AI Monitors 🤖, Zed Windows 👨‍💻, Steam Bad Games 🎮

Oct 24, 2025

Hardware & Dev Tools ⚙️

GIGABYTE’s AI Tactical Displays: Accessibility Boost or Esports Red Flag?

GIGABYTE’s Computex reveal spotlights the AORUS FO27Q5P, a 500Hz OLED monitor with AI-driven features that auto-adjust crosshairs, black levels, and even respond to flashbangs. Fans praise the accessibility and quality-of-life gains, while critics worry about an unfair competitive edge. With past bans on automation tools, these features may face tournament scrutiny.

Zed Lands on Windows: Fast, GPU-Powered Editing with WSL and AI

Zed—the Rust-built, GPU-accelerated editor from the creators of Atom—has officially launched on Windows. The release adds first-class WSL remoting, full extension parity, and AI features like edit predictions and ACP-powered agents. A new DirectX 11 rendering backend boosts compatibility across Windows versions and VMs.

Marketing & Store Strategy 📣

Steam “Bad Games” Explained: Expectations, Pricing, and Honest Marketing

“Bad” Steam games are often expectation mismatches, not failures. Thomas Brush shows how price frames value, genre and marketing set promises, and small polish wins prevent disappointment—backed by case studies and dev insights. Use honest messaging, appropriate pricing, and targeted testing to align what you promise with what you deliver. Apply these tactics to avoid mixed reviews and boost player satisfaction.

How to Get Your Game Noticed: Tactics That Actually Work

BiteMe Games breaks down a practical indie marketing playbook: pitch content creators the right way, attend events to build momentum, and ship a demo to grow wishlists. They also spotlight LetsTrack.games for discovering and tracking creator coverage (20% off with code BITEME). The message is clear—great hooks and a tight trailer multiply every tactic. If you need a roadmap from zero visibility to steady buzz, this is a focused, actionable watch.

Production & Monetization 🚀

Ship Faster: Cross‑Functional Teams and KPIs for Game Studios

Veteran producer Chris Casanova argues most studios don’t have a talent problem—they have a structure problem. He lays out how small, cross‑functional teams (5–9 people) aligned to clear outcomes and product pillars can eliminate handoffs, reduce iteration waste, and ship reliably. Expect practical examples—from a procedural worlds team and “biome novelty per minute” KPI to a full 70‑person AA shooter org—plus tactics for preserving craft excellence and navigating leadership resistance.

Build a Player Economy with Unity Economy (UGS Part 7)

Part 7 of Unity’s UGS tutorial series teaches you how to set up currencies and inventory using Unity Economy. Define soft/hard currency and items players can earn, spend, or purchase with real money. The series includes video and written guides, scripts, and a full sample game (Gem Hunter Match – Cloud Edition) so you can see UGS in action. Links to the playlist, articles, and GitHub are included.

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