Friday, January 31, 2025

Five Nights TD Codes (January 2025)

Need some extra units to help vanquish the nightmares lurking in Five Nights TD? We've rounded up all of the Roblox strategy game's active codes, so you can earn some tokens, souls, and other useful goodies.

Active Five Nights TD Codes (January 2025)

Below, you'll find all of the currently active and working Five Nights TD codes that you can redeem for free rewards in January 2025:

  • UPDATE33 - 900 Medallions
  • OLYMPUS - 5,000 Tokens
  • FOXSEIDON - 15 Souls
  • ZEUSFREDEUS - 15 Souls
  • SEASON6 - 15 Souls
  • GLAMROCK - 5,000 tokens
  • SECURITYBREACH - 1x exclusive pack 6
  • FIVENIGHTSTD - 100 Tokens

Expired Five Nights TD Codes

Below, you'll find a list of expired Five Nights TD codes that can no longer be redeemed as of January 2025:

  • CHRISTMAS
  • SANTASHOP
  • GOLIATHEVO
  • NEWQUESTS
  • UPDATE32
  • UPDATE30
  • ENDLESS7
  • HAPPYNEWYEAR
  • UPDATE29
  • PIZZASIM
  • SEASON5
  • CHRISTMASENDLESS
  • UPDATE28
  • UPDATE27
  • CALENDER
  • GIFT
  • UPDATE26
  • RANKED2V2
  • 470MVISITS
  • STEAMPUNKENDLESS
  • STEAMPUNK
  • UPDATE25
  • RANKED
  • VERSUS
  • UPDATE24
  • KRONOS
  • UPDATE23
  • NEWLOBBY
  • SPROCKET
  • POTIONS

How to Redeem Five Nights TD Codes

Below, you'll find all of the currently active and working Five Nights TD codes

To redeem Five Nights TD codes, boot up the Roblox Experience and, once you’re in, follow the steps below:

  1. Look at the icons running along the bottom of the screen. You’ll see three icons.
  2. Click the gear icon to access the settings menu.
  3. Scroll to the bottom of this menu and you'll see a codes bar. Input your code here, being careful to make sure it’s in the right case and spelt correctly.
  4. Hit GO and your chosen code will be redeemed.

Why Isn’t My Five Nights TD Code Working?

If your Five Nights TD code isn’t working, it’s likely due to one of two scenarios. The first is that the code was inputted incorrectly. Make sure you have the code inputted exactly as it is in the Active Codes section above. You can even copy and paste codes directly from this article over to Roblox if you want to make sure you’re inputting them correctly.

The other possibility is the code has expired or you’ve already used it. If you’ve used it, you’ll get a message inside the code bar reminding you that the inputted code has already been redeemed. If you’ve inputted it and it doesn’t recognise the code at all, it likely means it's no longer available to use and is expired.

How to Get More Five Nights TD Codes

If you’re looking to scout out some Five Nights TD codes yourself, you should go ahead and join the game's Discord server. Once you're in, you'll find a channel titled "codes". The devs will post new codes in here as they add them, so keep an eye on it for the latest codes as they drop.

What is Five Nights TD in Roblox?

Five Nights TD is a tower defense game based on the Five Nights at Freddy's franchise. Like most tower defense games, the idea is to engage in strategic battles where iconic FNAF animatronics attack your home base. To defeat them, you need to place units to stop them in their tracks, tactically assigning familiar faces like Freddy, Chica, Bonnie, and more to quell the oncoming waves of robotic enemies.

Along the way, you'll purchase new units, take on tougher difficulty levels, and face bosses, with the game pitting you against some of the franchise's most notorious antagonists.

Callum Williams is an IGN freelancer covering features and guides. When he's away from his desk, you can usually find him obsessing over the lore of the latest obscure indie horror game or bashing his head against a boss in the newest soulslike. You can catch him over on Twitter at @CaIIumWilliams.



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Thursday, January 30, 2025

Citizen Sleeper 2: Starward Vector Review

Science fiction has a long history of telling poignant human stories through the lens of non-human subjects. 2022’s Citizen Sleeper earned its place alongside stories like Blade Runner almost instantly thanks to its introspective interrogation of personhood and community in a world where all of it feels fragile, and this sequel’s strong, system-hopping story consistently hits the same highs. And though it can be very slow paced, repetitive, and full of walls of text, a byproduct of its tabletop-inspired design, overhauled survival systems, new multilayered crew missions, and an upgraded sense of tension in every dice roll makes Citizen Sleeper 2: Starward Vector more engaging more often.

Citizen Sleeper’s RPG qualities resemble pen and paper systems like Blades in the Dark and Ironsworn more than popular RPGs like Dungeons and Dragons or video games like Final Fantasy. This is most evident in how little you interact with your stats from a planning and preparation perspective. How good and bad you are at things affects everything you do, and proper allocation of the limited amount of dice you have for the tasks ahead is the crux of your decision making, but there's very little you can do to modify the outcome of these rolls or buffer yourself against potential consequences outside of that. This is a limitation that can also be freeing. Without the chance to get in the weeds in the way more dense RPGs let you, you spend way less time trying to shield yourself from Citizen Sleeper’s whims and more time learning to go with the flow, cheering your triumphs and swallowing your defeats. Starward Vector stays committed to the idea that great drama arises when you can’t just min-max your way through adversity in a way that still feels just as novel as it did the first time. I welcomed this drama with open arms, as it solved my issue with the previous game’s passivity and made sure I had to really consider every option every time.

Citizen Sleeper 2 makes good use of its all new crew systems.

Your Sleeper, an android protagonist who is a machine in body but an emulation of a long deceased human in mind, still comes in three classes. I chose the Extractor, well-equipped for enduring physical labor and excelling at diving headlong into risky environments, but woefully unfit for more delicate and technical work. The strengths and weaknesses of each class are expressed slightly differently here than in the original, all in pursuit of making the dice rolling portions of Citizen Sleeper 2 more tenuous. Your dump stat - the lowest of the five available on your character sheet - can’t be improved at all, and spending your dice on any action that uses that stat as its basis, like the Extractor’s Inuit skill, gets a -2 penalty. Most actions have at least two different stats that could be used to attempt a task, but it can be devastating in the uncommon event that the only way to succeed a check is rolling at such a severe disadvantage.

Citizen Sleeper 2 makes good use of its all new crew systems, putting your hangers-on to work during more elaborate sequences. You can take up to two crew members with you on special jobs like scrapping old derelict ships out in space, or surveying an asteroid for drinkable water, each with their own specializations and a pair of dice that you can assign to tasks. Missions that require more hands are often longer and take several cycles of multiple steps to be completed; bashing open the hull of a ship so that a more hardware-inclined ally can find the mainframe and prep it for your hacker to steal some data, for example. Efficiency is key, because every cycle costs supplies, and once you run out of those, disaster escalates quickly.

Mixing and matching crew to shore up your weaknesses is handy, and your Sleeper’s new Push abilities, like the Extractor’s Rally that buffs their die but also stresses everyone out, can be tactical godsends. Outside of supply limits, many of these special jobs can trigger a crisis, which put a new layer of time constraint on your work before some previously unforeseen calamity ruins your progress. These were easily the most fun parts of Citizen Sleeper 2. It’s where I had to think the most on my feet, prep the most before shipping out, and regretted it the most when I failed.

The new Stress meter replaces the old condition system, and though it affects your dice from cycle to cycle in similar ways, it can be a bit more brutal. Instead of a status bar that gradually ticks down, cutting off access to dice as the meter shrinks that you can roll again once your condition returns to normal, Stress points accumulate whenever you fail a check or some other unfortunate happening takes place. As your Stress rises, so does the amount of numbers you will be penalized for rolling every cycle. For instance, if your Stress meter is past the halfway mark and any of your dice show between a 1 and 3, they all take damage.

There's a sense of danger that was sorely missing from the first game.

Dice can take three damage each before they break, at which point they cannot be used again until they are repaired, which requires not so rare but not always accessible resources to do. More than once have I been stuck mid-mission, down a couple of dice and pushing the limits of my remaining ones. These are frustrating moments, but they really do add a sense of danger that was sorely missing from the first game. It’s also not as much of a problem late-game, when getting around is less of a hassle.

Almost every mission (called Drives here) involves making connections and building relationships with people. Community building in the static space station of Erlin’s Eye was a core value of the original’s plot, and Starward Vector re-emphasizes this message in its system-spanning journey both in story and gameplay. It’s a message that feels even more important these days, as well: solidarity among like-minded people and a collective wit and will to fight for change can help overcome the limitations of class and resources when up against seemingly impossible odds.

The writing itself is satisfying, on the whole. It’s not overly flowery or descriptive, allowing plenty of space between the mind and the words for your imagination to fill. It can be biting and direct when describing tense exploration sequences. It also really excels at creating dense webs of philosophical and existential conflict when dissecting concepts of personhood revolving around the android protagonist, as well as personal agency as more than one outside agitator attempts to claim ownership over you in different, sometimes chilling ways. That said, it doesn’t have the same kick when it comes to physical conflict, as its scenes of hectic gun fights and daring escapes don’t quite hit in comparison.

The colorful characters you meet along the journey are mostly believable individuals, even if they aren’t all that layered or deep. Though enjoyable, especially when some familiar names show up in unfamiliar places, you won’t find many of these travelers and tinkerers to have surprising turns of personality or purpose outside of your first impressions. Even some of my favorite potential crewmates follow archetypes you’ve seen just about everywhere, like the jetbike-riding space courier Kadet, who fills the role of spunky go-getter. Many NPCs that can’t be lured into your party, from dutiful caretakers of small settlements to hardened bounty hunters, are one-note caricatures that stay long enough to be novel when needed and vanish right before they become burdensome, a good quality borrowed from pulp noir and sci-fi novels that keeps the intrigue machine churning.



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Dune: Awakening: The Final Preview

There's only one thing worse than being chased across the desert by a sandworm in Dune: Awakening, and that's getting eaten by a sandworm in Dune: Awakening. Not only does the giant phallic cretin suck you down into the bowels of Arrakis, it eats everything you're carrying. Your clothes, your weapons, and especially your Spice Liquor. Suddenly you're respawning at your base in nothing but your underwear and are forced to do the run of shame across the sands to start rebuilding your inventory.

It's easy to be sceptical about an MMO survival game set in the Duniverse, but after a few bouts of dehydration and sunstroke, the day I spent in Arrakis convinced me that Dune: Awakening is one to watch. More than that, if the developer can deliver on its plans for the endgame, it could see an EVE Online-style future for its hardcore playerbase. This massive project is the work of Funcom - the studio of the Conan: Exiles dong slider fame - and sets you on a path from broke-ass Arrakis hobo to an influential figure harvesting Spice on an industrial scale and pushing their personal agenda at the Landsraad. It's got everything you expect from an MMO - intricate skill trees, PvP mechanics, base building and character customization, but with ornithopters and mind-altering substances thrown in.

Dune: Awakening is set in a world where Lady Jessica had a Sliding Doors moment and chose to follow the instructions of the Bene Gesserit and have a daughter, Ariste, instead of the little twink we know and love, Paul Atredies. Cut to 29 years later and the Harkonnens and Atredies are at war over Arrakis, the Fremen have been (apparently) wiped out, and alternative religions have evolved to fill the gap left by Lisan al-Gaib. The alternate timeline isn't meant as a nipple twist to fans, Funcom needed the narrative space to make the player character consequential.

The alternate timeline isn't meant as a nipple twist to fans, Funcom needed the narrative space to make the player character consequential.

“Obviously we did the somewhat controversial but I think very correct choice of creating the alternate history, which allowed us to detach a bit from what was going on in the movies and kind of focus on developing the game," explains producer Nils Ryborg.

"It's also been very helpful in that it allows us to bring a lot of the big-name characters that people really want to interact with back into the story. So in the books, a lot of the big-name characters die off quite early. With our story, we get to keep them around, which is really cool. There are obviously things that we want to include more of in the future that were very popular in the movies. We won't have sandworm riding at launch, for instance. But sometime in the future we'll look at that."

If it still doesn't sit right, Dune purists should know that Funcom got the blessing of the Herbert estate for the project, working with it and the makers of the current movies to keep everything true to the lore. It influences everything from the skills you can learn to the crafting progression, and it's a key part of trying to ensure that Awakening stands out in an ever-growing pack.

Survival games are all over Steam right now, and I've tried most of them. Drop me naked in a jungle and I'll happily bash rocks and branches together for hours. Abandon me penniless in a fantasy landscape and I'll be crafting swords before breakfast. Dune: Awakening stands out the minute you exit character creation for one very stressful reason; Arrakis isn't exactly a tropical island or verdant forested ecosystem. In the opening area, Hagga Basin, there's no water, scarce wildlife and a distinct lack of coconuts. Oh, and the sun is like really, really hot and you're susceptible to sunstroke, there are scavengers who want to kill you everywhere, and did I mention the sandworms? For the first few hours my entire life hinged on dew drops, granite, and plant fibers, and the advice of an NPC with a pet bat who babied me through covering the basics of weapons, armor, and hydration until I could make it on my own.

You're not totally pathetic during this time thanks to a selection of abilities that you can unlock as you gain experience. I leaned into my manipulative wifey side and chose the Bene Gesserit skills, giving me the power to compel enemies towards me and to hang in front of me for a few moments before going back to trying to kill me. Don't get me wrong, I was still very much a toddler in the eyes of Dune: Awakening - one ability I unlocked was better sunstroke tolerance - but by the end of the day in Arrakis I had slightly better weapons and had mastered a super fast dash move that got me out of some trouble. I could only dream of the wild combinations of ranged and melee combat, combined with passive and active abilities that could be swapped in and out according to need, shown off by the developers, but the skill point acquisition felt fast enough that I'll get there without too much hanging around once I'm playing at home. You won't be tied to your first specialty of choice either, so you'll be able to mix and match. The other starting classes are Trooper, Mentat (recon and strategy focused), and Swordmaster.

The Spice of Life

Another key element we only got a taste of was the very lifeblood of the Dune lore, Spice. Spice is powerful in the world of Dune: Awakening in every sense of the word, but it's also not easy to amass as a lone noob in the early hours. You'll find Spice Liquor and food in the world which unlocks a brief period of Prescient power - though it comes with withdrawal symptoms - but later in the game you can build transports, harvesters, and automated Spice-collection systems to score the quantities you'll need for trade, serious crafting or managing a raging Spice addiction. I suspect the value of Spice to players, versus the pain of collecting it, will be something Funcom will be balancing long after the game is released.

"I think Spice is really cool. Obviously super important in the lore and we use it not only to… it has some story aspects that I won't get into, but it's also the fact that we can use it to improve the strength of our abilities and how well we get to interact with them," says Ryborg.

If you're constantly high up on Spice, you will start seeing weird and wonky things.

"But then having the drawback of Spice addiction and needing more of it, and it's like constant need of more and more and more. A lot of the endgame systems being reliant on, 'Hey, can you get enough Spice to pay all your taxes for your huge base and to have the correct political sway that you need and build whatever endgame things that you need to build?' I feel that's been a very rewarding thing to pull off because we're now allowing all the iconic things that you think of from the Dune books to become natural mechanics that fit very well into the game.

"If you're constantly high up on Spice, you will start seeing weird and wonky things. I think it's fun, right? Because you're empowering your abilities, but you're also potentially putting yourself in a situation where you have worse possibilities. So you're balancing that whole act of, ‘Oh, I need to do this or this.’ And then also knowing that you need this resource for progression in other mechanics. So you're tapping into it now for a temporary boost for this fight but long-term I need this to pay taxes, gain political sway, and so on."

Once you've learned to live Arrakis style, you can start to focus on more than just beverages. There's a simple building system so you can start to construct your base, or sub-fief, and which you'll slowly start to fill with machines that automate the basics of survival. A machine to extract water from blood that you can harvest from enemy corpses, another to purify the ores you find. You'll need a fabricator to create armor and weapons. We only had access to very basic granite building blocks at the early stage of Dune: Awakening, but options for customization will increase as you progress. Personally I can't wait to build some severe mansion with Harkonnen aesthetics. You can also copy your base to move as your focus turns to new areas of Arrakis, so none of that tedious multiple base nonsense that survival players are sometimes cursed with.

It's easy to picture my time spent in a loop of harvesting materials, completing side quests or contracts, and taking out Scavengers whenever I come across them. And I did come across them a lot. There are camps dotted around the map, and enemies will respawn there on a regular basis, so you'll always have some walking blood bags to exsanguinate when you need to. At times the enemies and the camps felt a little cut-and-paste. Early on I was passing the same camps over and over as I ran across the map, staying in the shadows to avoid the heat of the sun, and dealing with them started to feel like a grind. Close to the end of the demo the development team took pity on us and spawned ornithopters, and it's easy to see how that issue won't reappear once you're not trudging back and forth across the map looking for a new supply of ore.

You're free to just wander the desert collecting twigs, but there are multiple story arcs - or Journeys - that push you deeper into the world. As well as bat boy's Arrakis 101 seminar, there's a Herbertian set of trials you're tasked with completing after a Spice Dream, and that's where things get trippy. No spoilers, but the first, the Trial of Aql, involves stealthing around a cavern to avoid the notice of a giant golden glowing eye. The weirdness was a welcome interlude in the cycle of harvesting materials, killing scavengers, and fulfilling basic contracts for the tradepost, and I'm hungry to know what the other trials have in store.

There are multiple story arcs - or Journeys - that push you deeper into the world.

Some stuff we didn't get to try for ourselves were the more social aspects of Dune: Awakening. Prove your skills for survival and skulduggery in Arrakis and you'll get to the endgame, wielding influence at the Landsraat, where factions of players can make choices that will affect the world. Being as we were in the toddler end of the Dune: Awakening pool, we only got to experience the PvE part of the experience, which with everything else I was trying to deal with felt like a blessing. Ryborg says that while you can enjoy the game as a loner, those later social aspects will be vital to being an Arrakis Kingpin, from taking on the tough dungeon-style lab locations to trading for items.

"So we've got the whole story and there's a lot of single player content but there are areas where you definitely need other people. If you want to get into the really tough ecological testing stations, some of the tougher ones, you definitely need people.

"But especially when you want to delve into the deep desert, the full endgame. If you want to engage in the endgame political loop, you will need more people. If you want to do the proper big Spice raids and actually get enough resources to really make a dent into the endgame, you will need people. But I think one way to think about it is you don't have to do that every second of the day. That can be like, let's plan a big event as a group of people, let's go do that. And then the rest of the time you can enjoy building your base and engaging with the story and building up your character in different ways."

It might not be easy, living in the world of Dune: Awakening, but as a Frank Herbert fan I'm confident that the experience is in good hands. It's a combination of solid mechanics that put a twist on the usual scenarios, and a deep deep obsession with the work of Herbert that strengthens the world building beyond the abilities of most narrative designs. Yes, I'm basically peeing in my Stillsuit with excitement, even after all the sandworm trauma. Now I just need Funcom to add an ability to make a Muad'Dib my in-game pet, rather than just another furry blood bag.



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Wednesday, January 29, 2025

Dungeons & Dragons VR Game Re-Emerges With Official Name and Announcement Trailer

A year after it was announced, Resolution Games’ official Dungeons & Dragons VR game has a final name and an announcement trailer.

Resolution Games, best known for digital fantasy tabletop adventure Demeo, is working with Wizards of the Coast on the first virtual reality game set in the Dungeons & Dragons universe, called Demeo x Dungeons & Dragons: Battlemarked. It’s due out on PC, consoles, and XR devices, although the platform specifics and release date are yet to be announced.

The trailer, below, doesn't give much away, teasing the premise of the game with a live-action set-up before a glimpse at what to expect from the art style. Resolution Games is yet to show off gameplay or any screenshots.

Wizards of the Coast SVP of Digital Strategy & Licensing Eugene Evans said that Resolution Games is taking a different approach to Dungeons & Dragons by putting the emphasis on fast, turn-based combat and pick-up-and-play mechanics.

Battlemarked adapts D&D classes, actions, and lore to Resolution Games’ Demeo action role-playing system, which is DM-less and focuses on social strategy rather than social roleplay. This, Resolution Games said, encourages group tabletalk focused on tactics and decision-making.

“With the launch of Demeo back in 2021, we began to grow an incredible relationship with the D&D player community,” said Tommy Palm, founder and CEO of Resolution Games.

“Demeo and Demeo Battles quickly became a game night substitute for Dungeon Masters who wanted an out-of-campaign way to have fun with their groups, and for D&D players to introduce their friends and family to tabletop miniatures games.”

There’s cross-platform support for up to four players co-operatively, with two story-based campaigns at launch and additional campaigns in different D&D settings planned as downloadable content in the future.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.



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Tuesday, January 28, 2025

Hideaki Nishino Elevated to Sole CEO of Sony Interactive Entertainment, Hiroki Totoki Promoted to Sony CEO

Hideaki Nishino has been promoted to the sole CEO of Sony Interactive Entertainment, with his new position effective on April 1, 2025.

This comes from a press release dropped this evening, which also reveals that Sony CFO Hiroki Totoki is being promoted to president and CEO of the entire company. He replaces Kenichiro Yoshida, who served as CEO of the company since April 2018, succeeding Kazuo Hirai. Additionally the SVP, finance, corporate development and strategy Lin Tao is being promoted to CFO.

Just last year, it was announced that Nishino and Hermen Hulst would split the leadership of SIE between them after former CEO Jim Ryan's retirement, with Hulst serving as head of PlayStation Studios and Nishino overseeing hardware and tech. With this change, Nishinio now oversees the entire SIE operation as well as leading the platform business group, while Hulst will remain in his role heading up PlayStation Studios specifically.

Nishino has worked with Sony since 2000, previously serving as SVP, platform experience group.

"I am truly honored to take the helm at Sony Interactive Entertainment," he said. "Technology and creativity are two of our biggest strengths as we continue to focus on developing experiences that deliver entertainment for everyone. We will continue to grow the PlayStation community in new ways, such as IP expansion, while also delivering the best in technology innovation. I want to thank Hermen for his expertise and leadership as he continues his role as CEO, Studio Business Group. I am deeply grateful for the PlayStation community and their continued support and I am very excited for what the future holds."

Rebekah Valentine is a senior reporter for IGN. You can find her posting on BlueSky @duckvalentine.bsky.social. Got a story tip? Send it to rvalentine@ign.com.



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Monster Hunter Wilds Interview: Meet Nu Udra, Apex of the Oilwell Basin – IGN First

From dry deserts, bustling forests, blazing volcanos to even frozen tundra, a variety of environments appear throughout the Monster Hunter series, each with its own unique ecosystem created by a diverse cast of monsters. The experience of adventuring through an unknown world, walking across its lands as you hunt, is one of the great joys when playing Monster Hunter.

This holds true for Monster Hunter Wilds, the newest game in the franchise. After the Windward Plains and Scarlet Forest, hunters will take their next step into the harsh lands of the Oilwell Basin, a place covered in flames and oilsilt. Once there, they'll find their path blocked by dripping, viscous oil and all-blazing magma. While it may seem to be a sterile, lifeless place, one can see the sluggish movements of small creatures wriggling around in the mire. And here and there in the Oilwell Basin sits what looks like the remains of some ancient civilization.

Yuya Tokuda, director of both Monster Hunter: World and Monster Hunter Wilds, describes the Oilwell Basin to us.

"During the Fallow, the Oilwell Basin is a place filled with mud and oil. When the Inclemency known as the Firespring comes, it burns away that oilsilt, and at times during the Plenty the burned-away oil and soot vanishes, revealing the minerals, microorganisms and the original color of the manmade artifacts hidden underneath," he says.

Down in the Muck

What kind of concept did the development team have in mind when constructing the Oilwell Basin? We ask Kaname Fujioka, director of the first Monster Hunter as well as executive director and art director for Wilds.

"We had two horizontally broad locales in the Windward Plains and Scarlet Forest, so we decided to make the Oilwell Basin a vertically connected place,” he says. “The environment there changes slightly when you travel between the top, middle and bottom strata. Sunlight reaches the top strata, where oil gathers like mud, and the lower you go, the hotter the place becomes, with lava and other substances."

Tokuda continues: "From the middle to bottom strata, you'll find creatures not unlike aquatic life that may remind you of the deep seas or underwater volcanoes. In World, we created the ecosystem of the Coral Highlands using the idea of what it would look like if aquatic creatures lived on the surface, and we've used the knowledge we gained in the process to create the Oilwell Basin's creatures and ecosystem.

It's a blazing and barren wasteland that becomes filled with vitality once the Plenty comes. Fujioka says he wants players to enjoy this contrast.

"During the Fallow and Inclemency, smoke comes out of everywhere in the Oilwell Basin like it's some sort of volcano or hot spring,” he explains. “But during the Plenty, it takes on a clear, marine-like tone as we just mentioned. Look closely at the environmental biology and you'll find that it's even a region inhabited by the kinds of creatures you'd expect to find on the ocean bed."

The Oilwell Basin's environment is made in a way that differentiates it from other locales. While it may look lifeless when covered in oilsilt, not only do shellfish like shrimp and crabs live under it, so do small monsters that provide raw meat. Large monsters eat small monsters, small monsters filter out and consume microorganisms from the environment and oilsilt, and microorganisms derive energy from the heat of the earth. If the Windward Plains and Scarlet Forest are ecosystems built upon sunlight and vegetation, the Oilwell Basin is an environment belonging to creatures that live by way of geothermal energy.

The large monsters that live in the Oilwell Basin are distinct from those found in other locales as well. One such monster is Rompopolo, a globular and noxious creature with a mouth resembling thin needles. What ideas could have led the developers to Rompopolo's bizarre design? Fujioka explains

"We designed it as a tricky monster that lives in swamps and creates chaos for players by using its stored up toxic gas,” he says. “The idea of a mad scientist came up often when we were trying to depict this trickiness. We were inspired by this concept when giving it a slightly chemical purple color and glowing red eyes. The equipment you can craft from it is surprisingly cute, though. So is its Palico equipment."

While Tokuda categorizes the Rompopolo Palico equipment as "amusing,” I could see exactly what they both meant when I got to play with it myself. I hope you'll craft the equipment and check it out, too.

Flames of Ajarakan

Another new monster appearing in the Oilwell Basin is Ajarakan, a monster that feels like a massive gorilla enveloped in flames. That said, unlike the Scarlet Forest's Congalala, it seems to have a slimmer sort of silhouette.

Another new monster appearing in the Oilwell Basin is Ajarakan, a monster that feels like a massive gorilla enveloped in flames. That said, unlike the Scarlet Forest's Congalala, it seems to have a slimmer sort of silhouette.

While we saw many scenes of Rompopolo and Ajarakan fighting for turf in this video, we actually see it grab Rompopolo's body with both arms to give it a bear hug. Its martial arts-inspired movements make frequent use of its fists, giving it a charm unlike that of fanged beasts we've seen before.

"Normally when we design fanged beasts, their hips are low to the ground, putting their heads at about eye level with the hunter,” says Tokuda. “We thought that this can make it harder to sense the threat that the monster poses. That's why we were conscious of giving this monster a more top-heavy and towering silhouette. We then added flame elements that are at home in the Oilwell Basin, as well as grabbing attacks reminiscent of a wrestler that highlight its physical strength. It's a monster that combines strength, physical attacks and flames, like its attack where it melts something and tosses it at you."

Fujioka also comments on Ajarakan's design: "With one unique monster after the next making an appearance, we thought that this might be a good time to add a monster whose strengths are easy to understand. That's how we got Ajarakan. It just punches or slams its fists on the ground to make flames shoot up, making it the kind of monster that's strong by way of all its super-straightforward attacks."

Ajarakan occupies a fairly high position in Oilwell Basins's ecosystem. Compared to Rompopolo, which makes full use of poison gas and oilsilt, Ajarakan really does stand out with its flashy appearance, with flames and magma accompanying each one of its attacks, making you very conscious of the area's pecking order.

"At first it was just kind of a physically powerful monster,” says Fujioka. “That's why I talked quite a bit with our artists and designers about giving it more personality in some way. It's a monster in a fiery location, so I wanted to make use of flames and heat. That said, I didn't want it to simply breathe fire or create flames. That's how we ended up with a design where the monster seems to be wearing flames on its back, similar to the Buddhist deity Acala. From there we got the idea of Ajarakan's rising internal temperature giving it enough heat and power to melt anything in front of it, which seemed to give it so much more personality. Ajarakan will grab the hunter or hug Rompopolo, and we wanted to make players think about how much they'd want to avoid getting hugged by an absurdly hot creature. We decided to make it seem scary by making it so hot that it'll melt anything and everything around."

Unlike the tricky Rompopolo, Ajarakan's design focuses on straightforward power. As there's the risk of its concept of depicting simple strength leading to no-frills movements, Fujioka says the team kept giving it flashier and flashier moves as they reached the end of development.

"We kept adding lots of different interesting techniques, like it jumping into the air, balling itself up and falling to the ground," he says.

A monster generations in the making

Ruling over the Oilwell Basin's ecosystem as its apex predator with octopus-like tentacles is the “Black Flame,” which we can finally name for the first time: Nu Udra. With its slimy body covered with the flammable oil it secretes, it stretches and wriggles around the Oilwell Basin in every direction. Just as the Windward Plains' Rey Dau controls lightning and the Scarlet Forest's Uth Duna envelops itself in water, Nu Udra coats itself in flames. The two developers say that apex predators in Wilds are designed with the element of their region strongly in mind. Of course, finding an octopus in a scorching hot area is odd. Was this really the animal that inspired the monster?

"Yes, it was octopuses,” says Fujioka. “We also wanted its silhouette to be striking when it rises up and gave it what look like demonic horns, but we also tried designing it in a way where you can't tell where its face is."

Tokuda explains that even the music that plays when fighting Nu Udra is based on demonic imagery.

"We had the composers include phrases and musical instruments reminiscent of black magic,” he says. “I think it ended up being a unique and good piece of music."

The squirming movements of Nu Udra's tentacles apparently follow in the footsteps of monsters like Lagiacrus, which appeared in Monster Hunter Tri. A tentacled monster like this is a concept that both Tokuda and Fujioka have long wanted to make a reality.

"One of the concepts in Tri was underwater combat, so I did write a proposal for an octopus-shaped monster at the time, emphasizing its distinctive underwater movements,” says Tokuda. “I had fun coming up with all kinds of ideas, like 'It has lots of legs, which means lots of parts you can sever!' There were challenges keeping us from making that a reality, though, including technical ones. But even so, I've been holding onto that proposal for all this time."

We've seen monsters in the past such as Yama Tsukami and Nakarkos that wriggle around as they use appendages like their tentacles. I ask Fujioka if they took the movements of these past monsters into consideration when developing Nu Udra.

"We're always interested in using monsters who move like that in moments where they'd stand out, as their silhouette and the impression they give are nothing like standard monsters with limbs and wings,” he says. “While including too many unique monsters will cause players to get tired of seeing them, dropping one in at just the right moment leaves such a strong impression. That's why we had Yama Tsukami appear in the game the way it did,” he says, referring to the scene in Monster Hunter 2 (Dos) where you encounter Yama Tsukami floating over the mountains in a deep forest. “You glance up, see it flying above you, and think, 'What the heck is that?' I think there's a kind of adventurous feeling you get from seeing something a bit odd, similar to cryptids."

Hearing this, Tokuda adds with a nostalgic tone, "You know, I'm the one who put that (Yama Tsukami) there." While they weren't able to create the same kind of actions for Yama Tsukami as they have for Nu Udra due to the technology at the time, they say they wanted to find some way for it to leave an impression.

A constant feeling I get throughout this interview is one of just how sincere Monster Hunter's team is throughout the development process about creating monsters, and that they make use of so many techniques in the process. Even if it can't be done with current technology, these creators have countless ideas in their heads about how they want to use a monster. Then when they develop a new title, they draw on this stockpile when creating new monsters. In that sense, you could call the realization of a monster that makes full use of its tentacles like Nu Udra a major accomplishment for both Tokuda and Fujioka.

"While Yama Tsukami and Nakarkos were monsters that attacked you with their tentacles while fixed there in a stage, Nu Udra makes use of its physical traits as a cephalopod to freely move around the area. In that way, the gameplay it enables could be seen as something we're trying for the very first time here."

Fujioka continues: "Monsters with tentacles like that pose a lot of technical challenges, like controlling it with respect to the terrain and its target. When we began development on Wilds, the technical department's tests went incredibly well, and so we felt like we could really make it happen this time."

"When we saw the tests, we also thought to make it the apex predator of the Oilwell Basin,” adds Tokuda. “That's just how much of an impact this monster has.”

"While there are countless proposals that I've had rejected due to technical reasons, it feels like I'm finally getting to attempt one of those this time around."

Even outside of hunting, I get the sense that fine attention was placed on Nu Udra's animations. After you deal it enough damage, it wraps itself around what looks like an ancient ruined pipe in order to wriggle its way around the area. It even enters into small holes in the terrain without any trouble at all. Every one of Nu Udra's movements posed a challenge to the art team led by Fujioka.

"We did quite a lot of work on depicting flexible bodies this time with Nu Udra,” he says. “At the start of development, we try coming up with pretty unreasonable ideas, whether or not we can actually achieve them. It's a challenge to ourselves in a way, and while it does cause a lot of challenges for our artists, the final product looks so amazing if we're able to actually make it take shape."

The team uses new technologies to make possible the ideal expressions they've accumulated as the series progresses. They give it a try even if they aren't sure they can make it happen. I even get a sense of what it feels like to be on the Monster Hunter development floor when I hear these two talk.

"When we first implemented the movement of it going inside a hole, an animator told me, 'When you weaken it and it starts heading back to its nest, please wait here for a moment!',” says Tokuda. “Apparently they wanted me to see it going into its little hole, and I still remember replying, 'Oh, that really is amazing!' The animator looked so satisfied as well."

"It might not be easy to get the chance to see it, but the way it squirms around while wrapped around a pipe is so well made too,” says Fujioka. “I do hope you check it out. Only games are able to depict things like that in real-time instead of as some premade scene. I'm incredibly proud of it as a crystallization of the staff's efforts."

Fujioka's tone of voice gives me a strong sense of just how satisfied he is with the level of detail of Wilds' monsters and how proud he is of the team who created this game.

Once I actually try taking on Nu Udra, I have significant trouble finding an opening on its flexible and ever-changing body. If I let my guard down and stick too close to it, it uses its head to launch a powerful counterattack. While I struggle, I somehow manage to focus enough of my attacks to successfully break a tentacle part, only for its severed tip to thrash around on the ground. Is it possible to destroy all of its many legs?

"You can cut off so many tentacles,” Tokuda explains. “While I suppose it depends on how you count them, all of the parts that resemble legs that touch the ground can be severed. While the tentacles do move right after they've been cut off, they begin to rot after some time passes. If you try to carve a part that's rotten and no longer moving, you won't get good materials from it. The same also applies for breakable parts of other monsters, like tails.”

“Nu Udra uses its tentacles to launch attack after attack on its target. We were conscious to give its attacks a unique tempo through a combination of focused attacks, and area-of-effect attacks using its head and flames. We wanted to make it a massive monster that still seemed to launch a barrage of attacks. With all of its tentacles, though, it's possible that it becomes difficult to tell who it's targeting in situations like multiplayer hunts. That's why we've made it so that it has sensory organs at the tips of its tentacles that use light to indicate when and who it's going to attack."

At times, Nu Udra will hold its tentacles in the air and slam them into the ground as an attack. Like Tokuda says, its area that would correspond to the palm of a human hand gives off light when it does this. This light-emitting section of its body is Nu Udra's sensory organ. But as it doesn't use vision to understand the world around it, Flash Bombs don't affect it.

Nu Udra poses a significant challenge. I ask Tokuda what players can do to start working toward defeating it.

"Its body itself is fairly soft, and it has lots of breakable parts,” he replies. “I think hunters should think about how to determine where to attack. Cutting off a tentacle will also shorten its area of effect attacks, making it much easier to move around. You could also call it a monster made for multiplayer, as that means its targets will be split up. You may be able to enjoy it even more by using SOS flares, Support Hunters included."

Fujioka expands further. "As we designed this monster, I thought it's one that can be tackled in a way that's very much like an action game in the sense that destroying its parts can help you get closer to defeating it. Gravios is another monster where you discover a way to defeat it as you destroy its tough armor, right? The ability to carefully watch a monster's movements and use that to make a decision fits perfectly with Monster Hunter's overall approach."

A welcome reunion

In his answer, Fujioka brings up the name Gravios. That's right, players can reunite with Gravios, who hasn't been seen since Monster Hunter Generations Ultimate, in the Oilwell Basin. As a monster covered in what looks like a rocky carapace and which emits hot gas, Gravios really is a perfect monster for the area.

I ask Tokuda what led them to decide to have Gravios make another appearance (for more details, check out this Gravios interview as well).

"When we were thinking of monsters that match the Oilwell Basin's environment, make sense in the game's overall progression and don't play too similarly to any other monsters, we thought that we could make Gravios seem like a fresh challenge and decided that it would reappear," he says.

As Tokuda says, the reappearing Gravios had become a monster with an even harder body than I remembered. Its massive presence is overwhelming when compared to the other monsters in the Oilwell Basin. When I somehow figure out a way to attack its rocky carapace, I'm able to form red wounds on its body like any other monster and unleash a Focus Strike.

"When bringing Gravios over to this game from previous titles, above all else, we wanted to make sure it still had its distinguishing features like its hardness,” says Tokuda. “From a game design perspective, we also wanted it to be a monster that appeared after you've progressed a good bit and had gone through everything the game's design has to offer. That's why I came up with the idea of it being a monster where it's difficult to figure out a way to defeat its hard body at first, only for hunters to find more and more clues as they make good use of the wound system and part breaking."

If Gravios is making an appearance, does that mean we'll also be seeing its juvenile form, Basarios? I ask the question, only for Fujioka to simply reply, "Sorry, but Basarios will be taking this one off." It seems like the time isn't quite right yet, and we'll have to wait longer before we see Basarios again.

As the two explained during our interview about monster selection, the Monster Hunter team is careful to not make offhanded decisions about having monsters reappear, only doing so if they can be used to their fullest in a game. That means that the team must have decided to not include Basarios in this game after multiple discussions. Though a bit unfortunate, many other monsters not touched on in this article will also make an appearance in the Oilwell Basin. I can't wait for the day when I get to go hunting there, Cool Drink in hand.

Monster Hunter Wilds is scheduled for release on PlayStation 5, Xbox Series X|S and PC on February 28. For more, check out our exclusive 4K gameplay videos hunting Ajarakan and Rompopolo in the new Oilwell Basin area, our interview with the development team on how Monster Hunter has evolved over the years, and details on the game’s delicious food system. And look out for more monstrous exclusives throughout January as part of IGN First!

Shuka Yamada is a freelance writer for IGN Japan. This article was translated by Ko Ransom.



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Blue Lock: Rivals Lunar New Years Update Patch Notes Reveal New Maps and Cosmetics

Fans of the super-soccer Roblox experience Blue Lock: Rivals have scored another update in the form of the Lunar New Year event patch.

This update aims to usher in the new year with themed cosmetics and additional content for players to unlock. Most of the offerings are neatly wrapped up in a short event pass that asks competitors to complete challenges, such as playing matches and racking up assists, to earn XP, and, of course, some rewards.

The Blue Lock: Rivals Lunar New Year event pass itself comes with a rideable dragon and Styles, with the real prize being a stylish Dragon Cape to wear into each match. Other limited rewards include the Lantern Goal Effect, a fire-breathing Roar emote, a Lanterns cosmetic, and the red-and-gold Lunar player card. It’s all available from today through January 31, so make sure to start scoring goals now if you want to nab everything before it’s gone.

The team behind the update detailed a few other highlights in its patch notes. New maps have been introduced, with the developers teasing that this fresh selection is “way more optimized.” There are also new teams, a volley system, and Keybind options now available for players, too. Finally, the Lunar New Year update is said to include “lots” of bug fixes and quality-of-life changes, though what these specific changes are remains unclear.

Blue Lock: Rivals takes inspiration from the manga and anime series of the same name by pitting players against one another in high-octane, powered-up soccer matches. While other popular Roblox experiences prioritize action and tower-defense gameplay, the team behind this unofficial spinoff has carved out a place for itself as one of the biggest draws for sports and anime fans. The Lunar New Year event comes as the latest patch since launch arrived last July, with another recent update including the Yukimiya and Hiori Style and Flows as well as a rework for Bachira that came with three new abilities.

For more on Roblox sports experiences, you can read up on a December Blade Ball update that brought along Christmas present to open for dodgeball fans. For everything else on Blue Lock: Rivals, you can see our full list of all active codes here. Finally, you can see the full list of patch notes for all of today’s new content below.

Blue Lock: Rivals Lunar New Year Event Patch Notes

LUNAR NEW YEAR UPDATE LOG:

- Lunar New Year Event!

- New Maps (Way more optimized)

- New teams!

- Volley System

- New Limiteds

- Keybinds!

- BUG FIXES

Michael Cripe is a freelance contributor 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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Monday, January 27, 2025

Haikyuu Legends Codes (January 2025)

If you're searching for Haikyuu Legends codes, IGN has you covered! In this article, you'll find the latest active and working Haikyuu Legends codes in January 2025 that can be redeemed for free rewards in Roblox, including Spins and Yen.

Active Haikyuu Legends Codes (January 2025)

Below, you'll find all of the currently active and working Haikyuu Legends codes in January 2025:

  • 100K_MEMBERS - 500x Yen (NEW!)
  • 15M_PLAYS - 1x Lucky Spins (NEW!)
  • 180K_FAVS - 1x Lucky Spins (NEW!)
  • UPDATE4 - 1x Lucky Spins (NEW!)
  • PROTORIONTWITTER - 100x Yen (NEW!)
  • LAUNCH - 100x Yen (NEW!)

All Expired Haikyuu Legends Codes

The following Haikyuu Legends codes are expired and can't be redeemed anymore as of January 2025:

  • UPDATE1
  • UPDATE2
  • UPDATE3

How to Redeem Haikyuu Legends Codes

Follow the steps below to redeem Haikyuu Legends codes and claim your free rewards:

  1. Open the Haikyuu Legends Roblox experience.
  2. In the Lobby, click on the Shop icon in the bottom toolbar to open the Shop.
  3. Click on Codes on the bottom left of the Shop menu.
  4. Input your Haikyuu Legends code into the "Type code here" box.
  5. Click "USE CODE." If successful, green text will appear informing you what your free reward is.

Why Isn't My Haikyuu Legends Code Working?

If your Haikyuu Legends code isn't working when you're trying to redeem it in Roblox, it's likely down to one of these two reasons:

  • The Haikyuu Legends code is expired and no longer able to be redeemed.
  • The code is spelled wrong.

When inputting an Haikyuu Legends code into Roblox, ensure it's spelled correctly, there are no accidental spaces either before or after the code, and that it's in the correct case (some codes are case sensitive). If a code is spelled wrong, you'll get a red message that says "Invalid Code."

All the codes on this page have been tested by IGN and work at the time of submission, so we'd recommend copying and pasting any codes directly from this article to avoid any errors. If the code still doesn't work, it's expired and can no longer be redeemed.

How to Get More Haikyuu Legends Codes

Outside of checking this article, the best way to get more Haikyuu Legends codes is to join the official Haikyuu Legends Discord server. That way, you can be notified as soon as new codes drop.

Meg Koepp is a Guides Editor on the IGN Guides team, with a focus on trends. When she's not working, you can find her playing an RPG or making miniatures.



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Sunday, January 26, 2025

Does Pets Go Have Codes? (January 2025)

BIG Games' newest release, Pets Go, may have just landed on Roblox, but players are already eagerly waiting to see if the game gets any redeemable codes they can cash in for free goodies. Here's what you need to know about whether Pets Go has any codes for free rewards or not.

Are There Any Active Pets Go Codes?

Currently, there are no working Pets Go codes. Be sure to check back soon though, as we'll be keeping an eye out for new codes daily and will update this page if and when they're added.

There's no word of exactly when Pets Go could be getting codes, though if it's anything like Pet Simulator 99, codes may be available in the future by purchasing specific merchandise.

How to Redeem Pets Go Codes

Although Pets Go still has no free active codes to redeem, the game does have a redeem feature for merch codes. To find it, follow the steps below:

  1. Look at the icons running up the left-hand side of the screen.
  2. Click on the Shopping Basket icon.
  3. You’ll pull up the Exclusive Shop tab. Scroll to the very bottom and you’ll see a Redeem Codes section.
  4. Click the Redeem button here to bring up the codes bar.
  5. From here, input your chosen code and press Redeem to add the rewards to your account.

What is Pets Go in Roblox?

Pets Go is the latest release from Roblox developer BIG Games: the minds behind Pet Simulator 99. Players are tasked with hatching eggs by rolling a dice, with each egg transforming into one of a library of pets ranging from common to exceedingly rare. They can then trade pets with other players to fill out their collection, all the while upgrading their hatching process to increase their luck and create a higher chance of stumbling upon the game's rarest critters.

Callum Williams is an IGN freelancer covering features and guides. When he's away from his desk, you can usually find him obsessing over the lore of the latest obscure indie horror game or bashing his head against a boss in the newest soulslike. You can catch him over on Twitter at @CaIIumWilliams.



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Dandy's World Codes (January 2025)

Looking for a big boost of Ichor to bolster your squad of Toons in Dandy’s World? We’ve got some redeemable codes that will load your wallet up with a ton of free cash. Below, you’ll find a list of all the currently active Dancy's World codes so you can get your hands on more Ichor and start buying some brand-new toons.

Active Dandy's World Codes (January 2025)

Below, you'll find a list of the active and working Dandy's World codes for January 2025:

  • FESTIVEGIFT - 150 Ornaments (NEW!)
  • 1BILLION - 150 Ornaments
  • ICHOR - 50 Ichor

Expired Dandy's World Codes

The following Dandy's World codes are expired and no longer work as of January 2025:

  • 300K
  • SKINTICKET
  • 2HUNDREDMILLION

How to Redeem Dandy's World Codes

To redeem Dandy's World codes, boot up the game and, once you’re in, follow the steps below:

  1. Look at the tabs on the left-hand side of the screen. You’ll see icons for five tabs.
  2. Click on the tab that reads "Use Code" to access the codes bar.
  3. Input your code in this bar, being careful to make sure it’s in the right case and spelt correctly.
  4. Click the use button and you should see the resources you unlock appear at the bottom of the screen.

Why Isn’t My Dandy's World Code Working?

If your Dandy's World code isn’t working, it’s likely due to one of two scenarios. The first is that the code was inputted incorrectly. Make sure you have the code inputted exactly as it is in the Active Codes section above. You can even copy and paste codes directly from this article over to Roblox if you want to make sure you’re inputting them correctly.

The other possibility is the code has expired or you’ve already used it. If you’ve used it, you’ll get a message below the bar reminding you the inputted code has already been redeemed. If you’ve inputted it and it doesn’t recognise the code at all, it likely means it's no longer available to use and is expired.

How to Get More Dandy's World Codes

If you’re looking to scout out some Dandy's World codes yourself, the easiest way is through the game’s official Discord. After joining, you’ll be able to hop into the Announcements channel to find all the latest codes as they drop.

What is Dandy's World in Roblox?

Dandy's World is a mascot horror survival game in the same vein of spooky hits like Five Nights at Freddy's or Poppy Playtime. The major difference is Dandy's World is multiplayer, meaning you and up to seven other friends can jump in, pick a toon with unique abilities and perks to play as, and attempt to survive as long as possible while evading the game's endless supply of terrifying monsters. The longer you survive, the more Ichor you gather, allowing you to buy new toons to help you push further into the nightmare and get the drop on your foes.

Callum Williams is an IGN freelancer covering features and guides. When he's away from his desk, you can usually find him obsessing over the lore of the latest obscure indie horror game or bashing his head against a boss in the newest soulslike. You can catch him over on Twitter at @CaIIumWilliams.



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World of Stands Codes (January 2025)

Looking to claim some free resources in World of Stands? We've compiled all of the active codes currently available in Roblox's Jojo-inspired open-world fighting game, so you can get your hands on extra Arrows and Roka.

Active World of Stands Codes (January 2025)

Currently, there are no active World of Stands codes in January 2025. As soon as that changes, we’ll update this page, so check back soon for updates.

Expired World of Stands Codes

Below, you'll find a list of expired World of Stands codes that can no longer be redeemed as of January 2025:

  • Winter24
  • Festive
  • WhiteSnake
  • 262K
  • ARENA
  • EMERALD
  • SPOOKY2024
  • ILLUSION
  • 251K

How to Redeem World of Stands Codes

To redeem World of Stands codes, boot up the Roblox Experience and, once you’re in, follow the steps below:

  1. Look in the bottom right-hand corner of the screen. You'll see an icon for a settings menu.
  2. Click it and you'll bring up a menu with a range of tabs. In the bottom right-hand corner of this menu, you'll see a settings / codes tab.
  3. Click it to bring up the codes bar. Input your code in this bar, being careful to make sure it’s in the right case and spelt correctly.
  4. Press Redeem and you'll activate your chosen code.

Why Isn't My World of Stands Code Working?

If your World of Stands code isn’t working, it’s likely due to one of two scenarios. The first is that the code was inputted incorrectly. Make sure you have the code inputted exactly as it is in the Active Codes section above. You can even copy and paste codes directly from this article over to Roblox if you want to make sure you’re inputting them correctly.

The other possibility is the code has expired or you’ve already used it. If you’ve already used it, you’ll get a message inside the bar reminding you the inputted code has already been redeemed. If you’ve inputted your code and the message says it's expired or is invalid, it means the code's no longer available to use.

How to Get More World of Stands Codes

If you're on the lookout for more World of Stands codes, you can always become a member of the game's official Discord server. Whenever a new code is added, the devs will post it in the server's announcements channel, so you'll be able to keep on top of all the new codes as they drop.

What is World of Stands in Roblox?

Inspired by the hit manga and anime, Jojo's Bizarre Adventure, World of Stands is an open-world fighting adventure game where players venture across large maps, defeating enemies, levelling up their unique stands and becoming an unrivalled warrior. Along the way, they can battle other players in PVP combat, complete quests, earn new skins and find secrets.

Callum Williams is an IGN freelancer covering features and guides. When he's away from his desk, you can usually find him obsessing over the lore of the latest obscure indie horror game or bashing his head against a boss in the newest soulslike. You can catch him over on Twitter at @CaIIumWilliams.



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It Girl Codes (January 2025)

Looking for extra diamonds or new cosmetics in It Girl? This page has compiled every redeemable code currently available in It Girl, so you can instantly get your hands on both in the Roblox fashion game.

Active It Girl Codes (January 2025)

Below, you'll find a list of every active and working It Girl code for January 2025:

  • ITGIRLWINTER - Rewards
  • thank you diamonds - Diamonds
  • ITGIRL - 250x Diamonds
  • PH4NT0MM4X - Free Mask Item
  • TAVERSIA - Rose Crown Item
  • MADDYAFK - 200x Diamonds
  • RUPAULSD0LL - Silver Crown item

How to Redeem It Girl Codes

To redeem It Girl codes, launch the game and, once you’re in, follow the steps below:

  1. Look at the icons on the left-hand side of the screen. You’ll see two icons above the diamond counter.
  2. Click on the gear icon to open the settings tab. At the top of the tab, you'll see a codes bar.
  3. Input your code in this bar, being careful to make sure it’s in the right case and spelt correctly.
  4. Click the Redeem button and you should see a message confirming the code was successful at the bottom of the screen.

Why Isn’t My It Girl Code Working?

If your It Girl code isn’t working, it’s likely due to one of two scenarios. The first is that the code was inputted incorrectly. Make sure you have the code inputted exactly as it is in the Active Codes section above. You can even copy and paste codes directly from this article over to Roblox if you want to make sure you’re inputting them correctly.

The other possibility is the code has expired or you’ve already used it. If you’ve used it, you’ll get a message below the bar reminding you the inputted code has already been redeemed. If you’ve inputted the code and it doesn’t recognise it at all, it likely means it's no longer available to use.

How to Get More It Girl Codes

If you’re looking to scout out some It Girl codes yourself, the easiest way is through the game’s official Discord server. Once you're in, you can check the announcements channel for new codes, or chat with the community to see if any new codes have been released.

What is It Girl in Roblox?

It Girl is a fashion game where players are assigned a theme, dropped into a changing room and tasked with creating a unique look to match it. From changing your hairstyle and clothes to picking your makeup and accessories, you're given free rein to mix and match outfit pieces to create a striking design before modelling it for the other players in your lobby. If you've created a top-rated outfit, you win experience, allowing you to level up and continue pushing towards your goal of being the ultimate It Girl model.

Callum Williams is an IGN freelancer covering features and guides. When he's away from his desk, you can usually find him obsessing over the lore of the latest obscure indie horror game or bashing his head against a boss in the newest soulslike. You can catch him over on Twitter at @CaIIumWilliams.



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Karma: The Dark World Understands That Horror Lives in Your Head

Stephen King once famously wrote that there were three levels of terror: the gross-out, when blood and guts are everywhere; horror, as King put it, “the unnatural, spiders the size of bears, the dead up and walking around, it’s when something with claws grabs you by the arms”; and terror: “when the lights go out and when you feel something behind you, you hear it, you feel its breath against you, and you turn around, there’s nothing there.” King believed terror was the finest emotion of the three, and it’s the one he always tried to evoke in his readers. And make no mistake, terror is an emotion. Horror is something you experience. Terror is the work of the mind, the imagination of what’s absent, of what might be under the rug or around the corner. It is what you live through. Karma: The Dark World has its share of horror, yes. But it is primarily concerned with terror. And more to the point, it is good at it.

There were times during my roughly two-hour demo when I was playing at night, with headphones off, and I had to pause and take a breath. Horror games don’t generally “scare” me. I don’t jump, don’t yell, don’t scream. I know the tricks. But it was two in the morning and I was tired and alone and wearing headphones and something had wormed its way into my brain, and when I had to climb into that vent to enter that blocked-off, red-tinged room, I decided that was enough for the evening.

Karma is full of little moments like that, where you don’t want to go forward, don’t want to bear witness, but you must. Karma is set in an alternate-history 1976, and you’re stepping into the shoes of Roam Agent Daniel McGovern. Daniel is what they call a Nightcrawler. An employee of the omnipresent Leviathan Corporation’s Thought Bureau, he spends most of his time inside other people’s heads. As my demo started, he was being sent to investigate Sean Mehndez, who was accused of stealing something from the Winston Research Institute. You’re to investigate that, as well as an “unusual incident” that took place in the clerical office around the same time. It sounds, as Daniel notes, fairly routine. It isn’t.

Big Brother is Watching

Karma’s world is explicitly dystopian, and you’ll notice how wrong everything feels right off the bat. Some people have televisions for heads. Everyone has a social level, and every minor infraction is recorded, catalogued, tracked, and held against you – even things as seemingly insignificant as having a stain on your work uniform or applying makeup during work hours. Telescreens requiring user IDs, shaped like floppy disks, are tied to social level and hang in every room. Leviathan’s all-seeing eye is watching you. None of this stuff was explained in the demo I played. It didn’t need to be; you understand it immediately, the way you understand a weight hanging around your neck, the same way you understand a noose. This world is wrong, which only adds to what’s to come.

Karma is a first-person game, which only adds to the dread that creeps into you as you play. You are always aware of what you can’t see, what you have to look away from to progress, what might happen if you do. Daniel’s investigation starts off innocently enough. You explore the Research Institute, piecing together what has happened and solving simple puzzles. You need an ID to open the storage room, so you piece together the code by reading a diary entry and using that to find the clue you need in the world. But soon, The Horrors ™ start to creep in. “Don’t look back” appears scrawled on a wall when you flick off a lightswitch. If you do, you’ll see… something, a man, a shape, a ghost, appear and then vanishes. When you examine the recordings of infractions, some…thing with too many legs seems to be in the image. Something is deeply wrong here.

Karma builds dread in more subtle ways, too. Musical stings that appear and then vanish as suddenly as they came, seemingly at random. The lighting of a room. The destroyed area you’re to investigate. It always feels like you’re moving towards something, witnessing something, and often, you won’t want to. Daniel even moves slowly, lumbering, like he knows he shouldn’t be here, that advancing will lead him to a place he doesn’t want to go.

Splinters in the Mind’s Eye

The most memorable moment of my time with Karma came after I found the evidence of Mehndez’s crime. When I went to return it via the pneumatic tubes that dispensed my orders, I saw Mehndez walking, like a ghost, through the hallway. I followed him, and he led me into a dark room, with a single door. When I entered, I found myself in what I can best describe as Twin Peaks’s Black Lodge: red curtains everywhere, mannequins, a family around a table. It took me a moment to realize I was seeing Mehndez’s memories – his life, his fears, maybe. Something. I read about his daughter, saw her room, and then when I returned, they had moved in front of the TV, and eventually, they led me to an elevator going down. I descended.

What followed was one of the most disturbing sequences I’ve ever experienced in a horror game. Alarm clocks hanging from the ceiling, going off. Bodies covered in some sort of black goo, mannequins splattered with blood, lying haphazardly along gurneys. I learned about what had happened to Mehndez, to his wife, his daughter. I watched their home disintegrate; I put my hand into a computer and watched a man, strung up by his arms, explode; I entered an office and watched it go mad, the mannequins inside cowering in fear. At one point I turned around, tried to go another way, and they were all suddenly behind me, hands up, forcing me to go forward. Sometimes, the greatest horror is to be forced to watch. And I thought of Revelation. And a voice said “come and see,” and I looked.

I saw those mannequins hover, saw the black goo cover the floor, saw Mehndez’s home disintegrate further, learned what befell his family. And the curtains around me, always the red curtains. Then back into the office, answering the ringing phone, previously silent. “War. Peace. Freedom. Slavery. Ignorance. Strength,” said the voice on the other end. I recognized the words. Orwell. 1984. Big Brother is watching you. And I followed them, followed them until I reached an office where I could walk through the screen and see the big eye that had been watching me, and I saw that eye sprout more eyes, and I watched it follow me as I climbed stairs supported by nothing, and I saw three doors leading nowhere, and another phone, and I answered it, and someone, a woman, told me that she was sorry, that none of this was supposed to happen. And I entered the door in front of me, and something came after me, something I barely glimpsed but that horrified me all the same, and I fell. And then Daniel woke up, and I let out a breath I didn’t know I was holding.

Was it real? Had it happened? Had Daniel imagined it? Did it matter? Like him, I had experienced it and I will remember those images, real or not. We can be haunted by what seem like dreams, by the unreal, the uncanny, the wrong. It is where horror lives. In the mind. There was more to my demo past this, but terror is best experienced, so I will end here, and say Karma: The Dark World beckons you to come and see. And if developer Pollard Studio can deliver that feeling, that dread that compels, that horrifies, that you feel, for the rest of Karma: The Dark World’s runtime, then it is a journey that I will be happy to live through. My eyes are open.



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Shrouded Fable ETB UK Deal: I Want Every SIR and IR Please

Have you been waiting to dip into Pokémon TCG Shrouded Fable? Now's the time to rip open some packs thanks to the Elite Trainer Box dropping to under £40 on Amazon right now. This set has jaw-dropping cards, including Pecharunt ex and a lineup of stunning SIRs and IRs. For players and collectors, this expansion delivers playable cards and art that deserves a spot in your binder.

Shrouded Fable ETB UK Deal

It's easier than ever to hunt for The Loyal Three and heavy hitters such as Persian IR and Cassiopeia SIR. We've got the deals and my take on some of the best cards in this set. Brilliant artwork will always hold its value and look the best in a trainer's binder. I'll die on this hill, so let's dig in:

My Favourite Illustration Rares from Shrouded Fable

There's plenty of illustration rares to catch in Shrouded Fable, but these are my favourites. Here's what each one is going for by singles value at the time of writing, which should give you a few reasons to grab an ETB or five and get some Shrouded Fable opened.

  • Duskull 068/064: Currently going for around £20, which has shot up £7 since November 2024
  • Dusclops 069/064: Recently sold listings are £15 and £16, give or take, raising by a couple of bones from roughly £12 in November 2024.
  • Dusknoir 070/064: This bad boy has been sitting on the £20 fence since release.
  • Cresselia 071/064: £10-£14 is the current going rate, slightly up from its £9 kick-off beginning of November 24.
  • Munkidori 072/064: This cheeky Monkey is valued at around £13, up from £10 on November 24.
  • Fezandipiti 073/064: We'll be generous and say The Fez is currently selling for around £8, which is where it's been perched since Shrouded Fable dropped.
  • Okidogi 074/064: Another cheap yet stunning IR at around £7 right now, which has mostly stayed at the same value since launch.
  • Persian 078/064: This literal bad boy is fetching up to £60 right now, making this an insane chase card. It's doubled in value since launch, making this an excellent card to keep ahold of.

SIRs I'd Love To Pull From Shrouded Fable

SIRs are usually more valuable than IRs due to their rarity and playability, but it also comes down to their artwork and is anyone actually likes the Pokémon. Here's my favourites, good luck pulling these (pocket) monsters:

Okidogi ex 090/064: At around £20, the price for Okidogi ex has dropped by around £5 since launch. This means we can expect £20 to be around the going rate until Shrouded Fable goes out of print.

Munkidori ex 091/064: At roughly £18, this Monkey hasn't climbed at all really since launch.

Fezandipiti ex 092/064: The Fez ex's value dropped from £35 at launch to around £26, but it's still a stunning card.

Pecharunt ex 093/064: We're looking at £15 to £20 on this one right now, with highs going up to as much as £25 at launch.

Cassiopeia 094/064: At the time of writing, Cass sells between £30 and £40, which is an excellent price for THE chase card of this set. Similar to Persian IR, this card used to double its value back in November 2024.

Pokémon TCG: Scarlet & Violet—Shrouded Fable Elite Trainer Box

The Elite Trainer Box is your starter kit for Shrouded Fable. It includes nine booster packs, a full-art Pecharunt ex promo card, and accessories like themed sleeves and damage dice. It's priced right for anyone looking to rip open packs with a shot at secret rares. The storage box keeps your collection neat, while the sleeves help protect any high-value pulls.

Pokémon TCG: Scarlet & Violet—Shrouded Fable Kingdra ex Special Illustration Collection

This set highlights Kingdra ex with a beautiful full-art promo and foil cards for Horsea and Seadra. It also comes with five booster packs, giving you extra chances to pull something special. The Kingdra ex card alone is worth the purchase if you're a fan of aquatic Pokémon or just love cards with bold artwork.

Pokémon TCG: Scarlet & Violet—Shrouded Fable 3-Pack Blister - Pecharunt

The 3-Pack Blister is the way to go for anyone on a budget. Three booster packs and a Pecharunt foil promo make this an easy pick for testing your luck without spending much. It's small but mighty, offering solid value and the potential to pull a card that could make your week.

Pokémon TCG: Scarlet & Violet—Shrouded Fable Booster Bundle

Six booster packs in one bundle at £23.95 is a strong deal. This set is excellent for building up your collection or hunting specific cards from Shrouded Fable. It's straightforward, affordable, and gives you plenty of chances to land something rare without buying a larger box.

Pokémon TCG: Scarlet & Violet—Shrouded Fable Booster Bundle

Once you start pulling shiny hits, keeping them safe is a must. The 9-Pocket Portfolio holds up to 252 cards and features bold artwork of Pecharunt and the Loyal Three. At £12.99, it's perfect for showing off your collection or keeping everything organized after a pack-opening spree.



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Saturday, January 25, 2025

Daily Deals: Metroid Prime Remastered, ASUS Vivobook S 14 Laptop, Black Myth: Wukong, and More

The weekend is officially here, and we've rounded up the best deals you can find! Discover the best deals for Saturday, January 25, below:

Metroid Prime Remastered for $30

Metroid Prime Remastered is one of the best adventure games available on Nintendo Switch, and you can pick up the physical copy from Walmart this weekend for only $30. Starring Samus Aran, you'll take control of the feared bounty hunter and explore the planet Tallon IV. If you have yet to experience the Metroid Prime series, this is the perfect starting point, especially with Metroid Prime 4 on the way later this year.

Save $400 Off This ASUS Vivobook S 14 Copilot+ PC

Walmart has a great deal on this ASUS Vivobook S 14 that is packed with features. This laptop has a 14" OLED screen, with a Intel Core Ultra 7 Series 2 as its processor. Compared to the last generation, this chip delivers up to three times the performance per thread, which is an excellent jump. Also included inside this laptop is 32GB of LPDDR5X RAM, a 1TB PCIE Gen 4 SSD, and more. For $799, this is a fantastic laptop deal that likely won't last for long.

Meta Quest 3S 256GB for $349

Amazon has the Meta Quest 3S 256GB VR Headset with Batman: Arkham Shadow for $349 today. This headset is perfect if you're just entering the VR space, and it's equipped with everything you need to experience all the latest games out there. In our 9/10 review, we stated, "Raw processing power, full-color passthrough, and snappy Touch Plus controllers make the Quest 3S a fantastic standalone VR headset that also brings entry-level mixed-reality gaming to the masses for – arguably – the very first time."

Pre-Order Twin Peaks: From Z to A

Twin Peaks is one of the most beloved projects of the late David Lynch, inspiring countless creatives across TV, film, and even video games. Currently, a reprint of the Twin Peaks: From Z to A Blu-ray set is up for pre-order at Amazon, and it's discounted to $55.29 for a limited time. This 21-disc set includes all three seasons of Twin Peaks, the Twin Peaks: Fire Walks With Me film, and over 20 hours of special features.

Black Myth: Wukong for $54.99

Black Myth: Wukong was one of the biggest games of 2024, and for a limited time, you can score a physical PS5 copy of the game for just $54.99 at Woot. There are over 100 bosses to defeat throughout Black Myth: Wukong, with a variety of collectibles, enemies, and locations to discover. In our 8/10 review, we wrote, "Despite some frustrating technical issues, Black Myth: Wukong is a great action game with fantastic combat, exciting bosses, tantalizing secrets, and a beautiful world."

Pyra & Mythra amiibo Up for Pre-Order at GameStop

The Pyra & Mythra 2-pack amiibo has been one of the hardest to find in recent years, with very limited availability at launch and no reprint on the horizon—unitl now. GameStop has opened pre-orders for a Pyra & Mythra amiibo reprint, making now the perfect time to harness the power of the Aegis and secure these amiibo for your collection. This 2-pack is set to release alongside Xenoblade Chronicles X: Definitive Edition on March 20.

PS5 Disc Drive Available at Target

If you are a recent PS5 Slim or PS5 Pro owner, it's likely you have ran into some trouble looking for in-stock PS5 Disc Drives. These sell out quickly each time they are restocked, but Target has the item available right now for $79.99. If you've been looking for a PS5 Disc Drive, grab one before they're gone.



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A Magic: The Gathering Beginner's Guide for Newcomers

I've said it a ton over the last few weeks, but interest in Magic: The Gathering is at what feels like an all-time high. With the rec...