Elder Scrolls VI ๐, Ocarina of Time ๐ฎ, Unity CLI ๐ ๏ธ
Big Announcements ๐ฎ
Bethesda reveals The Elder Scrolls VI: Sentinel
Bethesda has revealed The Elder Scrolls VI: Sentinel as the title of the next Elder Scrolls game. The studio said development continues and that it will be some time before it shares more information. The reveal video features a scroll hidden in sand and a reference to Hammerfell. No release date was provided.
Eiji Aonuma explains rationale for Ocarina of Time Switch 2 remake
Zelda producer Eiji Aonuma says the Ocarina of Time remake for Nintendo Switch 2 grew from the seriesโ 40th anniversary and a desire to help team members understand the originalโs significance. He said rebuilding the game and studying its structure and development approach could provide insights for future Zelda games. Nintendoโs Entertainment Planning & Development Production Group No. 3 is leading the full remake, which is scheduled for release on November 5.
Petit Planet set for December 4, 2026 launch on PC, iOS and Android
HoYoverse has confirmed that its life simulation game Petit Planet will launch globally on December 4, 2026 for PC, iOS and Android, with cross-platform progression between PC and mobile. A Nintendo Switch 2 version is planned for 2027. Players grow planets, explore islets and participate in minigames, auctions and social activities, with more than 1,000 clothing and furniture items to collect. Pre-registration reward events are underway.
Game Dev and Tools ๐ ๏ธ
Romero Games secures new publisher for redesigned shooter
Romero Games has a new publisher for its unannounced shooter, John Romero told VGC at Gamescom Asia. Microsoft had canceled an earlier version that Xbox was set to publish, prompting layoffs at the studio. Romero said development has resumed, some staff have been rehired, and the project has been redesigned as a completely different game to suit a smaller team. He did not disclose further game details.
Unity demonstrates CLI runtime server for controlling running games
Unity demonstrates how its CLI runtime server can change values in a running game through commands executed by a pipeline package. A custom UI passes arguments to CLI commands, enabling a tool for capturing trailer visuals and testing game elements. The example adjusts colors, Cinemachine shots, speed, height and game speed. The CLI also supports installing editors, managing projects and writing arbitrary C# without domain reloads.
Terrain3D 1.1.0 adds mobile support improvements and terrain features for Godot
Terrain3D 1.1.0 is available for Godot with improved mobile support, generated C# bindings, vertex displacement based on texture height, and mesh tessellation. The free, open-source terrain add-on also adds an ocean mesh and example ocean shader, a contour-line shader, a slope colorizer, and an option for compressed color maps. Asset Dock updates include search, multiselection, a foliage instance counter, and a live information panel.
Recreating Old School RuneScapeโs tick system in Unity
LlamAcademyโs Chris explains how he built a tick system for LlamaScape, his Unity recreation of Old School RuneScape boss combat and its 0.6-second ticks. After finding an event-bus design difficult to debug, he switched to a singleton manager with explicit registration, priorities that process NPCs before players, and a separate queue allowing repeated actions such as equipment changes within one tick. The system supports MonoBehaviours, ScriptableObjects and ordinary C# classes, though he expects further revisions for more complex encounters.
AI and Game IP ๐ค
Anthropic adjusts Claude Code prompt to discourage recreating specific games
Anthropic added two sentences to Claude Codeโs prompt on Opus 5.5 to discourage recreating someone elseโs specific game, according to staff member Addy Osmani. He said the change reflects its policy against intellectual property infringement, while original games, genre games, and games using usersโ own designs and assets are intended to remain supported. Network Next CEO Glenn Fiedler criticized the restriction, arguing that copyright law already addresses copied assets without prohibiting reuse of game ideas or mechanics.