‘Final Fantasy XVI’ has already sold over 3 million copies

It seems a whole lot of people still enjoy the dulcet mews of chocobos and the ever-present Cid, as Final Fantasy XVIhas sold over three million units since launching on June 22. This new darker take on the series is a PS5 console exclusive, making these sales figures even more impressive. For comparison’s sake, Final Fantasy XVsold five million copies during its launch week back in 2016, but that was a multi-platform title available for both PS4 and Xbox One.

Square Enix says that this three million figure represents both digital and physical sales throughout the globe. This falls slightly short of the recent FF7 remake, which sold 3.5 million units during its first three days of availability. Again, the remake was available on multiple consoles. It’s also worth noting that the PS4 never had availability issues like the PS5, so the install base was much highers (though that’s slowly changing.)

We’re delighted to announce we’ve shipped and digitally sold 3 million copies of Final Fantasy XVI on PlayStation 5. Thank you for your support! #FF16pic.twitter.com/8YGfo1RXyV

— FINAL FANTASY XVI (@finalfantasyxvi) June 28, 2023

All of these numbers pale in comparison to Nintendo’s crown jewel The Legend of Zelda: Tears of the Kingdom, which sold a massive 10 million copies in just three days. However, JRPGs have typically struggled with reaching sales numbers in line with open-world adventures, particularly in the West.

Positive reviews and word of mouth likely led to the impressive sales numbers for Final Fantasy XVI. We praised the gorgeous environments, spectacular bosses and nuanced combat system in our review of the title.

This article originally appeared on Engadget at https://www.engadget.com/final-fantasy-xvi-has-already-sold-over-3-million-copies-161529945.html?src=rss 

Bloober Team is done making psychological horror games

Layers of Fear was Bloober Team’s final psychological horror game. The studio didn’t advertise this fact, but behind the scenes, a switch flipped weeks ago: When the remastered and expanded Layers of Fear collection came out on June 15th, it marked the end of a phase that was known internally as Bloober Team 2.0.

“This year is like closing the era of making psychological horror games,” studio co-founder Piotr Babieno told Engadget. “Right now we are going into Bloober Team 3.0, making mass-market horror.”

Bloober is not abandoning horror as a whole, but it is shifting focus. Over the past decade, the studio cemented itself as a powerhouse in the realm of psychological horror games, releasing the Layers of Fear franchise, Observer, Blair Witch and The Medium, all of which generated terror through narrative and environmental cues (otherwise known as “vibes”). Because of these design choices, Bloober games have jokingly been called “walking simulators,” a description that Babieno didn’t deny.

“We focused on the story, we focused on the mood, we focused on the quality of graphics and music, but we didn’t put a lot of attention on the gameplay mechanics,” Babieno said. “It wasn’t our target. But we decided that there was a ceiling that we couldn’t break if we did not deliver something fresh, something new.”

Going forward, developers at Bloober will rely on action and player input to generate disquiet, and they hope that this nudge in creative direction will drastically expand the studio’s audience. This mechanics-first ethos was actually implemented internally in 2019, when Bloober began building the remake of Silent Hill 2 for Konami.

“We decided that our next titles should be much more mass-market oriented,” Babieno said. “We’d like to talk with more people. We’d like to deliver our ideas, with our DNA, not by environment or storytelling, but by action. So all of our future titles will have a lot of gameplay mechanics. They will be much bigger.”

Silent Hill 2 will be the public’s first taste of Bloober’s redirection — but we’re getting ahead of ourselves. Before considering the implications of fresh design philosophies, let’s take a look at how Bloober Team 2.0 became a major name on the global horror scene in just a few years.

Babieno co-founded the studio that would become Bloober Team in 2006, after selling his marketing research company in Poland. His ultimate goal was to be a storyteller: He initially considered entering the film industry, but it was too expensive, so he pivoted to games. The studio started with around 15 employees, and they focused on building contract games and other quasi-soulless experiences.

“We crafted some smaller titles on our end, but we never were really good,” Babieno said. “We tried to catch everything on the market and we were just following the crowd. And you know, if you’re following trends, if you’re following what’s fashionable, you can’t be good.”

Everything changed for Bloober Team in 2015. Though many of us may have blocked this fact from our memories, Bloober is the studio that built Basement Crawl, the worst-reviewed launch game on PlayStation 4. Basement Crawl was essentially a busted Bomberman clone when it came out in 2014, and it was shredded in reviews, settling at a rating of 27 on Metacritic. However, since it was one of just a few games to launch alongside the PS4, it sold well enough. Bloober tried to make things right by releasing Brawl in 2015, a free game that addressed many of the complaints players had with Basement Crawl.

Bloober Team

After the release of Brawl, Bloober underwent an internal reckoning. Babieno sat down with his team and had an honest conversation about the studio’s identity and future.

“It looks like we still don’t know how to make something good, and we have a game which has 27 percent on Metacritic, so maybe we should change,” Babieno remembered thinking. “Our decision was, OK, we need to focus on creating something we will be proud of. So that’s why we went back to the roots and decided we would like to deliver horror games.”

Horror has a special, blood-soaked place in Babieno’s heart. He grew up devouring books, films and games with unsettling themes, including works from Stephen King, Graham Masterton and the Silent Hill team at Konami. Fear spoke to him, and as a creator, he saw how it functioned as a shortcut to deep human emotion and universal experiences.

Babieno took his team’s plan to their investors and laid it all out: “We sat with our funders and told them, guys, we need some money, but we have a pretty good idea for the next 10 years. We would like to become one of the really good psychological horror game developers.” The investors said yes. Bloober Team 2.0 was born.

Layers of Fear came out in 2016 and was a breakout hit, followed by a succession of well-received psychological horror games, including Observer and Blair Witch. But that was just the public side of things: As Bloober was rebranding and cementing itself as a pillar of psychological horror, Babieno was secretly trying to convince Konami to let Bloober make a Silent Hill game.

Babieno first approached Konami in 2015 with a proposal to make a Silent Hill spin-off game, something completely new in the series. The conversation stayed alive for four years, and finally in 2019, Konami invited Babieno to Japan for a meeting.

“Almost the whole management board came to the meeting, and they requested us to prepare a pitch for a Silent Hill 2 remake,” Babieno said. “And whoa. We were so afraid to touch it. We understood from the first day of the conversation that we will have half of the world which will love us and half of the world which will hate us. We are touching something sacred.”

Other studios were in the running to handle Konami’s secret Silent Hill 2 remake, but Bloober got the gig. Konami made the official announcement in October 2022.

Which brings us back to today. The studio just released Layers of Fear, a complete series remastering done in Unreal Engine 5. With this collection, it’s closing the door early on the 10-year plan it laid out for Bloober 2.0 in 2015. A hard pivot worked out well for Bloober once before; it makes some sense to try that again.

Silent Hill 2 will be the first title out of Bloober Team 3.0, the studio focused on action-first, mass-market horror games. This is a small but significant shift in Babieno’s direction, but he — and Bloober as a whole — is still obsessed with fear.

“We are in a very specific moment in history because we have a lot of crises,” Babieno said. He described horror games as a type of catharsis for everyday terror, a safe place where people can dissect their own reactions to intense stimuli and reckon with real-world emotions. He mentioned the pervasive threat of climate change and global economic crises; he pointed out that Bloober is based in Poland, which has a front-row seat to the carnage of the war in Ukraine.

He continued, “As human beings, we would like to be prepared for something that is unexpected. Those fears are around us … we would like to deliver games that allow us to deal with our fears.”

Meanwhile, Bloober Team has grown to roughly 230 employees, and one of Babieno’s greatest personal fears is letting them down or having to lay anyone off. As of 2023, Bloober doesn’t do layoffs; in the past three years, he said just five people have left the company. Babieno isn’t actively growing Bloober at the moment and he isn’t looking for a buyer, even as the industry’s biggest publishers are buying talented indie studios left and right. From Babieno’s perspective, Bloober works best as an independent company building AAA-quality games — horror games, to be exact.

“I would like to stay independent because only then will we be able to make something new, something fresh and creative,” he said. “I don’t want to create games by watching an Excel spreadsheet. I would like to deliver some new milestones of horror, our niche.”

This article originally appeared on Engadget at https://www.engadget.com/bloober-team-is-done-making-psychological-horror-games-163039512.html?src=rss 

Kia EV9 first drive: Adding a third row to the EV market

It makes sense that a majority of EVs are crossovers. It’s a market segment that does well. Sure, they’re essentially raised hatchbacks, but they offer enough cargo space and seating for a couple or small family. On the other hand, if you have a large brood or need to transport a lot of supplies, gear, or groceries, the electrification of a three-row vehicle has been slow. Fortunately, the Kia EV9 is here with seating for up to seven and a cavernous cargo space.

We had a chance to take the Korean-spec EV9 for a first drive in Korea and while the suspension was a bit softer than what we’re used to in the United States and there’s a good chance that the acceleration will be tweaked to deliver more zip, it delivered the electric vehicle experience we expect from the automaker.

With a targeted range of up to 300 miles and DC fast charging that Kia says will take the 99.8kWh capacity battery from 10 percent to 80 percent in about 24 minutes, the automaker has something that should appeal to families looking for a road trip SUV. For more details on the EV9 and how it fared on the road, check out the video below.

This article originally appeared on Engadget at https://www.engadget.com/kia-ev9-first-drive-adding-a-third-row-to-the-ev-market-134533948.html?src=rss 

OnePlus’ first foldable phone will reportedly feature a 2K screen

OnePlus might be the next company to jump into the foldable phone space, and it could have a few ways to stand out. Well-known tipster OnLeaks and MySmartPriceclaim to have specs for the OnePlus Fold (aka OnePlus V Fold), a book-style foldable, and it will apparently deliver top-end performance. It will reportedly revolve around a 7.8-inch “2K” folding screen as well as a 6.3-inch external display (both 120Hz), and would come with a speedy Snapdragon 8 Gen 2 chip as well as 16GB of RAM and 256GB of storage. You’d see 48-megapixel regular and ultra-wide cameras on the back, a 64MP telephoto sensor, a 32MP front cam for the external screen and a 20MP selfie shooter when the phone is open.

The 4,800mAh battery wouldn’t be exceptional, and you’d have to be content with ‘just’ 67W fast wired charging instead of the 100W from the OnePlus 11. And yes, the brand’s signature alert slider would make the cut despite the relatively novel form factor.

OnePlus is rumored to be launching the Fold this August, or about a month after Samsung is unofficially expected to debut the Galaxy Z Fold 5 and Galaxy Z Flip 5. There’s no word on pricing, but the claimed hardware could make it expensive.

The foldable phone category is still relatively small, with North Americans largely having to choose between the Galaxy Z line, Google’s Pixel Fold and Motorola’s Razr+. With OnePlus entering the arena, though, there are signs the field is heating up. That’s good news for customers, as it might lead to more aggressive pricing and new entrants that were previously content to sit on the sidelines.

This article originally appeared on Engadget at https://www.engadget.com/oneplus-first-foldable-phone-will-reportedly-feature-a-2k-screen-140426945.html?src=rss 

A Samsung Galaxy S23 FE may be on the way later this year

A Samsung Galaxy S23 FE may be on the way after the company declined to offer a mid-range entry point for its previous-gen flagship smartphone lineup. Steve Hemmerstoffer (aka @OnLeaks), who has a solid track record, has provided a first look at renders of the Galaxy S23 FE.

The leaked images suggest Samsung’s device will have a triple-camera array. Unusually for a mid-range smartphone, the sensors may include a telephoto lens. The Galaxy S23 FE is said to have a screen size of around 6.4 inches, with a 120Hz AMOLED panel and an under-display fingerprint reader.

Good Morning #FutureSquad! Here comes your very first look at the much anticipated #Samsung#GalaxyS23FE! (360° video + gorgeous 5K renders + dimensions)

On behalf of @Smartprix 👉🏻 https://t.co/QTOJYYKBm8pic.twitter.com/SgrDoFai7N

— Steve H.McFly (@OnLeaks) June 28, 2023

Details about the internals are less clear at this point, as The Verge notes. Rumors have pointed to the Galaxy S23 FE running on a Snapdragon 8 Plus Gen 1 chipset from 2022 in some markets and the Exynos 2200 elsewhere. It could have 6GB and 8GB RAM options and 128GB or 256GB of storage.

The Galaxy S23 FE should arrive by the end of 2023, according to Hemmerstoffer. We may not have to wait too much longer to find out about it either, as Samsung will run its second Unpacked event of the year in July.

Steve Hemmerstoffer/Smartprix

This article originally appeared on Engadget at https://www.engadget.com/a-samsung-galaxy-s23-fe-may-be-on-the-way-later-this-year-143559312.html?src=rss 

Google’s Nest Learning Thermostat is $70 off right now

If you’re always coming home to an overheated house or find your jaw on the floor every time the energy bill arrives, it might be time to consider expanding your smart home. The Google Nest Learning Thermostat third-generation is currently available for $179, down from $279 on Wellbots. All you need to do is enter the code 70THERMGDT at checkout to get $70 off your order. We’ve only seen the thermostat at a lower price on Wellbots once, and it has never dropped below $193 on Amazon, so this is quite a good deal.

The Google Nest Learning Thermostat gets to know your routine and temperature preferences and creates a schedule based on them. Google designed it to constantly consider energy-saving measures, such as changing the temperature when you’re away. The smart thermostat also provides you with a report detailing how you use and can save energy in your heating and cooling systems. It also includes a safety feature for fires, sending you a notification if it detects an unusual change in temperature.

On the device itself, you can get information about the weather, the time or your energy usage. Plus, if you’re heading home early or feeling extra cold one day, you can control the Learning Thermostat right from the Nest app on your phone.

Follow @EngadgetDeals on Twitter and subscribe to the Engadget Deals newsletter for the latest tech deals and buying advice.

This article originally appeared on Engadget at https://www.engadget.com/googles-nest-learning-thermostat-is-70-off-right-now-130024243.html?src=rss 

Peloton expands its gamified exercise experience to treadmills

Peloton is continuing to gamify its hardware lineup with the launch of Lanebreak Tread, a software experience for its beleaguered line of treadmills. The software suite looks similar to pre-existing racing experiences for the company’s exercise bike line, and Lanebreak for Peloton cycles is a well-regarded bit of gamification, so the bona-fides are solid.

Lanebreak Tread is getting a global launch, with availability for all Peloton Tread members. Peloton says the gameplay involves users matching and sustaining a pre-set inclines and speeds to rack up high scores. Animations help the users along and the whole thing is set to a “beat pumping soundtrack.”

The software makes full use of the Tread hardware, as it automatically adjusts the speed and incline to match what is happening in the game. There’s a new mechanic specifically for interval workouts, updated visuals for runners, new avatars and an array of pace-based difficulty options.

Levels vary according to the chosen playlist and workout type, with difficulty levels ranging from beginner to expert. Each game level lasts anywhere from five to 30 minutes, to suit workouts of varying lengths. You also have plenty of music genres to choose from here, including pop, electronic, hip hop, rock, metal, country and, well, just about everything else. There’s no classical music though, as running to Bach would feel weird. Peloton’s new Lanebreak Tread software releases today for the entire line of branded treadmills.

This article originally appeared on Engadget at https://www.engadget.com/peloton-expands-its-gamified-exercise-experience-to-treadmills-130040617.html?src=rss 

‘Project Loki’ looks like a rad mix of ‘League of Legends’ and ‘Fortnite’

For nearly eight years, Joe Tung was responsible for leading development on Riot’s hit MOBA, League of Legends. At the end of 2020, he left the company to cofound Theorycraft Games. Since then, the studio, which employs people who contributed to League, Valorant, Overwatch, the Halo series, Destiny and Apex Legends, has been quietly working away on its first project, a game codenamed Project Loki. Before today, only a handful of content creators and pro-gamers have had the chance to play Loki. That’s about to change, with Theorycraft announcing a two-day PC playtest that will start tomorrow, June 29th.

Theorycraft describes Project Loki as a squad-based hero battleground. Imagine a game that has MOBA-like heroes who need to nail skill shots to perform their best. Now, instead of pitting those characters against one another on a map with minion lanes and towers, you force them to fight on a large, Fortnite-inspired battleground. That’s the pitch of Project Loki, and the studio hopes it turns out to be the next game you decide to spend 10,000 hours playing with your friends. One thing Tung, whose past credits also include Halo: Reach, says is a core part of Project Loki is player creativity. Each session starts with you and your teammates choosing a group of heroes you think will win you the match, and will need to adapt your strategies on the fly.

Tung says Theorycraft Games is a “small and very independent game studio,” but it has the backing of venture capital firm Andreessen Horowitz, which took part in the company’s $50 million series B fundraising round last year. In other words, there’s a lot of money riding on the bet that Theorycraft can create the next LoL or Apex Legends. Expect to hear more about the game in the weeks and months ahead. You can sign up to playtest Project Loki on Theorycraft’s website

This article originally appeared on Engadget at https://www.engadget.com/project-loki-looks-like-a-rad-mix-of-league-of-legends-and-fortnite-130053005.html?src=rss 

Shokz OpenFit delivers open-ear audio without bone conduction

The team at Shokz has made a name for itself in the bone conduction headset market over the past several years and they’ve decided to change things up a bit this time around. Today, the company announced its newest headphones and while it’s still an open-ear design, it’s not bone conduction. The Shokz OpenFit Bluetooth earbuds ($179.95) are called “air conduction” in a twist on the brand’s bone conduction brethren. Like many open-ear buds before them, they are positioned just outside of your ear with an over-the-ear hook to keep them in place. As a lifestyle headset, they work well, keeping your hearing open (to some degree), staying in place when you move about and are easy to wear for long periods of time. 

The OpenFit seems to bridge the gap between the audio quality of in-ear buds and the situational awareness of bone conduction. They definitely deliver better audio (including bass) than the bone conduction models and still let you hear some of what’s going on around you. Sure, they’re not quite a replacement for in-ear buds, but that wasn’t really the goal. All that said, I found that they can be hit or miss with dance music, since there’s an issue with handling hard hits on some low frequency sounds. 

Externally, these start off on the same page as most similarly designed earbuds. They come with a charging case, fit over your ear with dolphin arc hooks and to the passer-by, won’t appear unusual. They’re matte black (or beige), made with a soft silicone exterior and feel very lightweight. It’s not outlandish to say you could forget you’re wearing them. They’re definitely lighter and more comfortable than the single-unit bone conduction models Shokz sells, and it’s nice not to have a band around the back.

Photo by Jon Turi / Engadget

Like many earbuds, Shokz has graciously included touch controls including double-tap and long-press interactions. They respond well to your touches and taps, plus you can customize the functionality in the iOS or Android apps, although the latter won’t be ready at launch. You can use a single bud if you want and keep the other inside the charging case without issue, although you will be limited to that choice’s touch-control setting.

While Shokz’s previous offerings were primarily geared toward fitness (the OpenComm series aside), the OpenFit is pitched as more of a lifestyle product. They’re something you can wear as you go about your day without leaning on digital transparency modes to hear the world. The earbuds themselves are IP54 rated so you’re good if you do work out in them, but the charging case is not. You’ll want to try to remember to wipe them off before stowing them to keep everything in good working order.

The OpenFit and its ear hook seem to work well at keeping them in place, too. I wouldn’t worry about them falling off if you’re running around, lifting weights, stretching or doing physical activities. It may seem like they could, since they’re not wedged into your ear, but so far I’ve found them to stay put. 

Photo by Jon Turi / Engadget

As for specs, the Shokz OpenFit earbuds run Bluetooth 5.2, have a frequency response of 50Hz – 16kHz, support AAC and SBC codecs and there are 18 x 11mm customized dynamic drivers inside for the output. The battery life of the buds are rated at up to 7 hours of listening on a charge, with the case said to expand that up to 28 hours of playback. As with previous Shokz headsets, you get an hour’s worth of juice with just 5-minutes of charging. That’s great if you notice a low charge before heading out on a run with just OpenFit and a smartwatch or phone.  

One of the frequent issues with bone conduction headsets has been the lack of bass. Shokz came a long way towards cracking the case with their latest OpeRun Pro headset. The OpenFit aren’t bone conduction, so it was easier for the company to deliver a pumped up low-end profile.

If you’re a Shokz fan, you’ll probably enjoy these, especially for casual daily use at lower volumes. They work well for music and spoken word, and unlike the bone conduction models you’ll have better luck hearing your music if you’re in a busier environment. Although, keep in mind these are still open-ear models, so your listening experience isn’t totally isolated.

I’ve worn these while going to the store and doing other errands. If you keep music playing at normal or low volumes, you can enjoy tunes while also listening to and conversing with cashiers and other people around you. While you can take phone calls with a double tap, I chose to ditch them with a long press when interacting as a courtesy.

Photo by Jon Turi / Engadget

You can even ride your bike while wearing these and still hear what’s going on around you if you’re careful with the volume. Bone conduction headphones (the Shokz OpenRun Pro specifically) are a more optimized situational awareness headset though, and visibly leave both ears open in case local laws have restrictions.

If you’re the type of person who enjoys cranking up your tunes, there are some caveats. The overall listening experience does offer rich bass, along with good mids and highs for this form factor. But if you tend to listen to dance music or hip hop, you may notice an issue with the handling of some very low-end kick drums. On some songs, mostly with hard hitting bits at low frequencies, you may notice a crunchy edge to those beats. If you get the opportunity to test them first, I’d bring something along these lines to check your experience.

Listening to The Dave Brubeck Quartet’s “Three to Get Ready” was clear and pleasant, with a natural sound and smooth basslines. The UMC’s “Some Sepak Ill Thoughts” generally sounded good with a slight crunchiness on a specific ultra-low bassline section. Listening to both D.I.T.C.’s bass-heavy “Thick (Environmentally Friendly Version)” and the 4/4 techno of Ryan Elliot’s “Fermi II” both surfaced the kick-drum crunch a bit. Radiohead’s “Reckoner” was a pleasant listen throughout. Obviously it depends on the music and only seems noticeable on certain punchy and low frequencies.

Photo by Jon Turi / Engadget

The app that Shokz released for OpenRun Pro in 2022 will now also work with your OpenFit earbuds and it’s relatively essential, since there are touch controls that you’ll want to customize. The iOS version will be available at launch, with the Android version arriving at a later date. Using the app, you can select from EQ presets or create your own, customize the touch controls, control playback and view battery levels for each earbud as well as the charging case.

There are two types of touch controls available, which are double tap and press-and-hold. You can select from pre-set combinations, which seem to cover enough options to satisfy most people. They’re a mix of play/pause, previous/next, voice assistant and lastly volume control (which is only available for the press-and-hold interaction).

The standard EQ preset seems to be the most common choice for most listening. Vocal and treble boost are similar, while the bass boost just increases the prevalence of low-end but not its power necessarily. Obviously you can use the custom option to find your own sweet spot.

Photo by Jon Turi / Engadget

Overall, these sound good for the form factor and Shokz fans that enjoy an open-ear experience may appreciate the move away from bone conduction for a change. For casual everyday use, the fit and audio experience is much improved, while still offering a degree of situational awareness. The issue with certain low-end frequencies and drum kicks is my only quibble with an otherwise solid listening experience. 

Shokz OpenFit earbuds are available starting today at the company’s website, as well as Amazon for $179.95 in both black and beige options.

This article originally appeared on Engadget at https://www.engadget.com/shokz-openfit-delivers-open-ear-audio-without-bone-conduction-130058496.html?src=rss 

DoorDash will start offering couriers an hourly rate while they’re fulfilling orders

DoorDash says it will offer couriers a guaranteed hourly rate for “active delivery time” as part of a raft of changes to its platform. The company says that this rate will be in addition to tips — couriers keep 100 percent of tips from customers.

The Earn by Time option will sit alongside the existing model that sees Dashers receiving a payment for each order they carry out. Currently, they receive a base payment that depends on the estimated duration, distance and “desirability” of the order, along with tips and potentially promotional payments. Couriers can choose whether they want to be paid by time or per order for each delivery, and they’ll see the minimum payment they’ll get for both options before selecting.

The hourly rate will differ depending on the market, and it’s prorated. Dashers will only be paid for the time between picking up an order and delivering it, but not while they’re on their way to pick up the items. So if the Earn by Time rate is $15 per hour and it takes 20 minutes to carry out a delivery, the dasher will receive $5 plus any tips. Meanwhile, consumers will have the option to add or increase their tip after the delivery. They’ll have up to 30 days to do so.

DoorDash

The minimum rate is coming into play ahead of New York City starting to enforce a minimum wage for food delivery workers. By July 12th, delivery apps will need to start paying their couriers in the city a minimum of $17.96 per hour plus tips. Engadget has asked DoorDash for details on how Earn by Time aligns with this minimum wage and the rollout plans for this option.

Elsewhere, a new initiative for Dashers aims to reduce downtime by allowing them to take on orders while they’re on the way to the area they prefer to work in. DoorDash is introducing a new safety feature for couriers as well. They’ll be able to share their real-time location with trusted contacts.

Along with new features for Dashers and merchants, DoorDash is revamping things for customers with its biggest app update so far. DoorDash will support online SNAP and EBT payments, making it easier for those who are enrolled in those programs to place orders through the app. You’ll be able to order from more than 4,000 grocery locations across the US, including participating Aldi, Albertsons, Safeway, Meijer and 7-Eleven stores. DoorDash is also offering SNAP recipients two months of free DashPass access.

DoorDash will roll out the update to all users over the next few months. The new features include universal search, so you can look for a specific item, retailer or restaurant from almost anywhere in the app. There will be new tabs at the bottom of the screen called Browse, Grocery and Retail (the latter of which DoorDash describes as “a modern-day mall directory”). There will also be multiple carts as well. When you get peckish while filling out a grocery order, you can save your progress, order something for dinner and then continue where you left off.

DoorDash

This article originally appeared on Engadget at https://www.engadget.com/doordash-will-start-offering-couriers-an-hourly-rate-while-theyre-fulfilling-orders-120032368.html?src=rss 

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