Indie rhythm game Beat Weaver looks like a mix of Amplitude and Thumper

Rhythm games never really went away after the decline of Guitar Hero and Rock Band, but it feels like they’re having a bit of a moment again. From projects like Clone Hero and YARG, to Fortnite Festival and Stage Tour (an upcoming title from Guitar Hero veterans at RedOctane), to indies with rhythm elements like Ratatan and People of Note, music games are still very much around. You can now add Beat Weaver to the mix. 

This upcoming game from Echolox Interactive — solo developer Christopher Lerch — is inspired by pre-Guitar Hero Harmonix titles like Amplitude and Frequency. (Given the way that tracks twist and turn, the trailer also reminds me a bit of Thumper. Thankfully, this doesn’t feel nearly as ominous.)

As in Amplitude, you control a ship that barrels along tracks. You’ll need to hit notes at the right time to be successful, of course, though Beat Weaver brings some interesting complexities to the formula.

Each track is linked to an instrument and you can switch between tracks at will. However, you’ll first need to unlock additional tracks. If you play a sequence of notes (i.e. phrases) without a mistake, you’ll activate one. As long as a track is active, it will sip away some of your energy. If that drops too low and you make an error, all the activated tracks will be disabled and you’ll need to gradually unlock them again. 

You’ll need to switch between tracks and complete more phrases to keep the full mix active. Songs can have up to 16 tracks, so you might need to stay on your toes. That said, you won’t need to hit every note dead on.

Lerch is aiming for more of a flow state feel and there are several difficulty levels. Plus, if an upcoming phrase looks overly complex for your current mood, you can stick to a track that has a simpler note pattern. Powerups that give you the opportunity to slow down and rewind tracks should help too.

Lerch originally started working on Beat Weaver as a hobby back in 2017. After receiving funding from Germany’s Press Start: Games Founding Grant program last year, Lerch was able to focus on Beat Weaver full time. The developer says the protracted development time “allowed me to experiment with audio playback systems and engine architecture to maximize the interactive music experience, as well as making maximum use of the third dimension with the dynamic note highway system.” 

Details about artists who are featured in the game will be revealed later. Lerch composed much of the music personally. Players will be able to add custom songs, though they’ll need to load in separate audio files for each playable instrument.

Lerch is developing Beat Weaver in a custom engine without using generative AI. “For rendering it doesn’t use any traditional texture mapping in favor of generating colors, patterns and skyboxes with shader code, noise functions, raymarching and mathematical expressions,” Lerch wrote. “Its comparatively low performance demands and dependencies allow it to run on older machines.”

This game just looks really neat. It’s nice to be excited about neat-looking things. Beat Weaver is slated to hit Steam (with support for Steam Deck) later this year.

This article originally appeared on Engadget at https://www.engadget.com/gaming/indie-rhythm-game-beat-weaver-looks-like-a-mix-of-amplitude-and-thumper-110000834.html?src=rss 

Apple’s new Studio Display XDR monitor has limited functionality on older Silicon Macs

If you’re looking to pre-order Apple’s new Studio Display XDR monitor today but have an older Mac, beware of some potential issues. According to the compatibility list spotted by Apple Insider, the new display will only work at 60Hz and not at its full 120Hz refresh rate on some older and less powerful Silicon models. Moreover, support for older Intel Macs isn’t mentioned at all for either the Studio Display XDR or cheaper Studio Display

All Apple Silicon Macs will work with both monitors, including those with the oldest M1 chips, according to the support pages. However, the compatibility list for the Studio Display XDR includes this nugget: “Mac models with M1, M1 Pro, M1 Max, M1 Ultra, M2, and M3 support Studio Display XDR at up to 60Hz. All other Studio Display XDR features are supported.” So even if you have a hotrod M1 Ultra-based Mac, the Studio Display XDR’s refresh rate is capped at 60Hz — despite the fact that the chip can drive third-party monitors at 120Hz. 

Similarly, only the iPad Pro M5 supports the Studio Display XDR at 120Hz, with all other compatible models (in the iPad Pro and iPad Air family) limited to 60Hz. 

Intel Mac support isn’t mentioned at all in the compatibility list for either display, though they may function in some limited manner when connected. Intel Macs just received their last new OS update with macOS Tahoe (and only three more years of security updates), but it’s still surprising that they’re not compatible with Apple’s latest monitors. 

This article originally appeared on Engadget at https://www.engadget.com/computing/accessories/apples-new-studio-display-xdr-monitor-has-limited-functionality-on-older-silicon-macs-082212069.html?src=rss 

Meta signs a multimillion dollar AI licensing deal with News Corp

Meta has signed an AI licensing deal with News Corp that will allow the Meta AI maker to use content from The Wall Street Journal and other brands in its chatbot responses and for training of its AI models. News Corp confirmed to Engadget that it had struck a deal with Meta, but didn’t provide specifics on the terms of the arrangement. According to The Wall Street Journal, Meta will pay News Corp. “up to $50 million a year” for a three-year deal that covers content from The Journal, as well as the media giant’s other brands in the US and UK. 

News Corp previously struck a five-year deal with OpenAI that was valued at around $250 million. During a recent appearance at Morgan Stanley’s annual Technology, Media & Telecom (TMT) conference, News Corp CEO Robert Thomson hinted that the media company was in the “advanced stage with other negotiations.”

He described the company’s overall approach to such arrangements as “a woo and a sue” strategy, depending on whether companies want to pay for content or scrape it without permission. “We have what you might call a woo and a sue strategy,” he said. “We’ll woo you. We’d like you to be our partner. But if you’re stealing our stuff, we are going to sue you. So there’ll be a discount for those who hand themselves in, and there’ll be a penalty for those that resist.”

A spokesperson for Meta confirmed that the two companies had reached an agreement . The company, which has been reorganizing its AI teams as it looks to create its next model, has struck a number of licensing deals in recent months. It previously signed multi-year agreements with USA Today, People, CNN, Fox News and other outlets. The company said at the time that “by integrating more and different types of news sources, our aim is to improve Meta AI’s ability to deliver timely and relevant content and information with a wide variety of viewpoints and content types.”

Update, March 3, 2026, 4:18PM PT: This story was updated with additional information from a Meta spokesperson.

This article originally appeared on Engadget at https://www.engadget.com/ai/meta-signs-a-multimillion-dollar-ai-licensing-deal-with-news-corp-234157902.html?src=rss 

Highguard has raided its last fortress, will shutdown on March 12

Highguard, the live-service multiplayer shooter that was announced at the Game Awards 2025, is shutting down on March 12. Developer Wildlight Studios shared that the game would be winding down alongside details of its final update, which include a new character, weapon and skill trees.

“Today we’re sharing difficult news. We have made the decision to permanently shut down Highguard on March 12,” Wildlight Studios shared via a statement on the Highguard X account. “Since launch, more than two million players stepped into Highguard’s world. You shared feedback, created content, and many believed in what we were building. For that, we are deeply grateful. Despite the passion and hard work of our team, we have not been able to build a sustainable player base to support the game long term. Servers will remain online until March 12. We hope you’ll jump in with us one more time to show your support and get those final great matches in while we still can.”

When Highguard shuts down next week, it will have been available to play for a grand total of 46 days. That’s longer than the two weeks Concord received, but tragic for an online multiplayer game that was still in some form of active development. Wildlight Studios laid off some of its staff not long after Highguard launched, but a smaller team of developers has been supporting the game with new content since then, adding things like a “5v5 raid mode” and today’s final update.

While it’s easy to chalk up Highguard‘s failure to a shrinking appetite for live-service games or an inability to find an audience for the game’s mix of competitive hero shooter and MOBA strategy mechanics, the reality is more complicated. The first hint that Highguard‘s launch might be troubled was the dearth of information or marketing shared about the game after its debut at the Game Awards. Wildlight Studios’ staff was full of former Respawn employees who shadowdropped Apex Legends to great success, and Bloomberg reports Wildight’s executives thought they could pull off something similar with Highguard. The difference is, little was known about Apex Legends until after it launched, while players had over a month to stew on the Highguard trailer and form all sorts of opinions.

Wildlight’s inability to keep players coming back — SteamDB shows the game peaked at over 97,000 concurrent players and is now sitting at around 300 — also hurt its chances. Dwindling player counts reportedly played a role in one of Wildlight’s investors, Tencent, pulling funding, which reduced the runway the studio had to continue working on the game and likely prompted its layoffs. It would be simple if the lesson here was for future studios to give up developing online multiplayer games, but it really seems like not one, but all of these elements led to Highguard‘s ultimate demise.

This article originally appeared on Engadget at https://www.engadget.com/gaming/highguard-has-raided-its-last-fortress-will-shutdown-on-march-12-225531035.html?src=rss 

Highguard has raided its last fortress, will shutdown on March 12

Highguard, the live-service multiplayer shooter that was announced at the Game Awards 2025, is shutting down on March 12. Developer Wildlight Studios shared that the game would be winding down alongside details of its final update, which include a new character, weapon and skill trees.

“Today we’re sharing difficult news. We have made the decision to permanently shut down Highguard on March 12,” Wildlight Studios shared via a statement on the Highguard X account. “Since launch, more than two million players stepped into Highguard’s world. You shared feedback, created content, and many believed in what we were building. For that, we are deeply grateful. Despite the passion and hard work of our team, we have not been able to build a sustainable player base to support the game long term. Servers will remain online until March 12. We hope you’ll jump in with us one more time to show your support and get those final great matches in while we still can.”

When Highguard shuts down next week, it will have been available to play for a grand total of 46 days. That’s longer than the two weeks Concord received, but tragic for an online multiplayer game that was still in some form of active development. Wildlight Studios laid off some of its staff not long after Highguard launched, but a smaller team of developers has been supporting the game with new content since then, adding things like a “5v5 raid mode” and today’s final update.

While it’s easy to chalk up Highguard‘s failure to a shrinking appetite for live-service games or an inability to find an audience for the game’s mix of competitive hero shooter and MOBA strategy mechanics, the reality is more complicated. The first hint that Highguard‘s launch might be troubled was the dearth of information or marketing shared about the game after its debut at the Game Awards. Wildlight Studios’ staff was full of former Respawn employees who shadowdropped Apex Legends to great success, and Bloomberg reports Wildight’s executives thought they could pull off something similar with Highguard. The difference is, little was known about Apex Legends until after it launched, while players had over a month to stew on the Highguard trailer and form all sorts of opinions.

Wildlight’s inability to keep players coming back — SteamDB shows the game peaked at over 97,000 concurrent players and is now sitting at around 300 — also hurt its chances. Dwindling player counts reportedly played a role in one of Wildlight’s investors, Tencent, pulling funding, which reduced the runway the studio had to continue working on the game and likely prompted its layoffs. It would be simple if the lesson here was for future studios to give up developing online multiplayer games, but it really seems like not one, but all of these elements led to Highguard‘s ultimate demise.

This article originally appeared on Engadget at https://www.engadget.com/gaming/highguard-has-raided-its-last-fortress-will-shutdown-on-march-12-225531035.html?src=rss 

Ratatan is marching its way into your console library on July 16

The indie gaming news has been flying out of Nintendo’s event today at a rapid-fire pace. One of the announcements came from rhythm game Ratatan, which will release on July 16. The title will be arriving that day on the Nintendo Switch 2, PlayStation 5 and Xbox Series X/S. It’s already been available on PC since September as an early access game. 

Unfortunately, readers may notice that the original Switch isn’t on that list, which is not an oversight. “At this time, we have determined that the multiplayer experience on Nintendo Switch has not yet reached the quality level we aim to deliver,” the team said in a post on Steam. “As a result, we have decided not to proceed with a Nintendo Switch version for now.”

We first got our hands on Ratatan during Summer Games Fest 2025. Although the studio of Ratata Arts may not sound familiar, this group includes several devs from team that created the Patapon games, a series that began in 2007. That lineage is clear in the core concept and in the slightly brain-breaking level of attention required to keep your little army of Cobuns in sync and on beat. Ratatan brings some roguelite and RPG customization into the mix along with the familiar rhythm mechanics.

This article originally appeared on Engadget at https://www.engadget.com/gaming/ratatan-is-marching-its-way-into-your-console-library-on-july-16-214540775.html?src=rss 

Skateboarding train game Denshattack! is out on June 17

Denshattack!, the skateboarding game that manages to mix an anime-inspired narrative with Tony Hawk Pro Skater-style grinding and wall-riding, is coming out on June 17. The game’s publisher Fireshine Games announced its launch date alongside a new trailer at Nintendo’s recent Indie World event.

If it wasn’t clear from previous trailers, Denshattack! remains stylish as hell, filled to the brim with bright colors and over-the-top animation. The new trailer doesn’t offer much more in terms of what the story of the game will be, but it does highlight its fast-paced gameplay, which will have you flipping and grinding a tiny train through settings like a futuristic cityscape, jungles and a snowy mountain region.

Among the other charms of Denshattack!, the game also features original songs from composers Tee Lopes (Sonic Mania), Ryo Nagamatsu (Splatoon series), Richard Jacques (Jet Set Radio series) and Takenobu Mitsuyoshi (Daytona USA). If you’re at all curious to try Denshattack! before it comes out this summer, demos of the game are available to download right now for PC and Switch 2.

Denshattack! will be available on PC, PlayStation 5, Switch 2 and Xbox Series X/S when it launches June 17. The game will also be available to play via Xbox Game Pass.

This article originally appeared on Engadget at https://www.engadget.com/gaming/skateboarding-train-game-denshattack-is-out-on-june-17-210314631.html?src=rss 

Elgato’s Stream Deck + XL adds a touch strip and dials to an already massive array of buttons

Elgato’s Stream Deck helped popularize using a macro pad among aspiring livestreamers and regular desk jockeys, so it’s only natural for the brand to continue to expand on its lineup. After announcing a suite of new Stream Deck devices last year, Elgato is kicking off 2026 with the Stream Deck + XL, a larger version of the already big Stream Deck XL, and a collection of new audio accessories that should help improve sound mixing in and out of livestreams.

The Stream Deck + XL not only expands on the number of buttons on the regular Stream Deck XL (from 32 customizable buttons to 36 customizable buttons), but also introduces multiple new control options, including a touch strip and six dials. All the controls on the new Stream Deck are customizable, and the presence of the touch strip means you can receive visual feedback about adjustments you’re making while you’re making them. The new macro pad should still work well as a way to quickly end a live stream or queue up a transition, and Elgato says that paired with its new Wave XLR Pro audio interface, the Stream Deck + XL could also become a straightforward tool for sound mixing, too.

The XLR Dock MK. 2 adds an XLR input to the Stream Deck +.

Elgato

The Wave XLR Pro “integrates two fully independent XLR inputs with 80 dB of clean gain each,” Elgato says, along with multiple headphone outputs and “a built-in Maximizer effect” that can maintain consistent loudness. When you’re livestreaming, Elgato’s says the Wave XLR Pro’s “per-channel ducking” can also automatically lower other audio sources when you speak. The XLR Pro is one of several Wave audio products Elgato is announcing alongside the Stream Deck + XL, a lineup which also includes a new condenser microphone and a new way to connect XLR microphones to the company’s smaller Stream Deck. The XLR Dock MK. 2, exclusively compatible with the Stream Deck +, lets you connect professional XLR audio devices directly to your Stream Deck. The Dock “adds 80 dB of clean gain, 48V phantom power, onboard DSP effects, and low-latency VST Insert support,” and can be entirely managed through the Stream Deck’s buttons and dials.

Elgato says both the Stream Deck + XL and the XLR Dock MK. 2 are available to pre-order today for $350 and $130, respectively. The Wave XLR Pro will cost $350 when it launches at some point in Q2 2026.

This article originally appeared on Engadget at https://www.engadget.com/computing/elgatos-stream-deck–xl-adds-a-touch-strip-and-dials-to-an-already-massive-array-of-buttons-195200129.html?src=rss 

Musical adventure game Mixtape will be ready to rock out on May 7

Time to dust off your boomboxes and your walkmans: musical coming-of-age game Mixtape is due out this spring. At its reveal, this next title from game developer Beethoven and Dinosaur was targeting a 2025 release, but as happens to the best laid plans, the game’s arrival got pushed back. Today’s trailer announced that the new launch date for the narrative- and music-focused adventure game is May 7, 2026. Despite the new date, Mixtape will still be coming to the usual array of current gaming platforms: Steam and the Epic Games Store, PlayStation 5, Xbox Series X/S and the Nintendo Switch 2. 

Johnny Galvatron, game director for the project, spoke with Engadget recently about the process of conveying that familiar feeling of restless teenage ennui in this medium. “Idleness is hard to explore as a video game, and one of the interesting things about being a teenager is you just hang out a lot, and sometimes it just sucks,” Galvatron said. “So I love that we made a game that shows that idleness.”

As the name suggests, the soundtrack is core to the experience of this game about three friends at the end of high school. Expect to hear tracks by iconic punk and alternative artists such as DEVO, Joy Division, Siouxsie and the Banshees, Smashing Pumpkins and Iggy Pop.

This article originally appeared on Engadget at https://www.engadget.com/gaming/musical-adventure-game-mixtape-will-be-ready-to-rock-out-on-may-7-200500458.html?src=rss 

Musical adventure game Mixtape will be ready to rock out on May 7

Time to dust off your boomboxes and your walkmans: musical coming-of-age game Mixtape is due out this spring. At its reveal, this next title from game developer Beethoven and Dinosaur was targeting a 2025 release, but as happens to the best laid plans, the game’s arrival got pushed back. Today’s trailer announced that the new launch date for the narrative- and music-focused adventure game is May 7, 2026. Despite the new date, Mixtape will still be coming to the usual array of current gaming platforms: Steam and the Epic Games Store, PlayStation 5, Xbox Series X/S and the Nintendo Switch 2. 

Johnny Galvatron, game director for the project, spoke with Engadget recently about the process of conveying that familiar feeling of restless teenage ennui in this medium. “Idleness is hard to explore as a video game, and one of the interesting things about being a teenager is you just hang out a lot, and sometimes it just sucks,” Galvatron said. “So I love that we made a game that shows that idleness.”

As the name suggests, the soundtrack is core to the experience of this game about three friends at the end of high school. Expect to hear tracks by iconic punk and alternative artists such as DEVO, Joy Division, Siouxsie and the Banshees, Smashing Pumpkins and Iggy Pop.

This article originally appeared on Engadget at https://www.engadget.com/gaming/musical-adventure-game-mixtape-will-be-ready-to-rock-out-on-may-7-200500458.html?src=rss 

Generated by Feedzy
Exit mobile version