform that owns it.

From Bungie to 343 Industries and Halo Studios

There is another reason the Activision decision carries so much weight: Halo has already lived through one enormous developer transition.

Bungie created Halo’s original identity and developed the series through Halo: Reach after separating from Microsoft. Stewardship subsequently moved to 343 Industries, which went on to develop Halo 4, Halo 5: Guardians and Halo Infinite while also overseeing Halo: The Master Chief Collection and the broader franchise.

That stewardship entered another phase in 2024 when 343 Industries became Halo Studios and announced that future Halo development would move away from the proprietary Slipspace Engine towards Unreal Engine 5. In describing that transition, Halo Studios itself characterised the franchise as having gone through a Bungie chapter and a 343 Industries chapter before beginning another new era.

Halo Studios introduced Project Foundry as the technological foundation for that transition, using it to explore how Halo’s environments, characters and weapons could be rebuilt in Unreal Engine 5 while simultaneously changing the studio’s development processes.

That work eventually fed into Halo: Campaign Evolved, a rebuilt and expanded version of the original Combat Evolved campaign. The project is particularly significant because it also takes Halo beyond Xbox and PC for the first time, with a PlayStation 5 release forming part of Microsoft’s increasingly multiplatform strategy.

TalkEsport previously reported that Halo: Campaign Evolved on PS5 requires players to use a Microsoft account and Xbox Gamertag, with the same account infrastructure helping support cross-platform play and progression.

The franchise was therefore already undergoing a technological and platform reset before Microsoft’s September 2026 restructuring introduced an organisational one. Campaign Evolved remains part of Halo Studios’ existing work, but responsibility for the next flagship Halo title will move to Activision.

Why Activision makes sense for Halo

The immediate temptation is to interpret Microsoft’s decision as simply turning Halo over to the company behind Call of Duty. The reality is more nuanced.

Microsoft says Activision is creating a purpose-built Halo development team that will operate separately from its Call of Duty organisation. There is currently no basis for saying Infinity Ward, Treyarch or Sledgehammer Games themselves are developing the next Halo.

But separating the Halo team does not erase Activision’s institutional experience. Activision has spent years operating a network of studios capable of contributing to enormous projects simultaneously, with developers including Infinity Ward, Treyarch, Sledgehammer Games, Raven Software, Beenox, High Moon Studios and Demonware providing different forms of development and technological expertise.

That network has helped Activision solve a problem that has become increasingly difficult across AAA development: coordinating enormous teams while maintaining existing games, producing new content, operating online services and developing future releases at the same time.

Call of Duty provides the most obvious demonstration. Different lead studios have historically rotated between major releases while numerous supporting teams contribute engineering, art, multiplayer technology, online infrastructure and other development work.

Halo does not need to become Call of Duty for that experience to matter. What Activision can potentially bring is an established organisational framework for managing a blockbuster shooter across multiple development disciplines โ€” something particularly relevant to a franchise expected to satisfy campaign players, competitive multiplayer audiences, cooperative players and an increasingly multiplatform Xbox strategy simultaneously.

Halo could fit Activision without becoming Call of Duty

The portfolio fit is more interesting than it initially appears. Activision already controls one of gaming’s dominant military shooter franchises in Call of Duty, but Halo occupies a distinctly different position.

Halo brings a science-fiction universe, arena-influenced multiplayer, large combat spaces, vehicles, cooperative campaigns and a highly recognisable collection of weapons, enemies and environments. Its combat rhythm, built around rechargeable shields, weapon combinations, grenades, vehicles and intelligent enemy encounters, has historically separated it from the faster military-shooter structure associated with Call of Duty.

That distinction gives Activision an opportunity to expand its shooter portfolio without simply producing another product aimed at the same experience. Call of Duty can remain Call of Duty while Halo occupies a science-fiction and sandbox-oriented position with a fundamentally different tone and style of play.

Halo also arrives at Activision at a moment when Microsoft’s gaming strategy extends well beyond Xbox hardware. The company’s ownership of Activision Blizzard King gives it major businesses across console, PC and mobile, while Halo itself has now begun expanding to PlayStation.

That makes the next Halo potentially much broader than a traditional Xbox exclusive. Activision’s experience launching and operating games across multiple platforms could become increasingly relevant if Microsoft’s multiplatform approach continues into Halo’s next flagship release.

The risk is making Halo efficient but less like Halo

The same factors that make Activision an intriguing choice also create the most obvious concern.

Halo’s popularity was never built purely on the fact that it was a first-person shooter. Its identity emerged from the interaction between open combat spaces, enemy AI, vehicles, physics, rechargeable shields, distinctive weapons, cooperative play and encounters that could unfold differently depending on how players approached them.

Its multiplayer developed a similarly recognisable language around weapon control, map positioning, shields and power items rather than simply following the conventions of military shooters.

Activision’s experience can potentially help Microsoft deliver Halo more consistently, but production efficiency alone does not guarantee a successful Halo game. The new team will still need developers who understand why a Halo encounter feels like Halo, why a Warthog behaves differently from an ordinary shooter vehicle, why Covenant enemy combinations matter and why apparently small changes to movement, weapons or map design can generate enormous reactions from a community that has been playing these games for decades.

That may also explain why Microsoft is creating a dedicated Halo team rather than simply assigning the franchise to an existing Call of Duty developer. Activision provides the organisational home and production infrastructure; the new team still has to preserve Halo’s identity.

Activision is inheriting a franchise that still matters

The scale of Halo’s history makes the next step particularly consequential. More than 81 million games had been sold by 2021, worldwide product sales had exceeded $6 billion, and the series had already helped Microsoft establish multiple generations of Xbox hardware while expanding into books, merchandise, television and other media.

Halo therefore does not need to prove that audiences can care about Halo. The challenge is demonstrating that another development organisation can produce a new entry capable of becoming culturally significant rather than merely sustaining a famous intellectual property.

Activision has considerable experience managing enormous shooter franchises, a worldwide network of specialised studios and an organisational structure designed around producing and supporting games at a scale few publishers can match. Halo brings an established universe, one of gaming’s most recognisable protagonists and a fanbase accumulated across a quarter of a century.

Microsoft’s decision effectively puts those two assets together.

The experiment will be whether Activision can give Halo the production consistency of a modern blockbuster franchise without turning Halo into something it was never supposed to be.

After 25 years of Master Chief being developed first by Bungie and then by 343 Industries and Halo Studios, the next major Halo is consequently much more than another sequel. It will be the first real test of whether Microsoft’s largest-ever gaming acquisition can help shape the next era of the franchise that originally helped make Xbox matter.

Activision Takes Over Halo as Xbox Cuts 268 Jobs in Major Reset

0

Microsoft has unveiled the next phase of its sweeping Xbox restructuring, cutting 268 roles while dramatically reorganizing some of its most recognizable game studios and franchises.

The announcement confirms reports from earlier that Microsoft was preparing another round of Xbox layoffs and planned to consolidate several studios. At the time, hundreds of jobs were reported to be at risk, but the exact number of affected employees and the studios involved had not yet been disclosed. The biggest change concerns Halo. Activision will develop the next major Halo game through a newly created team, while Halo Studios, formerly 343 Industries, will be reduced to a smaller operation responsible for supporting existing titles and the Halo community. The new Activision team will operate separately from the publisher’s Call of Duty development structure.

The restructuring goes considerably further. Rare and World’s Edge are moving under Activision, Obsidian Entertainment is being placed under Bethesda’s remit, and Playground Games and Turn 10 Studios are being combined into a single studio responsible for the Forza and Fable franchises. King will meanwhile take responsibility for Microsoft’s casual-games operation.

Ninja Theory faces the most uncertain future. Microsoft says two separate agreements to move the Hellblade developer into new ownership have fallen through, prompting the company to begin consultation with employees over a proposed closure while it continues exploring alternatives.

Activision will develop the next Halo

Moving development of Xbox’s flagship franchise to Activision is easily the most striking decision in the latest reorganisation. In an internal memo published by Xbox, Chief Content Officer Matt Booty said Activision will establish a purpose-built team specifically for the next Halo title. Importantly, Microsoft says this group will operate separately from Activision’s Call of Duty teams.

Halo Studios itself isn’t disappearing completely. A smaller team will remain responsible for supporting the Halo community and games already on the market, including Halo Infinite and Halo: Campaign Evolved. Development responsibility for the next major Halo game, however, will move to the new Activision operation.

The decision represents a significant shift for a franchise that has been inseparable from Xbox’s identity since the original console launched with Halo: Combat Evolved in 2001. Activision’s responsibilities are expanding elsewhere as well. Rare, the studio behind Sea of Thieves, and World’s Edge, which oversees Age of Empires, will move under Activision’s organizational structure. The publisher will consequently oversee a considerably broader collection of Microsoft’s major franchises alongside its existing portfolio.

Obsidian moves under Bethesda

Obsidian Entertainment is also being reorganised under Bethesda. Microsoft says Bethesda’s remit will expand to include Obsidian, although the studio will continue working on its existing projects, including Grounded and its previously announced Fallout collaboration with Bethesda Game Studios.

That move is particularly notable because the two studios are already working together on a new Fallout project. TalkEsport previously reported that Obsidian is developing a new Fallout project with Bethesda Game Studios, while Fallout 5 remains in preproduction and The Elder Scrolls VI is Bethesda Game Studios’ primary development focus.

Placing Obsidian within Bethesda’s organisational structure therefore formalises a relationship that was already becoming increasingly important to Microsoft’s plans for Fallout. It does not mean Bethesda has acquired Obsidian in the conventional sense, since both companies were already owned by Microsoft.

Turn 10 and Playground Games become one studio

Another major consolidation affects two of Xbox’s best-known development teams. Playground Games and Turn 10 Studios will formally come together as a single studio focused on the Forza and Fable franchises. The developers have worked closely around Forza for more than a decade, but Microsoft’s restructuring now places their work within one organisation.

Turn 10 created the Forza Motorsport series, while Playground established Forza Horizon before taking responsibility for Microsoft’s Fable reboot. The consolidation therefore brings together two studios with considerable shared franchise and technological history.

King is receiving an expanded role as well, taking Microsoft’s casual-games operation under its remit. That places Microsoft’s casual titles alongside the company behind Candy Crush and its wider mobile portfolio.

Ninja Theory faces possible closure

The situation surrounding Ninja Theory is considerably more serious. Microsoft announced in July that Ninja Theory and Undead Labs were among the studios expected to move into new ownership as Xbox reduced the size of its internal development portfolio.

Undead Labs has since successfully transitioned out of Microsoft on terms similar to those involving Compulsion Games and Double Fine Productions. State of Decay 3 remains planned for a day-one Game Pass release under its new publishing arrangement.

Ninja Theory has not been as fortunate. According to Microsoft’s latest communication, two separate agreements involving the studio fell through. Xbox will now begin consultation with employees over a proposed closure while continuing to explore other possible outcomes for the Hellblade developer.

That means Ninja Theory has not yet definitively closed. Closure is Microsoft’s proposal while the consultation process proceeds, and alternative options are still being explored. The Verge reports that consultation concerning Arkane in France also remains underway and is expected to continue through the end of the year.

Xbox cuts 268 jobs as restructuring continues

The studio overhaul accompanies 268 job cuts across Microsoft’s gaming organisation. The reductions affect Halo Studios, other first-party development teams, Xbox Game Studios management and central functions. Crucially, those 268 positions are part of Microsoft’s previously announced plan to eliminate approximately 3,200 roles throughout fiscal 2027 rather than an additional round being added on top of that figure. Around 1,600 roles were affected when the restructuring began in July.

Booty said the actions completed since July, including Microsoft’s studio divestitures, have now taken Xbox roughly three-quarters of the way through the previously announced restructuring.

The September changes therefore provide the details that were missing when reports of another round of Xbox layoffs emerged earlier in the day. What initially appeared to be another substantial headcount reduction has developed into a much broader reorganisation of how Microsoft manages some of the biggest studios and intellectual properties in gaming.

Xbox’s studio structure looks radically different

The cumulative changes leave Microsoft’s first-party gaming organisation looking dramatically different from the one it assembled during its acquisition spree. Compulsion Games and Double Fine Productions have returned to their management teams, while Undead Labs has now completed a similar transition. Ninja Theory faces a proposed closure if another path cannot be found, while discussions surrounding Arkane continue.

Inside Microsoft, Activision’s role has expanded significantly through Halo, Rare and World’s Edge. Bethesda now oversees Obsidian, Playground and Turn 10 are becoming one studio, and King gains responsibility for Microsoft’s casual-games operation.

The result is a substantially more consolidated structure built around Microsoft’s larger publishing organisations and established franchises. For Halo in particular, the change is historic. The franchise that helped establish Xbox as a console platform will have its next major instalment developed by a purpose-built team inside Activision, the publisher Microsoft acquired as part of its $69 billion Activision Blizzard deal. The restructuring isn’t finished either. With Microsoft saying the process is now roughly three-quarters complete, further changes remain possible before the Xbox reset announced earlier this year reaches its conclusion.

TEZ FFMIC 2026 Fall Grand Finals: Schedule, Teams, Prize Pool, and More

TEZ FFMIC 2026 Fall Grand Finals will bring the top 12 Free Fire MAX teams in India together for the final stage of the tournament. The LAN Grand Finals will take place on September 26 and 27, 2026, at Noida Indoor Stadium in Delhi-NCR. Teams will first compete in the Point Rush stage before entering the Champion Rush format on Day 2. The event carries a โ‚น1 crore prize pool, while the top 3 teams will also qualify for the Free Fire World Series Global Finals 2026. Here is everything to know about the TEZ FFMIC 2026 Fall Grand Finals, including the schedule, qualified teams, format, prize pool, and more.

TEZ FFMIC 2026 Fall Grand Finals

The TEZ FFMIC 2026 Fall Grand Finals are scheduled for September 26-27, 2026. The event will be played offline at Noida Indoor Stadium, Delhi-NCR.

A total of 12 teams have qualified for the Grand Finals. Six teams earned their spots through the first 3 days of the Knockout Stage, while the remaining 6 advanced through the final Knockout Week.

The Grand Finals will use 2 different formats. Day 1 will feature Point Rush, while Day 2 will use Champion Rush.

The tournament also serves as a qualification route to the FFWS Global Finals 2026. The top 3 teams from the FFMIC Fall Grand Finals will secure their places at the global event.

TEZ FFMIC 2026 Fall Grand Finals Schedule

The Grand Finals will run across 2 days.

DateStageMatches
September 26Point Rush6
September 27Champion RushUp to 8 listed games*

The Point Rush stage begins on September 26 at 2:50 PM IST. The 6 games are scheduled at 30-minute intervals.

GameTime (IST)
Game 12:50 PM
Game 23:20 PM
Game 33:50 PM
Game 44:20 PM
Game 54:50 PM
Game 65:20 PM

Champion Rush begins on September 27 at 2:50 PM IST. The listed schedule contains 8 possible games, although the format can end earlier if a team meets the required conditions.

FFMIC 2026 Fall Grand Finals Teams

The 12 qualified teams are:

  1. Orangutan X Elite
  2. Desi Gamers
  3. Total Gaming Esports
  4. Team Apex Gaming
  5. TSG Pros
  6. GodLike Esports
  7. Resurrection
  8. Clutza Esports
  9. NG Pros
  10. Revenant XSpark
  11. S8UL Esports
  12. The W Squad

These teams secured their Grand Finals places through different stages of the FFMIC Fall Knockouts. The first 6 qualifiers included Orangutan X Elite, Desi Gamers, Total Gaming Esports, Team Apex Gaming, TSG Pros, and GodLike Esports. The remaining 6 spots were decided during the final Knockout Week.

FFMIC 2026 Fall Grand Finals Format

The Grand Finals will begin with Point Rush on Day 1.

All 12 teams will play 6 matches. Their placements and eliminations will determine their scores. Teams will also receive head-start points for the Champion Rush stage based on their Day 1 finish.

The head-start points are:

PositionHead-Start Points
1st10
2nd7
3rd5
4th3
5th2
6th1
7th-12th0

Day 2 then moves into the Champion Rush format.

The Champion Rush threshold for FFMIC 2026 Fall is 110 points. Once a team reaches that threshold, it becomes eligible to win the tournament by securing a Booyah in a subsequent match. The first eligible team to achieve that Booyah condition is crowned the champion.

FFMIC 2026 Fall Grand Finals Prize Pool

The TEZ FFMIC 2026 Fall season features a total โ‚น1 crore prize pool. The top 12 Grand Finals teams will receive the largest portions of the tournament winnings.

PositionPrize Money
1stโ‚น35 lakh
2ndโ‚น17 lakh
3rdโ‚น7 lakh
4thโ‚น5 lakh
5thโ‚น4.3 lakh
6thโ‚น4 lakh
7thโ‚น3.75 lakh
8thโ‚น3.5 lakh
9thโ‚น3.25 lakh
10thโ‚น3 lakh
11thโ‚น2.75 lakh
12thโ‚น2.5 lakh

The tournament also awards โ‚น1.5 lakh to the Grand Finals MVP. Teams outside the Grand Finals also receive prize money, with the overall tournament distribution extending to all 18 qualified teams.

FFMIC 2026 Fall Global Finals Qualification

The TEZ FFMIC 2026 Fall Grand Finals are not only about the domestic championship.

The top 3 teams from the event will qualify for the Free Fire World Series Global Finals 2026. Garena announced the 3 available global slots for the Indian competition in August.

This gives the Grand Finals an added qualification objective. Teams will be competing for the FFMIC title while also fighting for a place at the global championship.

Also read: FFMIC 2026 Fall Knockout Stage: Teams, Groups, Schedule, Format and Timings

The TEZ FFMIC 2026 Fall Grand Finals will conclude the Fall season on September 27. Twelve teams will compete at the Noida Indoor Stadium across Point Rush and Champion Rush.

The โ‚น1 crore prize pool adds a major financial incentive, while the 3 FFWS Global Finals slots give the tournament an international qualification objective. The champion will be decided through the Champion Rush format after the teams build their starting points on Day 1.

Dune Awakening Launches on Xbox With Single-Player & Game Pass

0

Dune: Awakening has officially launched on Xbox Series X|S today, September 22, bringing Funcom’s open-world survival game to Microsoft’s consoles more than a year after its original PC release.

The Xbox release arrives alongside one of the game’s biggest updates yet. Dune: Awakening can now be played entirely in single-player, its Book One storyline can be completed from beginning to end, PvP has become optional across the full experience, and Funcom has substantially reworked progression, combat and the endgame.

The game is also available through Xbox Game Pass on launch day across Xbox Series X|S, PC and cloud, while Xbox Play Anywhere enables shared progression between Xbox and the Microsoft Store version on Windows.

For players who skipped Dune: Awakening because of its multiplayer-focused structure when it originally launched on PC in June 2025, September 22 effectively represents a second starting point for the game.

Dune: Awakening can now be played entirely solo

The headline addition is a full single-player mode. Players can now experience the entire game alone rather than entering Dune: Awakening through its original persistent multiplayer structure. Three difficulty presets are available, while individual settings can be adjusted for players who want greater control over the survival experience.

The change is particularly notable given how different the game was at its original PC launch. TalkEsport’s earlier guide on whether Dune: Awakening could be played offline or solo reflected the game’s initial dependence on persistent online servers. The new single-player implementation substantially changes that proposition, although Funcom describes the feature as single-player rather than an offline mode.

Players can modify sandstorms, harvesting and XP multipliers, item durability, building limits and other gameplay settings. Similar customization is available on private servers, although the exact options can vary depending on the server provider.

Importantly, Funcom says this isn’t a reduced version designed specifically for solo players. The full game, its story and its broader systems remain available whether players choose single-player, private multiplayer or the larger public-server experience.

Book One finally has an ending

The September update also completes Dune: Awakening’s first major storyline. The Great Convention Part III introduces the final chapter of Book One, meaning players can now experience the story continuously from its beginning through to its conclusion. Existing story missions have also received additional rewards, including weapon and armour variants, swatches and decorations.

This gives new Xbox players a noticeably different starting experience from those who entered Arrakis when the PC version originally launched. Rather than waiting for story chapters to arrive incrementally, the entire Book One arc is available from day one.

Funcom has also expanded Arrakis itself. The current version includes seven additional mission locations, six Imperial Testing Stations, more contracts and dynamic encounters, alongside other content introduced during the game’s first year on PC.

PvP is now completely optional

One of the more consequential changes concerns Dune: Awakening’s multiplayer structure. Every part of the game can now be played through PvE without requiring players to participate in PvP. Funcom says avoiding player-versus-player combat no longer prevents access to content, mechanics or rewards.

The Landsraad endgame has consequently been rebuilt around a mission-driven framework that works for multiplayer PvE as well as single-player. Players can progress through 20 ranks, eventually becoming either an Atreides Envoy or Harkonnen Enforcer while unlocking additional rewards.

Late-game progression has also been adjusted for smaller groups and solo players. High-level items require fewer rare materials, reducing the dependence on guild-scale resource gathering, while the new Augmentation system allows modifiers to be added to unique Tier 6 weapons and armour.

Combat, progression and character systems have changed

Funcom has used the Xbox launch to introduce several mechanical changes rather than simply adapting the existing PC version for controllers. Combat now features a larger parry window, revised enemy stamina, improved NPC animations and AI changes. Heavy attacks deal the same damage as slow blade attacks, while players can dash through enemies.

A new Specializations progression system allows points to be invested across crafting, gathering, exploration, combat and sabotage. Those investments can unlock bonuses ranging from increased damage and durability to additional inventory capacity and technologies such as Augmentation.

Funcom has also attempted to reduce some of the more punishing ways players could lose progress. Bases and vehicles can be backed up and carried between worlds, while broader quality-of-life changes are intended to make losses less severe than they were around the game’s original release.

The desert itself remains dangerous, of course. New Xbox players encountering Arrakis’ most recognisable threat can use TalkEsport’s existing guide on how to escape Sandworms in Dune: Awakening, which covers vibration management, rocky terrain, vehicles and other survival strategies.

Dune: Awakening joins Xbox Game Pass

Dune: Awakening is available through Xbox Game Pass Ultimate, Game Pass Premium and PC Game Pass from September 22. TalkEsport previously included the game in our breakdown of the Xbox Game Pass September 2026 Wave 2 lineup.

The Xbox Series X|S version has also been adapted specifically for console rather than functioning as a direct PC port. Players can choose between Performance and Quality modes. Performance targets 60fps with dynamic 4K, while Quality targets 30fps at dynamic 4K. Xbox Series X renders the game at a higher native resolution in both modes and receives additional visual enhancements.

Xbox Play Anywhere provides shared progression between Xbox and the Microsoft Store PC version, and the game supports Xbox Cloud Gaming and ROG Xbox Ally. Funcom has said broader cross-platform play will arrive after the console launch, but has not yet announced when it will be introduced.

Funcom already has another Dune: Awakening expansion planned

Today’s release isn’t the end of Funcom’s expansion plans. The Polar Cap is scheduled to arrive later this year as a free update, introducing an icy survival region that stands in sharp contrast to Arrakis’ familiar deserts. The new map will feature its own survival mechanics, resources, loot, crafting options and standalone storyline.

Funcom is also planning additional cosmetics tied to the next Dune film, while full cross-play remains on the post-launch roadmap.

For now, however, September 22 represents arguably the most significant change to Dune: Awakening since its original release. Xbox players aren’t simply receiving the PC game more than a year later; they are entering Arrakis with a completed Book One story, a dedicated single-player experience, optional PvP and more than a year’s worth of additions and mechanical revisions already included.

Microsoft Plans Another Major Xbox Layoff With Hundreds of Jobs at Risk

0

Microsoft’s Xbox division is reportedly preparing to cut hundreds of jobs this week while consolidating several of its game studios, marking a new phase in the sweeping restructuring of the company’s gaming business.

The planned cuts were reported by The Information on September 22, citing a person briefed on Microsoft’s plans. The publication said the layoffs would represent Xbox’s second major staff reduction of 2026, while several game studios are also expected to be consolidated as the company continues reshaping its sprawling first-party development operation.

Microsoft has not announced the latest round publicly, and the exact number of positions affected remains unknown. Crucially, the report also does not identify which studios are facing consolidation, leaving the implications for individual developers and projects unclear for now.

Xbox reportedly preparing another round of layoffs this week

The September 22 report moves Xbox’s restructuring into its next stage only a little over two months after Microsoft announced what it called the most significant reorganisation in Xbox history.

According to The Information, Xbox CEO Asha Sharma is seeking to improve margins at Microsoft’s gaming business, which have lagged comparable platform and publishing companies. The latest plan reportedly includes hundreds of additional layoffs alongside the consolidation of several studios.

The report does not explain exactly what “consolidate” will mean for the affected developers. Video Games Chronicle notes that Xbox’s development organisation now stretches across Xbox Game Studios, Bethesda, Activision and Blizzard, but no specific studio has been confirmed as part of the September consolidation.

That distinction matters. Until Microsoft announces the changes or further reporting identifies the affected teams, claims that particular studios are being closed, merged or absorbed should be treated as unconfirmed.

Microsoft wants Xbox to focus on franchises like Fallout and Elder Scrolls

The reported studio changes also provide another indication of where Microsoft wants to take Xbox’s content strategy.

The Information reports that Sharma has pushed the division towards developing more games around its largest franchises, specifically citing The Elder Scrolls and Fallout, while reducing its exposure to some of the smaller studios Microsoft acquired during its years of aggressive expansion.

That would make the September restructuring about more than headcount. Microsoft assembled one of the industry’s largest collections of developers through acquisitions including ZeniMax Media and Activision Blizzard, bringing Bethesda Game Studios, id Software, Blizzard Entertainment, King, Treyarch, Infinity Ward and numerous other teams into its gaming operation.

The new report suggests Xbox is now trying to extract more value from that portfolio while concentrating investment around properties with established audiences.

This direction is consistent with Microsoft’s own explanation of its July reset. Sharma told employees that Xbox had expanded its studio portfolio aggressively since 2018 but had concluded that it was “neither possible nor desirable to own every great independent studio.” She said Xbox would shift investment towards higher-priority projects and simplify an organisation that had become increasingly fragmented.

September layoffs follow Xbox’s July reset

The July restructuring provides important context for the September 22 development, but the latest layoffs are not simply a repetition of that announcement.

On July 6, Sharma announced that Xbox would reduce its workforce by approximately 3,200 positions throughout Microsoft’s 2027 fiscal year. Around 1,600 roles were eliminated immediately, meaning a substantial portion of the planned reductions was still to come.

Sharma was explicit that the restructuring would take time, telling employees that it was not possible to make all of the required changes in a single day.

Microsoft also dramatically reshaped its studio portfolio in July. Compulsion Games and Double Fine Productions were set to return to independent ownership, while Ninja Theory and Undead Labs entered terms to move under new ownership. Arkane’s management in France also began consultation with its Works Council over potential strategic options.

Microsoft additionally announced reductions across Activision, Bethesda/ZeniMax, Blizzard, King, Mojang and Xbox Game Studios, although it said none of its publicly announced first-party games or projects were being cancelled as part of those July reductions.

The September 22 report therefore appears to describe the next implementation phase of a restructuring Microsoft had already warned would continue throughout the fiscal year.

Xbox is trying to become a smaller, less fragmented organisation

Microsoft’s July announcement also helps explain why studio consolidation has now emerged alongside another round of layoffs.

Sharma said Xbox had become increasingly fragmented as its headcount expanded, with studios, teams and functions frequently operating independently. Microsoft consequently began reducing management layers, introducing shared services and reorganising the division under a single operating model.

The company also planned to cut vendor spending by 50% and reduce the number of management layers across parts of the Xbox organisation. Helen Chiang was promoted to Chief Operating Officer with responsibility across content, hardware, platform and services as part of the restructuring.

Microsoft’s gaming expansion had been enormously expensive. Its acquisitions included the $7.5 billion purchase of ZeniMax Media and the approximately $69 billion takeover of Activision Blizzard, but the company has increasingly moved away from relying exclusively on Xbox hardware and console exclusives.

The latest reported layoffs suggest that process remains far from complete.

For now, the most consequential unanswered question is which Xbox studios will be affected by the consolidation. The Information’s report establishes that several studios are involved but does not name them, while Microsoft has yet to publicly announce the September changes.

If the reported announcement arrives this week, those studio names, and whether consolidation means mergers, absorption into larger teams or another structural arrangement, will determine just how significant this latest stage of the Xbox reset becomes.

Valorant Patch 13.06 Notes: Warden Rifle & Full Changes

Valorant Patch 13.06 arrived on September 22, 2026, and it is one of the biggest updates of the year. Riot Games skipped agent balance changes this time and focused on a new rifle, a new experimental mode, a reworked progression system, and a full UI overhaul. The patch lands right before VALORANT Champions 2026, giving players fresh content to test before the biggest event of the season.

Here is everything included in Valorant Patch 13.06.

Valorant Patch 13.06 Release Date

Riot rolled out Valorant Patch 13.06 today. The update did not touch agent abilities. Instead, it introduced a new weapon, a limited-time mode, a new mastery system, and several menu changes across the client.

Warden: The New Rifle in Valorant Patch 13.06

The Warden is the headline addition in Valorant Patch 13.06. It costs 2,900 credits, placing it in the same price bracket as the Vandal and the Phantom.

The rifle is built for long-range aim-down-sights play. It comes with a 2x magnification scope and the lowest first-shot spread in its weapon class.

Here are the full Warden stats:

  • Weapon class: Rifle
  • Price: 2,900 credits
  • Magazine size: 18 bullets
  • Ammo reserve: 36
  • Damage: 200 on headshot, 50 on body, 42 on legs, at every range with no falloff
  • Fire rate: 6.5
  • Reload time: 2.5 seconds
  • Equip time: 1.0 second normal, 0.6 second fast draw, 0.2 second instant
  • Wall penetration: Medium
  • First shot spread: 0.15 hip fire, 0.04 while aiming down sights

The Warden’s fire rate is lower than both the Vandal and the Phantom. That trade-off is meant to balance its stronger scope and consistent damage at range.

Gauntlet: Glitched

Gauntlet: Glitched replaces Retake in Patch 13.06. It is an experimental 2v2 mode with eight duos competing in a tournament-style round robin.

Players do not pick a regular agent in this mode. Instead, each duo controls a hybrid robot and drafts abilities from a randomized pool every round. Players can add a new ability or upgrade one they already have.

The mode also includes glitches, random effects that change how an ability works mid-match. Losing a round costs the team health, and a team is eliminated once its health runs out. The last team standing wins the round robin.

Agent Mastery Replaces Agent Gear

Patch 13.06 removes Agent Gear and replaces it with Agent Mastery. Players keep any Agent Gear rewards they already earned, but playtime logged before the patch does not carry over. Everyone starts the new system at zero.

Agent Mastery runs on two tracks:

  • Act Level: Resets every Act and unlocks portrait accents.
  • Lifetime Level: Never resets and unlocks Agent ID customization along with Agent Gear items.

Agent IDs are customizable cards that show a player’s achievements on a specific agent, giving players a way to display who they main.

UI and Other Changes in Valorant Patch 13.06

The update also reworks large parts of the client:

  • The home screen and lobby screen are now merged into one view, giving access to events, missions, the map pool, and leaderboards without leaving the party screen.
  • The top navigation menu has been redesigned.
  • A new Performance Score replaces Average Combat Score at the end of each match, factoring in more than just kills.
  • A new Accolades menu tracks Act and lifetime achievements, including MVP counts.
  • A Rank Legacy screen shows how many times a player has reached each rank.
  • The career page now highlights top agents and match history.
  • The end-of-game screen has been updated to show more match details and rewards.

Players can now enter the Practice Range while queueing for a match instead of waiting idle. Riot also confirmed the Valorant console launch in Australia and New Zealand with this patch.

Riot has banned more than 90,000 smurf and booster accounts so far this year as part of its ongoing player behavior efforts.

Valorant 13.06 Official Patch Notes

Here are the official patch notes:

ALL PLATFORMS

GENERAL UPDATES

  • The boosting detection we rolled out recently has been making an impact on smurfs and boosters. So far, we’ve banned 1600 accounts per day. That’s over 90,000 accounts, since July 20! And we’re just getting started.
    • Our esteemed Anticheat team put out a retro on how the new Antiboosting tech is working so far, courtesy of Vanguard. TL;DR, our boosting detections are proving effective against smurfs, and weโ€™re only getting started! Take a look at this graph andย read more here.

CLIENT UPDATES

  • New Home/Lobby
    • Weโ€™ve merged Home and Lobby into a single hub, helping you get an overview of whatโ€™s happening in VALORANT and making it easier for you to hop into your next match. Itโ€™s now smoother than ever to pick your mode, assemble your squad, and queue up.
    • You can check out content like Events, Missions, the active map pool, Leaderboards, and more, while keeping your party front and center. We also added new tiles to Home to bring more visibility to limited time features such as new modes and Pickโ€™ems.
    • And stay tuned, we’ll also be bringing some updates to the Mode Select interface in Patch 13.08 as well.ย 
  • Global Navigation
    • We revamped Global Navigation to make it easier to move between major hubs of the game and understand where you are. The layout also gives our navigation more room and reduces visual crowding.
    • Active pages, secondary navigation, and back behavior are also more consistent across the whole game.
  • New Item Indicators
    • If youโ€™ve earned a bunch of new content in recent matches but havenโ€™t yet seen it, youโ€™ll now see indicators in your Collection signifying whatโ€™s new to you.
    • Donโ€™t worry – theyโ€™ll disappear as soon as you view your Collection or leave the game.ย  We wonโ€™t keep showing them for your next session.

COMPETITIVE UPDATES 

VALORANT is going BIG with several new features for your competitive experience this patch!

  • Range and Queue: You can now enter the Range while youโ€™re in queue! Warm up your aim while you wait for your next match.
    • A few things to know:
      • You can enter the Range from the lobby after you have started matchmaking OR you can start matchmaking from inside the Range
      • If we expect your queue to be short, the Range may not be available right away. If your wait ends up taking longer than expected, the Range will show up as available again
      • Premier, Deathmatch and other modes without Agent Select will not support queueing from the Range
  • Performance Score:ย Average Combat Score (ACS) is out and Performance Score is in.
    • Performance Score is a 0-500 number that measures more than just damage and kills to paint a fuller picture of your contributions to a match.ย 
    • Curious about your score? Check out the details in the End of Game screen to see what impacted your Performance Score, where you can improve, and how close you were to a Masterful performance
    • Performance Score is available in Competitive, Unrated, Swiftplay, and Premier
    • Your MVP and Scoreboard position in these modes are now determined by Performance Score
    • Weโ€™ll be keeping a close eye on your feedback as we plan updates to Performance Score.ย 
  • Accolades:ย Ever wonder how many times youโ€™ve earned MVP this Act or what your highest kills in a Competitive game were? Accolades have you covered.
    • Accolades recognize standout performances across a variety of stats, including many of the contributions measured by your Performance Score.ย 
    • Each Accolade tracks your personal best for the current Act and across your lifetime play. Accolade tracking begins with this patch and will reflect on your gameplay going forward.
    • You can see your earned Accolades throughout the End of Game experience, including on the MVP screen. You can also head to the Competitive Hub to see all your Accolades in greater detail.
    • Accolades can only be earned in Competitive and Premier modes
    • Everyone starts fresh when Accolades launch- historical match data will not count
  • Rank Legacy:ย You can now see how many times youโ€™ve reached each rank across your Competitive career, like a VALORANT trophy case!
    • Open the Competitive Hub from Career to check out your current rank and your lifetime ranks achieved.ย 
    • Each time you earn a rank, youโ€™ll see its counter increase, or see when youโ€™ve hit a new peak!
    • Each existing rank can increase your Rank Legacy counter once every three Acts (from Acts I-III and Acts IV-VI)
    • Demoting into a rank does not increase its counter
  • Career Page Updates:ย The Career Page has been given a fresh look and weโ€™ve added some new pages to support all these features.
    • Career: See your top Agents, Match History, and your Rank all on one page, with some personal flair
    • Competitive Hub: Head here from Career to find a snapshot of your Competitive Act, dedicated pages for Accolades and Rank Legacy, and some peeks at whatโ€™s coming soon.
      • Accolade Page: See all your Accolades in one place. Click in for more details, including how to earn it.
      • Rank Legacy Page:ย Look back at your Competitive journey and the ranks youโ€™ve achieved over time
    • Friends can still view your Career and the Competitive Hub Overview
    • Dedicated Competitive Hub pages are visible only to you.

And stay tunedโ€”we have even more coming in the following patches: Map Rating (13.08), Competitive Flex (14.00), and some updates for the Radiant experience (14.00)!

GAMEPLAY SYSTEMS UPDATES

  • End of Game
    • We have revamped the End of Game experience to give you a more clear summary of your match and what happens next. Youโ€™ll now see your performance, rewards, match details, and more in one place, with the most important moments highlighted.
    • You can see highlights like earning MVP or rank promotion, along with your progress across new systems like Agent Mastery, Accolades, and Performance Score.
    • The End of Game experience progresses automatically, but you can control your experience. Move through it at your own pace, dive into more detail, requeue immediately, or return to the Lobby whenever youโ€™re ready.ย 

MODES UPDATES

NEW LIMITED TIME MODE // GAUNTLET: GLITCHED

Introducing Gauntlet: Glitched, our most ambitious mode yet. Face off in 2v2 battles against seven other duos, draft abilities from different Agents, and upgrade them as the match progresses. There are new arenas to learn and familiar abilities to push way past their limits. If a Yoru decoy starts shooting at you, thatโ€™s working as intended.

  • EIGHT DUOS. ONE GAUNTLET.
    • Sixteen players enter as eight duos. Each round, youโ€™ll face another team in a 2v2 showdown. Whether youโ€™re representing the Purple Corgis or the Red Elephants, do your team proud!
    • Lose a round and your team loses health (sound familiar?). Hit zero and youโ€™re out. Once eliminated, you can leave and queue up again without waiting for the remaining teams to finish.
    • As the match progresses through stages, the weapons change and round losses cost your team more health. Use those early rounds to find your footing before the stakes climb.
    • Queue solo or with a friend for short, action-packed matches.
  • HYBRID ROBO AGENTS
    • KAY/O, is that you?
  • ABILITY DRAFT
    • Draft from randomized ability options between rounds to build your kit with abilities from different Agents.
    • Add another ability to your arsenal or invest in one you already have, upgrading it from Level 1 to Level 3.
    • Go all in on mobility, stock up on defensive bots and traps, or try something new with each draft.
      • Use rerolls, or craft on another slot to chase your desired combo. Remember to scout your lobby to see what other builds you might face!
  • FAMILIAR ABILITIES. GLITCHED UPGRADES.
    • As you push your abilities to Level 2, they have a rare, random chance to โ€˜glitchโ€™ and go a little bitโ€ฆhaywire. We donโ€™t want to give all of these away yet, but some glitches include:
      • Send out Razeโ€™s Boom Bot and decide when it goes boom. Clock it.
      • Make Gekkoโ€™s Wingman really, really big. They grow up so fast.
  • NEW ARENAS
    • Battle across four arenas that remix familiar VALORANT map spaces into battlegrounds built for 2v2.
    • Glitching seams stitch the spaces together. You might recognize the scenery, but youโ€™ll need a fresh approach.
  • SEE YOU IN THE WINNERโ€™S CIRCLE
    • Won your matchup? Enjoy the view. Youโ€™ll head to the Winnerโ€™s Circle above the four arenas, where you can watch the remaining fights, take shots at targets, or jump around like you meant to win that cleanly.
    Thatโ€™s a taste of whatโ€™s waiting in Gauntlet: Glitched. Weโ€™ll leave the discoveries to you!
  • LEAVING LIMITED TIME MODES
    • Retake is heading out. Thanks for playing!

PLAYER BEHAVIOR UPDATES

  • Riot Voice Evaluation (RVE) is expanding to Spanish, Portuguese, and Korean
    • We have updated RVE, our in-game voice comms technology to better detect Spanish, Portuguese, and Korean
    • If you encounter an incident of toxic behavior, make sure to report it via the Voice Comms Abuse category in-game. Your reports help us continue to identify and action on disruptive behavior, while improving our systems
    • For more information, check out this article on Playing with Respect

PROGRESSION UPDATES

AGENT MASTERY

  • Agent Mastery gives you new ways to show your dedication to an Agent. When you play Clove, you progress Clove. When you play Sova, you progress Sova. Every Agent has their own Act levels, Lifetime levels, Reward Track, and Agent ID.
  • All players will start with zero Act Level and Lifetime Level progress on each Agent.
    • We’re excited about Agent Mastery as a new system that continues to evolve with you Act-by-Act, Agent-by-Agent. So we want everyone to start on a level playing field here and embark on that new journey together.
    • PROGRESSION
      • There are two types of progression, both powered by Mastery Points (MP)
        • Act Levels track your progress with an Agent during the current Act and reset at the start of each new Act
        • Lifetime Levels permanently track your progress with an Agent across Acts
      • Earn MP to progress Act Levels. When you increase your Act Level you also increase your Lifetime Level. Simply put: 1 Act Level = 1 Lifetime Level.
        • All players will begin earning Mastery Points from the same starting point. Previous Agent playtime and progress will not carry over.
    • EARNING MASTERY POINTS
      • Play matches in supported game modes on an Agent to earn MP for that Agent.
      • Wins and strong performance grant bonus MP.
    • ACT LEVELS AND PORTRAIT UPGRADES
      • Each Agent has 10 main Act levels to progress through each Act.
      • Reach levels 4, 7, and 10 to unlock Portrait Accents, which upgrade the look of your Agent Portrait and showcase your investment in that Agent from the current and previous Act.
      • If you reach Act Level 10, you can continue to progress your Agent through Overleveling for the rest of the Act.
    • LIFETIME LEVELS, REWARDS AND AGENT ID
      • Lifetime levels permanently track how much youโ€™ve progressed an Agent across Acts. They reflect long-term investment, not just who you played this Act.
      • Lifetime progression unlocks access to rewards on each Agent’s Reward Track.
        • Spend Kingdom Credits to unlock the rewards you want.
        • Reward Tracks include rewards from the previous Agent Gear system, alongside a number of new rewards.
        • You will keep any Agent Gear rewards you have already unlocked.
      • We’re also adding Agent IDs, a new way to show off your investment in your favorite Agents.
        • Unlock, customize and equip components through each Agentโ€™s Reward Track.

WEAPONS UPDATES

Introducing the latest automatic Rifle to join the Vandal and Phantom in the 2900 credits tierโ€”the Warden. Built to offer a new tactical choice, the Warden brings a distinct long-range option to your arsenal.

  • Specifications
    • Weapon Class: Rifle
    • Price: 2900 credits
    • Projectile type: Bulletย 
    • Attachments: Scope
      • 2x magnification
    • Bullets per Magazine: 18
      • Damage Per Bullet: 50 at all ranges
        • 200 headshot
        • 42 leg
      • Fire Rate: 6.5
    • Ammo Reserve: 36
    • Reload Timing: 2.5
    • Equip Timing:
      • Normal: 1.0
      • Fast: .6
      • Instant .2
    • Wall Penetration: Medium

BUG FIXES

  • Agent
    • Fixed an issue where an Agentโ€™sย Ultimate Ability Voiceover was being cutoff when casting a different ability immediately after.ย 
    • Fixed an issue where Agents with possessable abilities (Tejo, Sova, Gekko, Cypher, Skye) were not being flashed when they exited a possessable ability at the exact same time an enemy activated a flash.
    • Fixed an issue with Cypher Trapwire where the trap would look active after Cypher was killed or suppressed at the exact moment the trap was reactivating.
  • Competitive
    • The threshold shown for the โ€˜Masterfulโ€™ Accolade is incorrect and will be fixed next patch. This is purely a visual bug and doesnโ€™t impact earning the Accolade.ย 
  • Cosmetics
    • A known bug that allowed players to jiggle peek with their Flex equipped was fixed.
      • We actually fixed this bug in Patch 13.02 but forgot to add to patch notes. Oopsies!

CONSOLE ONLY

GENERAL UPDATES

  • With Patch 13.06, VALORANT Console is now available in Australia and New Zealand!
    • Gโ€™day and kia ora, gamers!

KNOWN ISSUES

  • Competitive
    • Console issue for mode selection when in Range in Queue
  • Modes
    • When exiting the queue, you may be unable to enter the Range for a moment even while not in any queue. This will be fixed in a following patch.

BMIC 2026 PMGC Qualification Explained: How Slots Transfer and Who Can Qualify

0

The Battlegrounds Mobile India International Cup (BMIC) 2026 will not only decide an international champion but will also offer important qualification spots for the PUBG Mobile Global Championship (PMGC) 2026. Normally, the system looks very simple. The BMIC 2026 champion qualifies for the PMGC Gauntlet, while the runner-up qualifies for the PMGC Group Stage.

However, things can become confusing because some teams competing at BMIC may already have a PMGC slot before the tournament begins. This creates different slot-transfer scenarios and could potentially allow a team finishing outside the top two to qualify for PMGC. Here is the complete BMIC 2026 PMGC qualification system explained in very simple language.

BMIC 2026 PMGC Slots

BMIC 2026 will take place from October 30 to November 1 in Mumbai. The tournament will feature 16 teams: six from India, five from South Korea and five from Japan. A total of 18 matches will be played across three days.

There are two direct PMGC allocations through BMIC:

BMIC Champion – PMGC 2026 Gauntlet
BMIC Runner-up – PMGC 2026 Group Stage

If the first and second-placed teams do not already have PMGC qualification, there is no complication. The champion takes the Gauntlet spot and the runner-up takes the Group Stage spot.

The interesting scenarios begin when an already-qualified team finishes inside these positions.

What Happens if the BMSD 2026 Champion Wins BMIC?

The BMSD 2026 champion already qualifies for the PMGC 2026 Gauntlet. The top six teams from BMSD will also qualify for BMIC.

This means the BMSD champion will enter BMIC with a Gauntlet ticket already secured, just as Orangutan did after winning BMSD 2025.

Suppose Team A wins BMSD and later also wins BMIC.

Normally, the BMIC champion receives a Gauntlet slot. But Team A already has the same slot from BMSD and cannot use another one.

In this situation, the BMIC Gauntlet slot moves to the BMIC runner-up. The Group Stage qualification then moves to the next eligible team that has not already qualified for PMGC. The Korean and Japanese regional champions are excluded from receiving this transferred slot because they already hold PMGC Group Stage qualification.

For example:

1st – BMSD Champion: Keeps its existing Gauntlet slot
2nd – Apex: Receives the BMIC Gauntlet slot
3rd – GodLike: Receives the BMIC Group Stage slot

So even though GodLike finished third in this example, it would still qualify for PMGC.

What if the Korean Champion Wins BMIC 2026?

The situation works differently for South Korea.

The PMPS Season 2 champion enters BMIC with a PMGC Group Stage slot already secured. If that team then wins BMIC, it earns the better Gauntlet qualification.

In simple terms, its qualification gets upgraded from Group Stage to Gauntlet.

But its previous Korean Group Stage slot does not automatically go to the third-placed BMIC team.

Instead, the PMPS Season 2 runner-up inherits that Group Stage slot.

For example:

Korean Champion: Wins BMIC – moves from Group Stage to Gauntlet
Korean Runner-up: Inherits Korea’s Group Stage slot

This is important because the original qualification belonged to Korea’s regional pathway.

What if the Japanese Champion Wins BMIC?

Japan follows the same basic system.

The PMJL Season 6 Phase 2 champion already has a PMGC Group Stage slot. If that team wins BMIC, it moves up to the PMGC Gauntlet.

Its old Group Stage slot then goes to the PMJL Season 6 Phase 2 runner-up.

So:

Japanese Champion: BMIC win – Gauntlet
Japanese Runner-up: Inherits Japan’s Group Stage slot

The BMIC standings alone therefore do not always tell the full PMGC qualification story.

What if the Korean Runner-up Also Finishes Second at BMIC?

This is where things get more interesting.

Suppose the Korean regional champion wins BMIC. It moves from Group Stage to Gauntlet, meaning its previous Korean Group Stage qualification should go to the Korean regional runner-up.

But imagine that the same Korean runner-up finishes second at BMIC.

Second place at BMIC already provides a Group Stage slot. The Korean runner-up cannot use two Group Stage qualifications.

In this situation, the additional qualification can move to the next best non-PMGC-qualified team in the BMIC standings.

For example:

1st – Korean Champion: Gauntlet
2nd – Korean Runner-up: Group Stage
3rd – Apex: Could receive the additional Group Stage qualification

The same rule applies to Japan if its champion and regional runner-up create the same situation.

What if the Korean or Japanese Champion Finishes Second?

There is another scenario that can push qualification below the top two.

Suppose an Indian team such as Apex wins BMIC and the already-qualified Korean champion finishes second.

The standings could look like this:

1st – Apex
2nd – Korean Champion
3rd – GodLike

Apex receives the Gauntlet spot.

Normally, second place receives the Group Stage qualification. However, the Korean champion already has a Group Stage slot from its regional competition.

It does not need another identical qualification.

As a result, the BMIC Group Stage qualification can move down to the next eligible non-PMGC-qualified team, which in this example would be GodLike in third. This follows the tournament’s rule that already-qualified teams cannot consume an additional identical qualification at the expense of the next eligible BMIC team.

Can a Fourth or Fifth-Placed BMIC Team Qualify for PMGC?

Potentially, yes, but only under specific combinations involving teams that already hold PMGC slots.

This is why simply looking at BMIC’s top two may not always tell fans which teams are going to PMGC.

The key rule to remember is that already-qualified teams do not simply keep duplicate PMGC slots.

If multiple already-qualified teams occupy the important positions, available qualification can move further down the standings under the applicable transfer rules. The official allocation rules explicitly provide for the qualification moving to the next best non-PMGC-qualified BMIC team in certain duplicate-slot situations.

That means third place could matter heavily. Depending on the exact combination of regional champions, regional runners-up and BMIC results, the qualification line could potentially move even further.

However, the published rules specifically describe the transfer mechanics rather than giving a blanket statement that “fifth place qualifies.” So any fourth- or fifth-place qualification would depend on the exact final standings and which teams already hold PMGC slots.

Simple Way to Understand BMIC’s PMGC Qualification

There are three main situations fans need to remember.

If the BMSD champion wins BMIC, it keeps its existing Gauntlet qualification. BMIC’s Gauntlet slot moves to the runner-up, while the Group Stage qualification moves to the next eligible BMIC team.

If the Korean or Japanese regional champion wins BMIC, it upgrades from the Group Stage to the Gauntlet. Its old regional Group Stage slot first moves to that region’s runner-up.

If that regional runner-up has also qualified for the Group Stage through BMIC, the additional available qualification then moves to the next best non-PMGC-qualified team at BMIC.

This makes BMIC 2026’s final standings much more important than simply checking who finishes first and second.

A team sitting third could still have a path to PMGC. Depending on how the already-qualified Korean, Japanese and Indian teams finish, teams further down the standings may also remain in the qualification conversation.

Valorant Night Market September 2026: Date, Time, New Skins

The Valorant Night Market for September 2026 starts on September 22 and runs until October 6, 2026. Riot Games confirmed the dates in an official X post. The Night Market is a limited-time in-game event where players open 6 mystery cards and buy discounted weapon skins from past bundles.

This article covers the official release time in different regions, the new skins added this round, and how to access the market once it goes live.

Valorant Night Market September 2026 Release Date and Time

Riot Games announced the Night Market dates right after the July 2026 Night Market ended. The previous market closed on July 29, 2026, marking the start of Valorant Season 2026, Act 5.

The new Night Market opens on September 22, 2026, and closes on October 6, 2026. Riot shared the news on the official Valorant X account.

Here is the official start time for different regions:

RegionDateTime
Los AngelesSeptember 22, 20265:00 PM PDT
New YorkSeptember 22, 20268:00 PM EST
FrankfurtSeptember 23, 20261:00 AM CET
MumbaiSeptember 23, 20265:30 AM IST
Seoul, TokyoSeptember 23, 20269:00 AM KST/JST
SydneySeptember 23, 202611:00 AM AEDT

The Night Market usually stays live for over 20 days. The cards do not refresh once revealed, so players can buy their revealed skins at a discount for as long as the event runs.

New Night Market Skins in September 2026

Three weapon skin bundles are confirmed as new additions to this Night Market:

  • Solar Stride
  • Reaver Bandit
  • Silkleaf

These join a larger pool of past Valorant weapon skin bundles already in rotation for the Night Market. No weapon skin priced above 1,775 VP is included in the pool. Any melee weapon priced at 4,350 VP or higher is also left out.

Every player is guaranteed at least 2 premium-tier skins when they reveal their 6 cards.

How to Access the Valorant Night Market

Follow these steps once the Night Market goes live:

  1. Open Valorant and go to the home screen.
  2. Look for the card icon in the top right corner of the screen.
  3. Click the icon to see 6 mystery cards.
  4. Click each card to reveal a skin. The card color shows the rarity of the skin inside.
  5. Select the skin you want and buy it at the discounted price.

Can You Reroll Night Market Skins?

No. Once a card is revealed, the skin inside cannot be rerolled during that Night Market. There is no reset or refresh option either. Players can only choose from the 6 skins they reveal.

Can You Refund Night Market Purchases?

You can refund a Night Market purchase only if the skin falls under Riot’s official Valorant refund policy. If it does not meet the policy conditions, the purchase cannot be refunded.

Previous Valorant Night Market Dates

The Night Market has run regularly since its debut in December 2020. Recent editions include:

  • July 16 to July 29, 2026 (Season 2026, Act 4)
  • May 7 to May 28, 2026 (Season 2026, Act 3)
  • March 26 to April 16, 2026 (Season 2026, Act 2)
  • February 5 to March 2, 2026 (Season 2026, Act 1)
  • December 11, 2025 to January 6, 2026 (Season 2025, Act 6)

The September 2026 Night Market follows the same pattern, arriving roughly two months after the previous one closed.

VALORANT Patch 13.06 Release Date: When Is the New Update Coming?

The highly anticipated VALORANT Patch 13.06 is set to bring a major update with a plethora of new features, gameplay changes, and progression updates to the game, and as reported by us before, it will arrive just in time for the VALORANT Champions Shanghai 2026.

VALORANT Patch 13.06 Release Date

The 13.06 patch will be released on Tuesday, September 22, 2026, for everyone, but the rollout time is dependent on regions, as Riot deploys it across different servers at different times. While some will get it on the aforementioned date, others have to wait a few hours to get it.

The timings are as follows:

RegionEstimated time
West Coast US/Canada6:00 AM PT, Sept 22
Central US8:00 AM CT, Sept 22
East Coast US/Canada9:00 AM ET, Sept 22
Brazil10:00 AM BRT, Sept 22
UK4:00 AM BST, Sept 23
Central Europe5:00 AM CET, Sept 23
India2:30 AM IST, Sept 23
Singapore5:30 AM SGT, Sept 23
Korea/Japan6:00 AM KST/JST, Sept 23

*Estimated Timings Based On Past Release Schedule.

What is coming in Patch 13.06?

As Riot confirms several changes with the official patch notes, Patch 13.06 will arguably be the biggest patch that we have seen in this Act so far.

The highlight of the patch has been the introduction of Warden, a weapon that draws inspiration from CS:GO SG 553, an automatic rifle with a scope that can prove to be the new meta of the game.

A new game mode by the name of Gauntlet: Glitched, where teams can compete against each other, will be introduced, which might come as a nice surprise for the players and might just be as popular as Spike Rush.

Another important change includes the new Agent Mastery system that replaces the Agent Gear progression, where players can go through agent-specific mastery courses and unlock new rewards, but they will retain what they earned from the earlier system.

There couldnโ€™t have been a better time to be a fan of the game, with a new patch on its way and VALORANT Champions Shanghai 2026 about to kick off on September 24. Get ready to enjoy the new patch along with a month-long festival of intense VALORANT action.

Valorant Champions 2026 Starts September 24: Teams, Format, Schedule, and More

The Valorant community is buzzing with excitement as Valorant Champions Shanghai 2026 is right around the corner. The much-anticipated event, which kicks off on September 24 and runs through October 18, is all set to crown the sixth world champion in the tournament’s history.

Valorant Champions 2026 marks the second time Shanghai has hosted a global Valorant tournament, following the 2024 Masters event. It will also be the final Champions held under the current VCT format before the tour shifts toward a more open structure in 2027.

The upcoming tournament will see 16 of the world’s best Valorant teams battle it out on LAN for a shot at the prestigious trophy alongside a share of a multi-million dollar prize pool. 

In this article, weโ€™ll go through everything you need to know about Valorant Champions 2026, including all its participating teams, schedule, format, prize pool, and where you can watch the event live.

Valorant Champions 2026 Teams

All 16 teams participating in Valorant Champions 2026 are now locked in, with four teams representing each of the VCT’s international leagues. This includes the top two teams from each region’s Stage 2 playoffs, plus two more per region who accumulated the most Championship Points across the season. 

Hereโ€™s the full list of teams in Valorant Champions Shanghai 2026:

Americas

  • 100 Thieves
  • LOUD
  • NRG
  • G2 Esports

EMEA

  • Karmine Corp
  • Team Liquidย 
  • FUT Esports
  • Team Vitality

APAC

  • Nongshim RedForce
  • Global Esports
  • T1
  • Paper Rex

China

  • TYLOO
  • JD Gaming
  • EDward Gaming
  • XLG Esports

Valorant Champions 2026 Schedule & Format

Valorant Champions 2026 follows a two-phase structure: a group stage followed by an eight-team double-elimination playoffs bracket. The 16 qualified teams are split into four groups of four, with each group featuring one roster from every region so no group is dominated by a single league. Within each group, teams play a GSL-style double-elimination stage with all matches contested as best-of-three, and the top two finishers from every group advance to the playoffs. 

The event runs from September 24 through October 18, giving nearly four weeks for the group stage to settle before the single and double-elimination playoff rounds crown a champion on the closing weekend.

Valorant Champions 2026 Prize Pool

The Valorant Champions 2026 tournament will carry a total prize pool of a whopping $2,250,000 USD, with the champion taking home $1,000,000 USD. The runner-up is set to receive $400,000 USD, with the remaining prize money distributed down through the bracket to the lowest-placed team. 

Where to Watch Valorant Champions 2026

Fans will be able to catch all the action that unfolds during Valorant Champions 2026 via the official Valorant Twitch and YouTube channels.

Note that there will also be additional co-streams in multiple languages, including Spanish, Portuguese, French, German, Japanese, Korean, Mandarin Chinese, and Thai. On top of the official broadcasts, community co-streams are permitted through the VCT partner programme, letting approved content creators broadcast the event on their own channels.