Friday, July 24, 2026

San Diego Comic-Con 2026: Everything Announced So Far | Comic Con 2026

San Diego Comic-Con 2026 has arrived, and we here at IGN will not only be covering all the big news coming out of this weekend, but we are also hosting our own live show that will be filled with exclusive reveals, interviews, and much more from your favorite shows, movies, comics, games, anime, and collectibles.

To ensure you don't miss a thing, we'll be rounding up all the biggest moments right here for you, including Marvel Studios' big return to Hall H ahead of Avengers: Doomsday!

Be sure to keep checking back as we'll be updating this roundup as the weekend goes on, and you can also head over to our SDCC watch guide and most anticipated movies and TV shows article to know what to expect!

Five Biggest Reveals From the Lanterns San Diego Comic Con Panel

Lanterns showrunner Chris Mundy and the cast of Lanterns — Kyle Chandler, Aaron Pierre, Garret Dillahunt, and Poorna Jagannathan — joined us at SDCC, and you can check out the five biggest reveals right here (Spoilers Ahead)!

The crew also tested their mettle in a quiz called Green Lantern of Metal Band, and Pierre tells us that he had a grisly bicep injury that nearly cost him his Lanterns role.

Lanterns: Damon Lindelof Explains the One Rule James Gunn Had For the HBO Series

We had the chance to talk to Lanterns co-creators Damon Lindelof and Tom King about James Gunn's rules for adapting comic book super heroes into movies and television, why Guy Gardner is the main Green Lantern, and what happens when a grizzled Lantern vet like Hal Jordan doesn't want to give up his ring to a younger and more capable Jon Stewart.

Clayface: Everything We Learned At The DCU Horror Movie's Panel

Clayface is bringing horror to the DCU in a big, goopy way. IGN's Tom Jorgensen catches up with Eric Goldman to break down everything director James Watkins and star Tom Rhys Harries had to say about the upcoming movie.

Clayface's F****d Up Practical Horror Proves Anything Is Possible In The DCU

Matt Hagen is ready for his closeup... but trust us, you're not gonna want to get too close. Clayface himself Tom Rhys Harries and director James Watkins joined IGN at SDCC 2026 to discuss the movie's heavy use of practical effects, how Batman: The Animated Series' "Feat of Clay" inspired the film, and whether James Gunn had any specific notes on how Gotham City should be represented in its first live-action DCU appearance.

Nimrods Is Green Day’s First Movie… Will American Idiot Be Their Next?

Legendary punk rockers Billie Joe Armstrong, Tré Cool, and Mike Dirnt take the IGN stage with Mason Thames and director Lee Kirk to explain why Nimrods, a movie loosely based on Green Day's early touring days, takes the road trip comedy approach. Plus, now that Green Day's had a taste of seeing their music fueling a movie, we find out whether or not we're any closer to seeing one of their signature albums, American Idiot, adapted for the big screen.

Dan Houser on Physical Games: If People Want That I Think Companies Should Provide It

After working on games like Grand Theft Auto 5 and Red Dead Redemption 2, Dan Houser and Lazlow are now working together again at Absurd Ventures, and the pair stopped by our live show to share updates on their current projects. We also asked them about the upcoming release of Grand Theft Auto 6, the death of physical media, and more.

What Else to Expect From IGN's Live Show at SDCC

Day 1:

  • Lanterns
  • Blade Runner 2099
  • Adventure Time: Side Quests
  • The Vampire Lestat
  • Carrie
  • Regular Show
  • My Adventures with Superman

Day 2:

  • The Walking Dead
  • The Lord of the Rings: Rings of Power
  • Control Resonant
  • Star Trek: Strange New Worlds
  • Dungeon Crawler Carl
  • Mayday



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Don't Play Halo: Campaign Evolved on Steam Deck or Xbox Ally

Halo: Campaign Evolved is basically already here if you pay the early access tax, and while it does look incredible on high-end gaming PCs and current-generation consoles, it struggles hard on lower-end hardware, particularly handheld gaming PCs. I spent a little bit of time playing the remake on the Xbox Ally, and, well, the original Halo campaign looks a whole lot better in the Master Chief Collection.

It shouldn't be too surprising that Campaign Evolved doesn't run super well on low-end handhelds like the Steam Deck. The game calls for a minimum of an Intel Core i7-10700K and an Nvidia GeForce RTX 2060 Super, both of which are more powerful than the equivalents found in the base Xbox Ally and the Steam Deck. But, for some reason, the Steam page for the game says the game is Steam Deck Verified.

In order to run the game on the Xbox Ally, I set the resolution to 1280x720 and set it to the Very Low preset, with FSR set to Low. With those settings, I'm getting a pretty playable 30 fps, with occasional dips down to the mid 20s. That's probably why the game skated by with a Steam Deck Verified label, I've seen games perform worse and still get that green checkmark.

But while the game is playable at these settings, it's genuinely an eyesore. In order to keep the framerate up, visual fidelity is low, textures are entirely bland, and vegetation and other environmental objects are virtually nonexistent. Plus, the upscaling at this resolution makes the game look like a blurry, staticky mess on top of all of that loss of detail.

And while there are some elements of the game that still look alright, namely walls and other objects having a bit more detail to them, Halo just looks better in the Master Chief Collection, even if it looks like an older game (which it is). Just looking at these screenshots from the second mission when you're fighting off a bunch of Covenant reinforcements, the Campaign Evolved screenshot has a virtually flat environment, with a blurry Elite being shot at. In the Master Chief Collection, the wall on the right doesn't look quite as good, but there's actually vegetation on the ground, and the enemy being shot at doesn't look like as much of a blurry mess.

What makes this even more wild is the performance on offer. With these settings, the Master Chief Collection is getting a solid 65-70 fps most of the time on the Xbox Ally, compared to 25-30 fps in Campaign Evolved. And keep in mind that the Xbox Ally and the Steam Deck have extremely comparable performance.

I love the original Halo – there was a good decade where the only reason I kept a console in my house was to play Halo games. So while I will absolutely be playing this new remake on a high-end PC or even a more powerful handheld like the MSI Claw 8 EX AI+, if you want to play this original campaign on the Steam Deck, just download the Master Chief Collection instead.

Jackie Thomas is the Hardware and Buying Guides Editor at IGN and the PC components queen. You can follow her @Jackiecobra



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Halo: Campaign Evolved Secret Ending Cutscene Suggests a Halo 2 Remake Is on the Way

Halo Studios seems to have teased a Halo 2 remake in a secret ending cutscene for Halo: Campaign Evolved.

Microsoft's Halo 1 remake is finally out in the wild for those who gained early access by purchasing its Premium or Collector's Editions. Just one day removed from its early launch, that means many have already blown through the game multiple times, and some have even discovered a tease for a Halo 2 remake.

Those who manage to beat Halo: Campaign Evolved on Legendary difficulty will be greeted with a new secret cutscene featuring none other than Sergeant Johnson (via ComicBook). Beginning by showing him watching a clip from the original secret ending, Johnson ditches the Elite to kick up his feat on the beach. Just after catching an explosion on the ring, he makes his exit, but not before dropping that tease: "See you in the sequel."

As if that wasn't already enough, another post-credits tease offers even more evidence to suggest a Halo 2 remake is in the cards. In the scene, players can see 343 Guilty Spark flying toward a planet, likely to meet up with Arbiter and launch into the events of the original sequel game. YouTube channel GamersPrey uploaded the full ending sequence here.

It wouldn't be a surprise to see Halo Studios and Xbox continue with a follow-up – or maybe even two – now that a re-imagining for the original is here. However, the pair have yet to announce a proper Halo 2 remake, so the future of the series in general mostly remains a mystery, for now.

Last week, YouTuber Rebs Gaming and Windows Central reported that the developer had most recently canceled a Halo multiplayer game. The project was said to be being worked on by Certain Affinity under the codename "Ekur." That leaves Halo: Campaign Evolved as the only game to carry single-player fans of the franchise until more is shared in the future.

Halo 2 launched for the original Xbox in 2004 and received the remaster treatment with the Master Chief Collection in 2014. Halo: Campaign Evolved, meanwhile, will deliver its remake of the first game when it launches July 28, 2026. Until then, and until Halo Studios is willing to share more about its potential future remake plans, you can check out IGN's 7/10 review of the new game.

"Halo: Campaign Evolved speaks to the series' timelessness and adds a decent set of new missions," we said, "but it's mostly a lean retread that's more of a test run for its future with Unreal Engine."

Michael Cripe is a freelance writer with IGN. He's best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).



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Thursday, July 23, 2026

The Logitech G29 Racing Wheel and Driving Force Shifter Bundle Drops to the Lowest Price Ever

Woot, which is owned by Amazon, is offering an outstanding deal on this popular Logitech racing wheel bundle:

  • New (Open Box) Logitech G29 Racing Wheel and Pedal Set for PS5 and PC
  • New (Open Box) Logitech G Driving Force Shifter

The bundle is just $155.99 when you apply the 22% off coupon code "LOGITECH22". Amazon Prime members get free shipping, otherwise you pay $4.99 for the delivery fee.

These items are all open-box models in like-new condition and include a 90-day Woot warranty. Normally priced at $380, this deal saves you 60%, making it the lowest price I've personally seen for this set.

60% Off Logitech G29 Racing Wheel Set and Driving Force Shifter

New (Open Box)

If you're a big fan of racing games like Gran Turismo or Forza Horizon 6 and you've been using a DualSense controller or gamepad this entire time, then this price drop might be the excuse for you to step up your immersion to the next level. The G29 and G920 were already one of the best racing wheels under $300, and definitely the best racing wheels under $200.

Standout features include a gorgeous hand-stitched leather steering wheel with 900 degrees of rotation, sturdy metal base, durable steel ball bearings in the shaft, gear-driven dual-force motor feedback, stainless shifter and pressure-sensitive pedals. The force feedback does an excellent job of simulating providing force and resistance and certain adds to the immersion; if you want something better than this, you'd have to shell out a lot more money for a direct-drive or belt-driven wheel, like Logitech's own $1,000 G Pro direct-drive racing wheel we reviewed.

If you're a PC user and wondering which model to get, PlayStation's G29 model is actually a bit nicer than the Xbox's G920 variant. The G29 has LED shift lights located on the top of the wheel's spokes. These LEDs light up progressively as the car's RPMs rise in-game. The G29 also has a rotary knob on the wheel that can be customized to different functions, like traction control, brake bias, or split differential.

Forza Horizon 6 is out for PC, and it's a Masterpiece

IGN's Luke Reilly awarded the recently released Forza Horizon 6 a well-deserved 10/10 "Masterpiece" review. The latest iteration of the open-world arcade racing franchise allows you to traverse the varied vistas of Japan, from the snowswept mountainous paths of the Japanese Alps to the concrete jungle of the Tokyo Expressway. The game launches with 550 cars for you to customize and tweak, and dozens of single-player and online challenges for you to flex your skill, including the return of the Eliminator battle royale mode.

Eric Song is the IGN commerce manager in charge of finding the best gaming and tech deals every day. When Eric isn't hunting for deals for other people at work, he's hunting for deals for himself during his free time.



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‘They Allow You to Play With The Time Limit’ - The Blood of Dawnwalker’s Fantasy Races Are Much More Interesting Than Elves and Goblins

In the vast majority of fantasy video games, the world is populated by more than just humans. Mankind is typically accompanied by a range of different species or races, and The Blood of Dawnwalker has no intention of bucking that trend. Vampires are not the only creatures you’ll be bumping into on your journey through Vale Sangora, but that doesn’t mean you’ll find your typical elves and dwarves at the local tavern – this is a place that doesn’t play to the normal rules.

Developer Rebel Wolves has taken a very particular approach to its fantasy worldbuilding. Its sentient races lean far more into ideas established in folklore than they do Tolkien or Dungeons & Dragons. One of the best examples of that is the impish, tooth-thieving sanzhana.

“They play on a lot of tropes around pixies from folklore, but of course with our own twist,” says creative director Mateusz Tomaszkiewicz. “There are a number of quests that utilize them and I'm very excited to see how people will react to them.”

Sanzhana are strange creatures, somewhat akin to moths spliced with small humans, complete with blue skin, white markings, and fuzzy abdomens. And, as our recent gameplay footage demonstrates, they have a curious interest in teeth, so much so they’ll forage from corpses and barter with bandits to obtain their victims’ gnashers.

But why would Coen, our young and noble protagonist, ever indulge a pixie’s request for molars and incisors? Well, the reward could well be much more valuable than a few gold coins. “They allow you to play with the time limit,” Tomaszkiewicz reveals, “because there are a lot of myths around pixies where they get to do some time-bending stuff. And for us, since our game is so heavily revolving around the time system, this was something cool to play around with.”

“I think it's very cool when you do systemic stuff to have exceptions from it and some ways that impact it in ways you didn't anticipate,” he adds. “It creates this feeling that something unexpected might happen at every turn and there are still secrets to be found.”

Sanzhana are powerful, but they’re also rare – you won’t pass by dozens of them as you wander through the world’s villages. Fulfilling a role more similar to that of traditional fantasy game races is the uriashi, a species of towering, beast-like humanoids.

Rebel Wolves has gone to great lengths to create a distinct, believable culture for these mountain giants.

You’ll frequently spot them working alongside humans, providing significant extra muscle for garrisons. But their role in society is relatively new – after being hunted to near-extinction in a previous age, the uriashi only recently re-revealed themselves to humanity.

“They live high up in the mountains in places that were inaccessible to humans,” explains Jakub Szamalek, The Blood of Dawnwalker’s narrative director. “They actually ensure that they are inaccessible, they'd cause a tiny little avalanche to make sure that their secrets are kept safe.” All that considered, actually finding the uriashi’s village on Dawnwalker’s map will be “a whole adventure of its own.”

While the humans of Vale Sangora were largely clueless to the existence of the uriashi, the vampire lord Brencis had already discovered them. “So he showed up at their village and he said, ‘Well, I call the shots now and I'm enlisting you guys’,” reveals Szamalek.

Szamalek and the Rebel Wolves team have gone to great lengths to create a distinct, believable culture for these mountain giants. Their village is made of rocks, moss, and twigs, with houses built to blend in with the mountainside to help maintain their secrecy. As people who spend their winters holed up in caves, they’ve developed incredible patience. And they have their own political structures, which naturally causes some division among their society.

“They're quite conservative,” Szamalek explains. “So the overall feel of the culture is to keep things the way they are and not experiment and that also becomes a bit of a tension in one of the stories.”

But creating a new race is not just about identity and culture – it also requires some thought about how the uriashi interact with their neighbours. That forced Rebel Wolves to consider the uriashi vocabulary and how they sound in conversation.

“They're really intelligent creatures, but they don't know the human language very well,” Szamalek says. “Their vocal situation isn't necessarily conducive to speaking a human language. They struggle to talk and their grasp of grammar is not necessarily very strong.

“I think the first reaction is to take them for dumb brutes,” he adds. “But the more time you spend with them, you realize that they're more sophisticated than that.”

While the uriashi may struggle with human words, they have no such issue with magic – something Coen can take advantage of when interacting with their peoples. Coen can, of course, learn spells, curses, and hexes – they’re one of the three branches of his skill tree. And, if you’ve seen any of those abilities in action, you’ll already know that Rebel Wolves has crafted a very particular approach to the supernatural arts.

“There are no fireballs, there are no lightning bolts, there's no elemental magic in the D&D sense of the word,” explains Szamalek. “It's more like dark voodoo arts. A lot of it revolves around giving your own blood in order to draw from some cosmic power. The visual element of it is subdued.

“You're basically opening a channel of communication with some course that you don't truly comprehend and certainly cannot control,” he adds.

Magic has multiple purposes in Vale Sangora, far beyond Coen’s abilities to increase his running speed and summon spectral birds. One of the monsters we’ve seen, for instance, is the gargoyle, a sort of jury-rigged automaton that Szamalek suggests is the product of magic and a dark imagination.

While there are no doubt more races and creatures to discover in the valley, the last one Rebel Wolves highlighted for me during my IGN First visit to the studio was kobolds, Dawnwalker’s take on a fantasy classic. Among the most famous kobolds in games are World of Warcraft’s candle-capped rat men and the strange reptilians that plague the Nashkel Mines in Baldur’s Gate. Rebel Wolves’ interpretation shares some common ground, but they’re a new twist on the idea, turning them into something akin to dark, chittering goblins.

“They're the nasty little creeps that live in caves and mines,” Szamalek says. “They are sentient, but they're difficult to talk with. They are very impulsive and greedy and vicious, but they have sort of a high mentality. They're unable to think quietly, so whatever they're considering they will say out loud. When dealing with them, this can be used to your advantage because you can sort of see what they're up to, but it also makes coming to some sort of agreement with them difficult because you don't know if they're just thinking about something or if they're actually planning to do it.”

No doubt there are more species to meet than just pixies, uriashi, and kobolds – my conversations with Rebel Wolves have made it clear that our journey will see us meet far more than just humans and dead humans with fangs. And with the sanzhana set to twist time and the uriashi primed to teach us magic, I can’t wait to see what other opportunities each new culture and group can offer.

Matt Purslow is IGN's Executive Editor of Features.



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Wednesday, July 22, 2026

Avatar Legends: The Fighting Game Review

Okay, we’ve got a bit of a good news/bad news situation here. Good news first: Without hyperbole, Avatar Legends is one of the most fun fighting games I’ve ever played. There’s something special about the way these characters move, the variety in their playstyles, their incredible animations, the flexibility of their combat options, and the satisfying ways they can execute some of the sickest combos I’ve ever seen. In so many ways, this is the game Avatar: The Last Airbender has deserved, as well as the old-school 1-on-1 fighter that hardcore fighting game fans have been clamoring for recently. But now the bad news: That stellar gameplay does some pretty heavy lifting, as the package around it is lacking in surprising ways. From an inability to change the difficulty level of the AI in single player, to a cumbersome training mode that’s missing standard features, to lobbies that can only support two players, the list goes on and on. Like Aang and Korra at the beginning of their stories, Avatar Legends is rough and unpolished, but beaming with potential.

The best way to describe Avatar Legends in fighting game terms is that it’s a fast-paced, mobility-driven 1v1 fighter, focusing on creative combo expression, a high bar of execution, and the uniqueness of each character as opposed to powerful, universal system mechanics. All of that to say, this is one of the most difficult 1v1 fighting games to learn, but the payoff once you’re able to actually perform even a fraction of what these characters are capable of is extraordinary.

The fundamentals of the fighting system are simple at a glance: there are three attack buttons, covering light, medium, and heavy strikes, and then a “Flow” button that is generally tied to each character’s unique movement options. As is the case with many anime fighting games, there’s a basic logic of being able to combo a light into a medium into a heavy into a special move, and there’s even an auto-combo for those that just want to mash one button and get some respectable damage.

But it’s that Flow button that really opens up Avatar’s fighting system and makes it truly special. Every character has a very particular way of moving around the screen, and these mobility options can be absolutely wild. Aang, for instance, can press forward-Flow for a quick forward hop that has three different follow-ups, all of which have wildly different uses. Or he can press Flow and a direction in the air to take out his glider to attack from unpredictable and awkward angles, control the direction of the wind to affect his momentum in the air, or fast fall from the sky, just to name a few of his techniques.

Each fighter has their own way of breaking the rules of this system.

Meanwhile, Azula can air dash in eight directions twice before touching the ground (in just one of her forms); Toph can shift the earth to pull opponents towards her, or herself towards opponents; Katara can charge special moves while being able to slide across the ground – and that just scratches the surface of what these characters can do. Each of the 12 fighters on the roster has their own way of breaking the rules of this system, and it makes each one feel incredibly powerful and satisfying to learn.

In addition to the Flow meter that governs all of those crazy movement techniques, there’s also a well designed energy meter governing EX special move and super usage. Instead of being a bar that fills up as you take or receive damage, the energy meter is segmented into individual points, and you only get a maximum of one point per combo. There are other ways to gain energy as well, including character specific “critical hits” that reward you for performing certain skillful feats. I love having to make on the fly decisions about how to build and spend resources, and between both meters, Avatar Legends’ fighting system is one of the very best when it comes to that aspect of fighting games.

As a big Avatar fan, another aspect of the design that I love is how closely each kit embodies the spirit of the character. In the show, Korra is highly skilled and powerful from the very start, but she’s also reckless and tends to wind up in bad situations after acting without thinking. Here, that’s reflected with a very hard-hitting playstyle that can deal a lot of damage, but also comes with a lot of risk. Her high damage combo routes can cost of lot of meter, she has risky tools that most other characters don’t (like a meterless invincible reversal), and her special moves can all be enhanced for more damage at the cost of even more meter, which makes it very easy to accidentally wind up in the highly detrimental “unbalanced” state that’s caused by emptying your entire Flow meter.

I love how closely each kit embodies the spirit of each character.

Azula, on the other hand, has two completely different forms: Focused and Firelord. Focused embodies Azula’s calm and collected demeanor that we see throughout most of the show, and that’s reflected with a fighting style that requires a lot of precision, with much of her damage locked behind special move extensions that require button presses within a one or two frame window. That’s contrasted by her Firelord form, which represents her total meltdown toward the end of the series. Her precisely timed special move extensions go out the window, her air dashes become slower but cover more distance, she does more damage with fewer hits, and ultimately just becomes an absolute close-range monster that can smother you with overwhelming force.

That’s not all, as the entire roster also has three support characters that can be chosen before a match begins to change up elements of their kits, much like the character variations from Mortal Kombat X. These can empower specific special moves in ways that open up new combo routes, grant you new special moves entirely, or improve your movement techniques. All of these systems work together to make what is a fairly small roster on paper feel much bigger.

Then The Fire Nation Attacked

Avatar Legends’ story mode is an original tale outlined by series creator Michael Dante DiMartino and written by Tim Hedrick, who has written many episodes of both The Last Airbender and The Legend of Korra, along with several other pieces of canonical Avatar content. Despite that authenticity, however, it mostly feels like fanfiction fluff. It begins with Aang waking up in an alternate universe where he doesn’t exist, people who shouldn’t exist in the same time period are best buds, and everyone is basically the polar opposite of how they normally act. There are a handful of fun callbacks, and the voice acting is quite good despite not featuring almost any of the original cast, but the overall story never sank its hooks into me, which made the whopping 27 chapter campaign overstay its welcome by the time I hit chapter 15 or so.

Outside of the lackluster story mode, there’s really not much else here to hold the attention of anyone who isn’t interested in competing against other people online. There’s a traditional arcade mode, but no ability to adjust the difficulty of the AI, so if the matches are either too easy or too hard, you’re out of luck.

On the teaching tools front, Avatar Legends is kind of all over the place. It’s great that there’s a frame meter turned on by default to immediately help you understand the frame data of a move, as well as an option to turn hit boxes on so you can understand the actual range and vulnerability of an attack. But on the flipside, doing simple things in training mode like setting a dummy to jab after blocking is extremely cumbersome thanks to a poor UI; and, shockingly, there is no way to set the dummy to block randomly, making it very difficult to practice hit confirms.

The combo trials at least are pretty good at teaching practical combos at the novice and intermediate ranks, and a clever “Breakdown” feature allows you to go through a combo step by step – the screen freezes for each input, allowing you to get the muscle memory of a combo down without having to worry about the timing. What’s really cool though is that in addition to combo trials, there are character specific tutorials that actually teach you how to best make use of a character’s tools to pressure opponents, open them up with mix-ups, or defend against their offense. I do think these tutorials could do a bit better of a job easing you into the nutty stuff that characters can do, but nonetheless, it’s a great idea and I wish more fighting games would spend as much time teaching you how to land the hits that enable combos as they do on the actual combos themselves.

Finally, my experience thus far with online play has been excellent, with smooth rollback netcode and a very snappy pace thanks to quick rematches, lightning fast load times, and instant returns to practice mode if the match drops due to a disconnect. That said, online also has some very surprising omissions that should be standard in a modern fighting game. The worst offender is the lack of lobby support for more than two players, which means you can’t set up a room to play with more than one friend where two people play and the rest watch and await their turn. This is apparently planned for a post-launch update, but it’s a glaring omission right out of the gate. Less shocking, but still worth pointing out, is the lack of replay search, which is used to find replays of high-level players so you can see how they handle specific matchups, nor is there replay takeover. Both features would be nice to have, especially in a game with so much variation in how its characters can be played.



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Tuesday, July 21, 2026

NARUTO Mythos TCG Is Coming to the U.S., See It First at San Diego Comic-Con

NARUTO Mythos TCG is coming to the United States, and fans will get their first opportunity to experience the game at San Diego Comic-Con.

The game will be exclusively distributed in the U.S. by Zvezdar, a hobby and trading card game distributor that is expanding its operations into the American market. It will be on hand at San Diego Comic-Con, where there will be booths that will let you try the game out for yourself for free, get two special promo cards, and have the first chance to buy booster boxes before the game’s official North American launch. The first official card set, Konoha Shidō, will have pre-release events in the U.S., Canada, Mexico, and the Caribbean starting on August 29.

The main Comic-Con booth will be in the Marriott hotel, where you can play a hands-on demo and face off against other players to familiarize yourself with the game, its cards, and how it all works. The game is built around assigning character cards to mission cards and activating unique effects. But a big part of the strategy is your ability to hide characters by playing them face down, then later using them to ambush your opponent or spending chakra to upgrade them into powerful Jutsu.

You can read up on the rules beforehand, but learning by doing is always better, right? Playing a demo will allow you to test out the game, learn how to strategize, and teach you the best methods for catching your opponent unawares. Even better, everyone who visits the demo booth will also get a grab bag that, while supplies last, includes a unique Summoning Jutsu promo card.

NARUTO Mythos cards will also be at the Rocketship booth on the main convention floor, which will be the first place you can buy booster boxes and card packs in the U.S. Everyone who buys a booster box will also get another promotional card, a Shadow Clone Jutsu variant of a rare card from Set 1, while supplies last.

The promotional cards are both Mythos rarity, which is exclusively reserved for out-of-collection cards that are only available through special events and tournaments. Normal collection cards come in five tiers of rarity: Common, Uncommon, Rare, Secret Rare, and Legendary.

Common and Uncommon are the foundation of the collection and come in Normal, Full Art, and Holographic variants. Full Art versions have a see-through text box at the bottom of the card that allows more of the card’s artwork to be shown, while Holographic versions have that in addition to crisper lighting or more vibrant colors.

Rare cards are also puzzle art cards, which are essentially sets of nine whose art creates one continuous illustration when placed side-by-side. There are also variants called Rare Art cards that have unique backgrounds, a holographic effect, and refined micro-engravings. Secret Rare cards have a gold finish and abstract triangle holographic effect, while Secret Variants have unique colors in addition to the base gold.

Legendaries are the rarest cards in the game. Each one is uniquely numbered and crafted with 22-karat gold foil. If you pull one of these, there's no mistaking it.

NARUTO Mythos’s presence at Comic-Con will be its first big journey to America, but it’s just one part of its established roadmap to continue its growth. A veteran-led, professional competitive program is currently being built for North America, while a full worldwide rollout of the game, including in Central and South America, is coming in November.

We also already know about the next two card sets. Set 2 (Shinobi Shiren) arrives in Europe in September, while Set 3 will debut the NARUTO Shippuden era and the Akatsuki faction. If you want to learn more about the game or see the full collection of cards that are currently available, you can check out the official website.

The booth at the Marriott is hosted with Zvezdar, the Slovenian distributor that has overseen NARUTO Mythos TCG’s successful expansion across Europe. Founded in 2009, Zvezdar has become one of Europe's fastest-growing TCG distributors. Building on that success, the company will now bring its experience and expertise to retailers and players throughout the United States.

The game was designed and published by Cicaboom, an Italian company specializing in trading card games and hobby products. The game's successful European launch adds to Cicaboom’s catalogue of popular products from beloved franchises.

"We're incredibly proud to bring the NARUTO Mythos TCG to the United States," said Tilen Grah, CEO of Zvezdar Toys US. "We're proud to partner with IGN for this launch and to showcase the game together at San Diego Comic-Con. After helping build a strong community across Europe, we're excited to work with hobby stores, players, and partners to make NARUTO Mythos TCG a success in the U.S. This is just the beginning of our North American journey."

If you’d like to encourage your local card shop to add the game to its stock, you can do that by tagging them in the comments of this Instagram post. Or if you’re a card shop owner yourself, you can visit the retailers page of the official website to contact distributors, pick the products you’d like to sell, or sign up to host official events. To keep up with the latest news and updates, you can follow NARUTO Mythos TCG on Instagram, TikTok, Facebook, or YouTube.



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