Over the last few years, we’ve been focused on improving how people connect, no matter what phone they have. That’s why we helped make RCS the messaging standard for Android and iOS. Now, in the U.S. alone, there are more than a billion RCS messages sent every day (based on an average of the last 28 days). This means more people have been able to send high-quality photos and videos, and add someone to the group chat, without it breaking.* Learn more about RCS on our website.
*RCS messaging must be turned on. Availability varies by region and carrier.
Today on the Google I/O stage, we gave a deeper look at glasses with Android XR.
For over a decade, we’ve been working on the concept of smart glasses. With Android XR, we’re taking a giant leap forward.
Equipped with a camera, microphones and speakers, these glasses work in tandem with your phone, giving you access to your apps without ever having to reach in your pocket. And an optional in-lens display privately provides helpful information right when you need it. Pairing these glasses with Gemini means they see and hear what you do, so they understand your context, remember what’s important to you and can help you throughout your day.
Today’s sneak peek showed how Android XR glasses will work in real-world scenarios, including messaging friends, making appointments, asking for turn-by-turn directions, taking photos and more. We even demoed live language translation between two people, showing the potential for these glasses to break down language barriers — giving you subtitles for the real world.
Android’s Find My Device has been helping you locate your belongings for years. Now, with the evolution of Find My Device into Find Hub, we’re making it even easier to locate your belongings, family and friends — alongside a growing list of partners.
There will soon be even more personalized styles, too. Whether it’s built-in luggage finding from July and Mokobara, keeping your skis safe on the mountain with Peak integration, or adding a touch of fun with Disney-themed Bluetooth tags from Pixbee, there’s something for everyone. Later this month, we’re also bringing you new nearby finding capabilities with ultra-wide band (UWB) enabled tags, first available on moto tag.
Later this year, Find Hub will take safety even further with the integration of satellite connectivity, helping you stay connected with friends and family even when you don’t have cellular connectivity.
And traveling is about to get even smoother. Thanks to our partnerships, you’ll be able to easily share your Bluetooth tag’s location with some of your favorite airlines early next year, making recovering your lost luggage a breeze.
In 2019, we launched Project Euphonia to find ways to make speech recognition more accessible for people with non-standard speech. Now we’re supporting developers and organizations around the world as they bring that work to even more languages and cultural contexts.
New developer resources
To improve the ecosystem of tools globally, we’re providing developers with our open-source repositories via Project Euphonia’s GitHub page. They can now develop personalized audio tools for research or train their models for diverse speech patterns.
Support for new projects in Africa
Earlier this year we partnered with Google.org to provide support to the University College London in their creation of the Centre for Digital Language Inclusion (CDLI). The CDLI is working to improve speech recognition technology for non-English speakers in Africa by creating open-source datasets in 10 African languages, building new speech recognition models and continuing to support the ecosystem of organizations and developers in this space.
And now when you use your Chromebook with College Board’s Bluebook testing app (which is where students can take the SAT and most Advanced Placement exams) you’ll have access to all of Google’s built-in accessibility features. This includes ChromeVox screen reader and Dictation, along with College Board’s own digital testing tools.
Making Chrome more accessible
With more than 2 billion people using Chrome each day, we’re always striving to make our browser easier to use and more accessible for everyone with features like Live Caption and image descriptions for screen reader users.
Access PDFs more easily on Chrome
Previously, if you opened a scanned PDF in your desktop Chrome browser, you wouldn’t be able to use your screen reader to interact with it. Now with Optical Character Recognition (OCR), Chrome automatically recognizes these types of PDFs, so you can highlight, copy and search for text like any other page and use your screen reader to read them.
Read with ease with Page Zoom
Page Zoom now lets you increase the size of the text you see in Chrome on Android without affecting the webpage layout or your browsing experience — just like how it works on Chrome desktop. You can customize how much you want to zoom in and easily apply the preference to all the pages you visit or just specific ones.
No, but you can still be an I/O pro. Originally, the name I/O was based on the first two digits in a googol (a one, followed by 100 zeroes), the number that lends our company its name. According to lore, I/O has evolved to also nod to “input / output,” referencing the computational concept of interfacing between a computer system and the outside world, and “innovation in the open.” Pretty fitting, don’t you think?
The Google Play Books team released a curated list of the books they read and loved so far this year. From thrilling fantasy epics to thought-provoking nonfiction to bone-chilling horror, they’ve got picks for every reader (even kids!). Browse the collection in the Google Play Books store and in the Play Books app on Android and iOS. Discover the books that the team couldn’t put down, and find your next great read today.
June is Pride Month, a time of celebration and reflection for the LGBTQ+ community. As parades, festivals and cultural events kick off across the United States, Google is here to help connect with celebrations, whether you’re joining the crowds or looking for ways to celebrate online with art, music and history.
Navigate with confidence
Heading to a Pride parade or event? For major parades around the world, Google Maps and Waze can help you stay informed about road closures and find alternate routes to ensure you arrive without a hitch. Real-time traffic updates and rerouting suggestions will keep you moving smoothly.
Plus, look for the LGBTQ+owned and LGBTQ-friendly attributes on Maps and Search to find welcoming spaces for dining, shopping and more.
Get to know the community
Learn more about LGBTQ+ culture, history and creativity on Google Arts & Culture, which shares partner collections from cultural organizations about topics like „A Queer Eye on Art History“ and the history of the Pride flag.
Over on Google Play, discover dedicated collections of LGBTQ+ created and Pride-related games, apps, curated book collections and interviews with LGBTQ+ developers.
And to celebrate the sounds of Pride, YouTube Music has created a variety of playlists. Whether you’re looking for high-energy anthems to get you moving or more reflective tunes for quieter moments, you’ll find the perfect sounds for your Pride celebrations. Check out our flagship playlist on YouTube Music.
A digital dose of Pride delight
Today, the Google Doodle will celebrate hyperpop, a subgenre of electronic music pioneered by queer artists. The Doodle artwork pays homage to the music production tools and iconography associated with hyperpop. The Doodle aesthetic reflects the quality of the music including distortion, layering and shiny maximalism. And try searching for Pride 2025 for a celebratory surprise on your screen!
Regardless of how you choose to celebrate, there are countless ways for members of the LGBTQ+ community, their friends & family, and allies, to learn, connect and celebrate. Happy Pride to all who celebrate!
This Asian American, Native Hawaiian, and Pacific Islander Heritage Month, Google’s products can help you embrace the spirit of connection and celebration. There are new ways to immerse yourself in art, dive into captivating stories, and engage with the contributions of Asian and Pasifika heritage to the United States.
The Google Play Store is creating a vibrant hub dedicated to Asian American, Native Hawaiian, and Pacific Islander Heritage Month. This curated collection makes it easier than ever for you to find new stories to read, with top book picks from authors Nghi Vo, Bianca Mabute-Louie, and Saumya Dave. You can also discover special APAHM games hub featuring engaging games, such as Disney Emoji Blitz and Arena Breakout. The hub also features WEBTOON, Viki, Hulu and other apps that offer Asian-developed comics, shows and more. Keep an eye out for editorial content including an interview with Mattel CEO Amy Huang.
To further spotlight Asian and Pasifika voices throughout May:
The May 1 Google Doodle also celebrates APAHM by featuring an iconic Hawaiian instrument — the ukulele!
Google Meet is bringing back a background featuring a Filipino-style room with traditional woven lamps and furniture, looking out onto a scenic view of rice terraces. You can find this in the New section of Google Meet backgrounds, or the evergreen Asian American Heritage Month background in the Stylized section.
YouTube will be highlighting the AAPI community across its platforms: YouTube Kids and YouTube Music will feature special playlists, YouTube TV will launch a visual watchlist showcasing shows, movies, and leading Asian American and Pasifika actors and YouTube’s social channels will spotlight creators like Lyanna Kea and Mandy Fu.
Dive into Google Play’s Diamond District on Roblox
From June 5 to July 2, check out Google Play’s Diamond District, a new experience on Roblox open in all markets where Play Points is available. Inside the Diamond District, you’ll be able to navigate our obstacle course (or obby) with glimmering gems and special portals, play other mini-games and collect weekly drops. Plus, with a course made up of unique modules offering over four billion combinations, you’ll never have the same experience twice. For Diamond, Platinum and Gold members of Play Points, the Diamond District gets even better with access to our exclusive VIP Vault, where you can claim special digital items for your avatar. This is the first time we’re offering an exclusive Roblox space and Roblox rewards to our Gold+ members — as a special thank you for being a part of our community. To access the VIP Vault, be sure to confirm your status by linking your Google Play Points account.
Google Play’s billing system ensures you can safely purchase digital products and subscriptions. Your payment information stays between you and Google — it’s securely stored and isn’t shared with app developers. For an extra level of security, you can also require purchase verification, providing authentication with password or biometrics any time that you make a purchase on Google Play.
4. Trusted tools for kids and families
We partner with app businesses and parents to help keep kids and teens safe online while empowering families. If children are the target audience for an app, there are additional Play requirements that the app must meet concerning its content and handling of personal information. And, with our parental controls, parents can choose to restrict age-inappropriate experiences and content from being downloaded or purchased.
5. Control over your Play data
You have transparency and control when it comes to what Play data is used to shape your store results and recommendations. For example, you can tell Play not to use data associated with a particular app for personalization within the Play store.
At I/O 2025, we shared a major update on our work on Android XR, a new platform for headsets and glasses. We also showed a demo of how Android XR glasses work. Paired with Gemini, they can see and hear what you do, so they understand your context, remember what’s important to you and provide information right when you need it.
These glasses are equipped with a camera and microphones, giving Gemini the ability to see and hear the world while speakers let you listen to the AI, play music or take calls. And an optional, in-lens display privately shows you helpful information. The glasses also work with your phone, letting you access your apps while keeping your hands free.
We’ve started gathering feedback on our prototype with trusted testers. For now, you can sign up for our newsletter for updates on device availability and watch our I/O demo of how helpful Android XR glasses can be in the real world.
Today, we’re sharing six new Android features designed to be made your own. From a daily AI-generated audio show based on your interests, to customized Google Home Favorites across your devices, these personalized features travel with you whether you’re at home or on the go. Here’s what’s new.
Today, we’re bringing you Android 16, rolling out first to supported Pixel devices with more phone brands to come later this year. This is the earliest Android has launched a major release in the last few years, which ensures you get the latest updates as soon as possible on your devices.
Android 16 lays the foundation for our new Material 3 Expressive design, with features that make Android more accessible and easy to use. Let’s take a look at what’s new:
Streamlined and up-to-date notifications
Waiting for your food delivery to get to your house? Instead of opening your delivery app every 5 minutes, live updates keep you informed in real-time. These live updates are starting with compatible ride-share and food delivery apps. We’re working together with these app partners to bring this capability to the Android ecosystem, including in Samsung’s Now Bar and OPPO and OnePlus’ Live Alerts.
Google is investing in AI to improve everyday life. Recent updates include AI features in Search like AI Mode and Deep Search. Also, check out the new Android XR glasses and the redesigned Android and Wear OS.
Summaries were generated by Google AI. Generative AI is experimental.
Shakespeare-ish
Attend, and hear of Google’s AI might, Where models bloom, and futures take their flight. New tools for search, with answers deep and vast, And shopping smarts, that hold your budget fast.
On glasses now, AI will lend its grace, While Gemini finds its helpful place. For filmmakers too, a tool is made with care, And marketers find AI beyond compare.
A subscription new, for those who crave the best, AI Ultra grants access, putting skills to the test. So use these tools, and let your visions soar, For Google’s AI unlocks a boundless door.
Summaries were generated by Google AI. Generative AI is experimental.
There Are No Ghosts at the Grand is a surreal first-person mystery where you renovate a haunted hotel by day and hunt ghosts by night.
Use talking power tools to uncover secrets, solve puzzles, and battle supernatural threats.
Explore a spooky English seaside town filled with side quests, hidden locations, and strange characters.
Revealed at the Xbox Games Showcase, There Are No Ghosts at the Grand is a surreal, first-person, narrative-driven mystery. It’s part-renovation game, part-ghost story, part-musical. See the trailer below, and read on for a full breakdown of our unique new game:
You play as a young American man, Chris David, who unexpectedly inherits The Grand, a dilapidated British seaside hotel along the English east coast.
Players will help Chris renovate and restore the old hotel using a set of talking power tools. But be warned… beneath the veneer of paper and paint you apply during the day, something horrible shivers and slithers in the night.
30 Days and 30 Nights to Complete the Renovations
To renovate the hotel, players will have access to exaggerated power tools such as the sand blaster, paint sprayer, furniture cannon, and the daisy chain gun, to blast the hotel back to its former glory. This isn’t a simulation though, players don’t have to be exact. Decorating and renovating is fast, fluid and fun. You don’t have to get every spot – just enough is close enough.
But with only 30 days and 30 nights to complete the job, choose each room carefully – because when the time runs out something will come for you.
Luckily, players are not alone. Meet your AI DIY assistant, Robert C MacBrushy. He’s a cross between Star Trek’s Scotty and Microsoft’s Clippy. He’s also an expert in all things DIY – and the supernatural, but we’ll come back to that.
With MacBrushy’s help, players will smash out old windows, blast broken furniture, splash paint and paper across walls, and shoot furniture cleaner across the room, like some crazy cross between Mary Poppins and Marcus Fenix. But sometimes, you’ll need to slow down and think, as you’ll also come across environmental puzzles that will need a little lateral thinking, and some hidden clues to solve.
Progress is made through the game by completing rooms and revealing their secrets, but you can only decorate by day. At night, you have other problems to deal with.
Decorator by Day, Ghost Hunter by Night
In There are No Ghosts at the Grand, the main character, Chris, has a secret. Although he inherited the hotel, he’s not just here to renovate… not really.
At night, once the decorating is done for the day, he searches for something. Clues hidden behind walls, old blueprints revealing hidden spaces, strange doors leading to strange places. Players will help him whilst also trying to figure out what’s really going on. There’s something unpleasant lurking in the hotel, something ancient that leaves multi-legged footprints across freshly painted walls. Scuttling can be heard in those walls, furniture moves by itself. At night, the hotel isn’t safe.
But don’t worry, Robert C. MacBrushy is here to help with this too. At night, when the world changes, so do your power tools, and they have hidden modes that have special effects on certain supernatural denizens. Unleash the vacuum on vengeful spirits. Expose invisible assailants with the paint sprayer. Take out an unpleasant spook with a well aimed bookcase to the face with the furniture cannon. If you learn how to use your tools, you can survive the night.
Quirky Characters and a Sarcastic, Australian Cat
At its heart, There Are No Ghosts at the Grand is a story about people and the baggage they leave behind. You’re never alone as you explore the hotel and the surrounding town, and you’ll meet each of our game’s quirky characters as you delve deeper into the hotel.
Each character is a custodian of a particular room that you can unlock: from Colin, the elderly caretaker in the lounge, to his daughter Lily in the garden. You’ll meet the town mayor, Maddie in the boathouse, and Adam the police officer in the cinema room, watching re-runs of old buddy cop films.
Presiding over them all is Mr Bones, the hotel’s cat, and perhaps its most mysterious resident. Like the hotel itself, he’s a creature of duality. By day, he’s an ordinary cat who follows you around and likes belly rubs. By night, he’s a sarcastic and mercurial character who waxes lyrical (in a deep Australian accent) about the hotel’s many secrets and hidden places. But is he a friend or foe?
Each character has their own story, questline, and agenda, which you can help or hinder as you play. They also each have their own song because There Are No Ghosts at the Grand is also a musical.
A Musical Ghost Story
There Are No Ghosts at the Grand is a musical, but not in the traditional musical theatre sense. Think of it more like a cool, dusty album of British ska and punk songs from the 1980s that you might find in your dad’s record collection.
These are songs with attitude, bite, and hummable hooks. Each character will introduce themselves through song, the style of which is unique to them, from spooky ska to wartime jazz, and even skater punk.
You’ll be able to duet with them and make dialogue choices in verse to explore their story further. The songs are full gameplay sequences involving player action and choices, whilst the lyrics and furniture go flying.
Exploring Kingswood-on-Sea
Players won’t be spending all their time in the Grand Hotel. Right outside the door lies the village of Kingswood-on-Sea, a crumbling, spooky, seaside town, full of secrets and side activities.
This small open world lets players leave the hotel at any time, even at night, to explore its abandoned shops, winding streets and hidden mysteries. You can restore an abandoned minigolf course and play a round or two, comb the beach with a half-working metal detector, or find shops to renovate and restore, each with unique rewards.
The streets of Kingswood-on-Sea are full of strange little secrets, and they reward curiosity. Find a rusty old scooter that you can restore and ride through the village, discover an old fishing boat that players can fix up and take out into the shallow coastal waters, or explore the hidden coves and sunken bays. It even has a winch to dredge for lost treasures, if you can find the locations hinted at in clues found in the hotel.
Just… be back before nightfall. Under the inky blackness of the frozen North Sea, something stirs in the depth, and it slithers onto the land at night.
Summing It All Up
There Are No Ghosts at the Grand is a game about restoration and ruin. About strange townsfolk and suspicious upholstery. About music, memory, ghosts, and the awkward legacy of inherited property. It’s a spooky, funny, slightly tragic mystery, wrapped in ska riffs, talking tools, and night-time terrors.
You’ll renovate. You’ll investigate. You’ll duet. It’s a musical where you can skip the songs, a comedy with a dark secret, and a game that lies to you constantly, with a narrator you shouldn’t quite trust. If you’re very lucky, or very unlucky, you might just uncover the truth about the Grand Hotel. Assuming the Grand doesn’t uncover something about you first.
There Are No Ghosts at the Grand is a ghost story where the ghosts might be memories, or lies, or something crawling up the beach in the moonlight. The Grand Hotel is waiting, and is coming to Xbox Series X|S, Xbox PC, and Game Pass in 2026. Just… don’t trust the upholstery.
Learn more about Aniimo, the creature collecting action-RPG revealed at Xbox Games Showcase.
Aniimo is coming to Xbox Series X|S, Xbox on PC, and Xbox Cloud as an Xbox Play Anywhere title in 2026.
Sign up for a closed beta today!
It’s been an exciting time for the whole Aniimo team as, during the Xbox Games Showcase, we were finally able to open the doors of Aniimo to players and welcome them to our passion project; an open world creature collecting action-RPG.
This is truly the game of our dreams. We’ve been focused on crafting something new and unforgettable, laying the foundations for a magnificent open world with immense potential. All of us are excited to have players join us in discovering the world of Aniimo, and getting them involved in the next step of development by sharing valuable feedback with us during an upcoming closed beta test.
If you’re keen to know more, let me break down our new game for you:
The Aniimo
Thanks to Aniimo, we have discovered a fascinating bunch of creatures called, you’ve guessed it, Aniimo. These are magical beings who we are getting to know better every day. The Aniimo have captured our curiosity, and we’re constantly learning more about them – their personalities, abilities, charm, our own emotional connections with them and how they adapt to Idyll, the world that they live in. One example is Budclaw, a shy crab-like Aniimo who is good at digging and navigating different terrains, but can’t see too well underground. That’s a good trick to know because if it hits a rock it will go dizzy and be easier to catch. Another is Nimbi, the cloud-shaped sheep who reacts to its environment, making it incredibly light and able to jump to huge heights – but who behaves very differently in thunderstorms.
This world is so rich and detailed that we’re still seeking more Aniimo out, learning about them, capturing them, battling with them, developing and evolving them, and we’re excited to be able to now have players join us on this journey of discovery.
The Gameplay
When players join us in the world of Idyll they will gradually embark on their own unique journey of exploration. This is a multiplayer game in a fully open world. Players can choose the areas they want to explore, and the narrative will be shaped by their choices. Everyone’s adventure will be different.
There are two battle modes in the game. By capturing an Aniimo you can engage in real-time battles with other Aniimo, and grow your own Aniimo’s strength and skills. But beyond having a creature with incredible abilities and powers, wouldn’t it be even better if you could experience those powers for yourself? By “twining” with the Aniimo, a spiritual connection takes place, essentially enabling us to become our chosen creature, and experience the game in a totally new way.
We can move through the world as an Aniimo, battle as an Aniimo and explore the world of Idyll through the unique features of the Aniimo we have twined with. This feature also immerses us more fully in the Aniimo’s society – the everyday exchanges and habits that the Aniimo have developed amongst themselves.
The Open World
Idyll is a huge, living world, but there are bigger reasons for travelling around it than simply to see the sights. Each Aniimo reacts to the different environments and conditions and adapts their behavior accordingly. For example, an Aniimo may be able to leverage terrain to burrow and dodge attacks, or use special vision to spot danger, which takes the discovery of the world to a whole new level.
Join the Closed Beta
This is just the beginning! We can’t wait to welcome players to Idyll and introduce you to the Aniimo! Our closed beta test will open for PC players later this summer and more information on how to participate can be found here.
Aniimo
Kingsglory Games
☆☆☆☆☆
★★★★★
Aniimo is a next-gen open-world creature-catching ARPG set to launch in 2026.
At Fate’s End is an upcoming action-adventure game about love, rivalry, and loyalty among siblings.
As Shan, you’ll decide the fate of your family with crucial narrative choices and dramatic sword-fights.
Thunder Lotus’ Creative Director discusses how the team is building on the success of its previous game, Spiritfarer.
When we set out to create At Fate’s End, we knew we didn’t want to make just another story about royal succession. We wanted something more personal; something that captured the strange mix of love, rivalry, resentment, and loyalty that can exist between siblings. The result is a game where the biggest battles aren’t just about swords and powers – they’re about family; what we inherit from it, what we lose because of it, and whether it’s ever truly possible to break away.
In this game, you play as Shan, the youngest daughter of the ruling Hemlock dynasty. The Hemlocks don’t just govern the game’s world, they command God-Swords, powerful living weapons passed down through generations. To wield such swords, each heir must give something up, often a part of their body, or something deeper. A sword doesn’t just bond with its wielder. It changes them. And to command her sword Aesus, Shan had to give up her voice. In return, Aesus copies the powers of the other Swords and reveals hidden truths.
This is crucial, given that in the beginning of the game, Shan has been unexpectedly, controversially named Princess of Swords: your mission is to confront your six siblings, to take their God-Swords, and to return the seven blades to the castle to begin a new cycle of rule. It’s a ritual of succession that’s equal parts tradition, test, and bloodshed.
Now, Shan’s siblings aren’t motivated to simply hand rulership – and their blades – to their kid sister. Their reasons vary; as with all sibling relationships, there’s a complex shared history, and a fair bit of emotional baggage – not to mention their own personal ambition. So this will take some persuasion – and some good old-fashioned sword dueling. But armed with Aesus, players can attempt to not only match Shan’s siblings in battle, but they can also see what they’re trying to hide.
In At Fate’s End, combat strikes a balance between strategy and intensity. The powers Shan inherits, drawn from the Tarot-inspired Major Arcana of her siblings, give players the freedom to mix quick, responsive action with thoughtful, time-suspended tactical moves. Whether you prefer agile strikes, calculated maneuvers, or a seamless blend of both, the system adapts to your playstyle by letting you choose which option to equip.
While Shan will face plenty of more straightforward encounters on her journey, the heart of the experience lies in the high-stakes duels against her powerful siblings and a roster of deadly duelists. These aren’t just fights, they’re emotional, mechanically rich showdowns that define the soul of the game.
Each sibling represents a unique challenge, both in combat and emotionally. First, the Shan must uncover three secrets about each of them: dark, painful, complicated truths that shaped them. Some are rooted in failure. Others are born from betrayal or grief. Players won’t just fight these characters, they’ll investigate them, piece together their stories, and decide what version of them to believe.
This choice is visualized through Tarot-inspired Minor Arcana cards. Each sibling’s story is symbolized as a card, and players choose whether to keep its Upright or Reversed side, two sides of the same truth. Upright might reflect compassion, forgiveness, or hope. Reversed might embrace bitterness, rejection, or pride. These choices shape the relationship between Shan and each sibling, and ultimately, the shape of the world she’s meant to rule.
All this may admittedly seem like a big shift from our previous game, Spiritfarer, where combat didn’t exist at all. Spiritfarer was designed to be a peaceful experience, slow, contemplative, warm. We designed Spiritfarer so that hugging a character, cooking them their favorite meal, or building their personal space on the boat would make players feel something through interaction, not just dialogue.
From a certain perspective, the idea of secrets being uncovered through a Tarot-inspired system in At Fate’s End is an evolution of our approach to bringing meaning and depth to the relationships between characters in Spiritfarer. But more fundamentally, in both games, we want mechanical actions (investigating, choosing sides of a card) to feel like emotional choices. To give weight to interactivity, and allow game mechanics to carry the message, not the other way around. In this sense, the games are similar – it’s the themes and the relationships explored that are different.
In At Fate’s End, we’ve chosen to explore tension, conflict, and choice in more direct ways than in Spiritfarer. We knew that meant bringing in combat, but we didn’t want it to overshadow the emotional storytelling, we wanted it to serve it. That’s why combat is paced carefully, why it ties into narrative decisions, and why every duel ends not just in victory or defeat, but in conversation. The combat here is still about power fantasy and catharsis, but overall, it’s about the cost of inheritance, and what it means to confront the people who shaped you.
Our experience with Spiritfarer showed thatplayers deeply connected with characters not because their arcs were wildly dramatic, but because they felt real. The small details such as regret over a failed relationship, anxiety about death, longing for unspoken closure, resonated.
Now with At Fate’s End, we had the certainty that we had tolean into emotional nuance. Let characters be contradictory, not be afraid to write siblings who are kind one moment and cutting the next. People don’t need perfect arcs. They need honest ones.
So, one of our core goals was to make each sibling feel real. Their stories are inspired by our own experiences growing up with siblings: the petty fights, the moments of closeness, the quiet rifts that form over time. This too mirrored our approach to Spiritfarer, which took inspiration from lived experiences with grief offered by members of the team. In At Fate’s End, we also looked to historical accounts of royal families—where betrayal and love often lived side by side. We wanted each encounter in the game to feel like peeling back layers of a shared childhood shaped by power and pressure.
As developers, we wanted to explore a story where power doesn’t come from dominance alone, but from understanding. Shan’s journey will eventually raise a larger question for players: Is this cycle of succession and sacrifice worth repeating, or is it time to end it?
We can’t wait for you to step into Shan’s journey—and decide what kind of future you’ll shape. We hope you’ll keep your eyes peeled for updates about the project! At Fate’s Endwill be released in 2026 on Xbox Series X|S, Xbox One and Xbox PC (also coming day one to Game Pass).
At Fate’s End
Thunder Lotus
☆☆☆☆☆
★★★★★
At Fate’s End is an action-adventure game where you fight the ones you love and your skill tree is your family tree. Explore a lush fantasy world, defeat the foul creatures of the realm, and face your estranged siblings in intense, emotional duels to decide your family’s fate. Wield your blade. Confront your kin. Decide your fate.
At Fate’s End is an action-adventure game where you fight the ones you love. Wield the legendary God Sword Aesus as Shan, the deft young heiress of the Hemlock clan. Explore a lush, hand-crafted fantasy world. Defeat the foul creatures of the realm in combat. Solve intricate narrative puzzles, uncover painful truths, and hone both your blade skills and knowledge to face your estranged siblings in intense, emotional duels – and ultimately decide your family’s fate. Battle with both swords and words.
Your blade may cut deep, but you journey will demand more than combat prowess. Shape confrontations through tactical dialogue and psychological insight, using your deep knowledge of your family’s secrets to gain the upper hand. Your skill tree is your family tree.
Each sibling you defeat — or reconcile with — shapes your destiny. Collect seven swords of power to expand your arsenal of abilities and ultimately shape your family’s legacy. From the Spiritfarer Team.
From the acclaimed team behind Spiritfarer, At Fate’s End weaves tight, visceral action with rich narrative depth, exploring the complicated bonds between brothers and sisters in a world where swords clash and family wounds run deep. Fight with your sword. Speak with your soul. Face your family — at fate’s end.
Let me open with this – Resident Evil Requiem will allow you to play in first and third person. For most games, this would be a neat feature; but for a new, mainline Resident Evil entry, it feels closer to a philosophical statement.
The early third-person classics in the series set the standard for survival horror – tense, knotty frighteners that combined action, resource management, and byzantine puzzling. The more recent first-person games have been more visceral affairs, hovering somewhere between a video nasty and gung-ho action cinema. And appropriately, Requiem aims to do both.
Placed in a pitch-black room at the heart of Summer Game Fest, I was shown exactly how in a 30-minute demo that proved one thing above all others – Resident Evil Requiem wants to scare you as much as it possibly can.
At the heart of all this is Requiem’s new main character, Grace Ashcroft. As we saw in the game’s reveal trailer, Grace is a technical analyst for the FBI sent to a ruined Raccoon City to investigate a mysterious disease outbreak – and unlike most other heroes in the series, she’s simply not equipped to deal with what she finds there. Grace has the energy of a classic horror Final Girl – she’s not a fighter, simply someone stuck in the absolute worst place, at the absolute worst time, and that colors everything about the game around her.
My demo begins with Grace strapped, upside-down, to a medical gurney, having her blood drained by someone unknown for reasons unknown. Getting herself unstrapped less than gracefully, she finds herself in an abandoned medical ward – the game offers no objective markers, no stated aim, but the goal is abundantly clear. Find a way out.
What followed was 30 minutes of pure tension I’ve rarely felt from a game demo. Requiem’s hyper-realistic looks – this is a next step for Capcom’s already-beautiful RE Engine – play with light and darkness throughout. I creep around the ward, searching everything I can for clues. A classic Resident Evil puzzle quickly reveals itself – a locked gate, a broken fuse box, an ornate door hiding secrets both mechanical and narrative.
It draws on well-established ideas from across the series, but places them in a new context – I’m absolutely dreading every new hallway, and finding out what’s behind every new door. It’s almost funny quite how far this section of the game pushes that familiar feeling of waiting for a jump scare to happen. Grace herself is a part of this – she reacts with audible fear to each new location, and gasps when she hears something walking around the hallways, unseen. It puts you in a state of near-constant tension. Where previous games broke that tension with ambushes, or small-scale fights, Requiem simply lets you stew in the fear.
Your choice to play in first or third person (and you can switch at any time) might alter how you view all this, but the results are the same. Capcom’s clearly put a huge amount of work into making neither choice feel like the “true” way to play. Animations have been tweaked for both perspectives to help it feel natural, never breaking the fearful spell it casts as you quietly pick your way through this truly ominous place.
And when that tension finally, finally breaks, things only get more unpleasant. After finding a lighter, I use it to creep down an inky black hallway to a nurse’s station, and get my first, full jump-out-your-skin moment – a diseased body tumbles out of the next door I open. Grace screams – and then something else appears to feast. We saw a glimpse of the Requiem demo’s main threat at the end of the reveal trailer, but I got a full look. It’s a monstrous, bug-eyed creature that might have once been one of the nurses working in this ward – so tall that it needs to stoop through doorways to get around.
And from here, the demo switches vibe. The closest analogue in the series is clearly Mr. X – a stalking threat that can’t be killed, only survived. You’ll need to use every location you’ve found to hide and confuse the creature, picking your way carefully around it to reach your next goal. But there are ideas being drawn from further afield, too. The ward’s looping, terrifyingly humdrum presentation calls to mind Hideo Kojima’s traumatizing P.T., and there’s a hint of Alien: Isolation in the way you’re never quite sure how much this creature knows. It sniffs the air while searching for you, smashes cover you might have used to hide before, and can yank itself into holes in the ceiling, leaving you terrified that it might appear somewhere else entirely as you explore.
There’s a sense of malevolent intelligence behind it – at one point, I flee into a side room, closing the door behind me, fully expecting the creature to smash through. Instead, it does something to the lights and disappears, leaving one of the ward’s few safe spaces suddenly as frightening as everywhere else. “Seriously?”, Grace says, summing up my feelings perfectly.
My demo ends as I finally find the fuse I need to get out – I manage to scare the creature by smashing a bottle against a wall (another personality trait the game seemingly lets you find out all on your own), and bolt up the hallway to the gate I need to open. It’s a moment of rare gaming triumph – or at least it would have been if the creature didn’t grab Grace, and drag her back into the darkness. What happens next is anyone’s guess.
Capcom won’t be drawn on how this section ties into the wider game. Is this a one-off segment in the vein of Resident Evil Village’s House Beneviento, or does it represent an overarching gameplay idea; that this is more about powerlessness, and finding ways to avoid danger rather than confront it? That’s a question we’ll have to answer later, but it’s quite the first impression. It might be combining ideas from the past and present of Resident Evil, all wrapped in that choice of perspective, but the outcome is something that feels like a new future for the series.
Resident Evil: Requiem comes to Xbox Series X|S on February 27, 2026.
We’re thrilled to celebrate yet another incredible year of young people reaching for the stars, as the European Astro Pi Challenge 2024/25 draws to a close. Teams from across Europe and ESA Member States are now receiving their well-deserved certificates and data from the International Space Station (ISS). It’s been a truly inspiring year, showcasing the phenomenal talent and dedication of young coders and scientists.
The European Astro Pi Challenge is an ESA Education project run in collaboration with us here at the Raspberry Pi Foundation. It offers young people the amazing opportunity to conduct scientific investigations in space by writing computer programs that run on Raspberry Pi computers on board the ISS, called Astro Pis.
There‘s a lot to celebrate from this year’s Astro Pi, so let’s take a look at some of the highlights for each of our inspiring Missions: Mission Zero and Mission Space Lab.
Figure 1: A selection of images taken by Mission Space Lab teams
Mission Zero: Inspiring coding, creativity, and inclusion
Mission Zero reached more young people than ever before in 2024/25, with 25,405 young people participating in 17,285 teams. After passing the rigorous testing and moderation processes, an amazing 17,109 teams (25,210 young people) were successful in getting their programs to run on the ISS.
One of the great things about Mission Zero is that we see a good gender balance in participation. This year, 44% of participants identified as “female” and 4% as “prefer to self-describe”, “prefer not to say”, or “other”. This means that Mission Zero has achieved a more balanced gender representation than is typically seen in computing subjects, where the ratio is around 20:80 girls to boys.
Mission Space Lab: More teams have their programs run in space
Mission Space Lab gives young people the opportunity to calculate the speed of the ISS in orbit using sensor and camera data collected from the Astro Pis on board the ISS. This year, 1859 young people in 552 teams participated in Mission Space Lab. Notably, 309 Mission Space Lab teams, or 95% of submissions, ran their programs on the ISS and are now analysing the data they collected. That’s 73 more teams achieving flight status than in 2023/24, and a total of 1084 young people receiving unique data sets from space and certificates.
Running a program in space is very different from testing it on the ground. It’s always interesting to see how well your program has performed and how accurate the final output is. Below, you can see a scatter graph of the team estimates produced by their programs. The actual speed of the ISS is no secret: it’s travelling about 7.67 kilometres per second. How have teams performed with the ISS speed task?
Figure 2: Mission Space Lab teams’ speed estimates graph
Inspiring and impactful
Another highlight from this year has been seeing how impactful participation can be for young people and mentors facilitating the activity. We receive lots of valuable feedback from the Astro Pi community each year, and it’s always heartwarming to hear what your experience has been and how we can improve the challenge. Here are a couple of quotes from the community who took part this year:
Mission Zero mentor: “Having their programs run in space really motivated them to take part because it was an exciting reward and something they wanted to talk about with their friends.”
Parent of a Mission Zero participant: “I was completely inexperienced in Python, but easily managed to help my 7-year-old.”
More Code Clubs participating in 2024/25
It has been great to see lots of Code Clubs taking part in Astro Pi this year, both for Mission Zero and Mission Space Lab. This year, 986 young people from 700 teams did Mission Zero at their Code Club: that’s double the number from 2023/24. Plus, 43 Mission Space Lab teams from Code Clubs took part. That’s 143 young people, or almost double the number compared to the year before.
We ran two code-alongs for the Code Club community this year, and it is encouraging to see increases for both missions. We will continue to support young people from all settings who want to take part in Astro Pi next year, whether it’s at school, Code Club, or other venues.
Conclusion
In summary, it’s been a great year for Astro Pi. We’ve reached lots of young people through the challenge, met many inspiring mentors, and seen some really positive trends. Plus, all the operations on the space station that make Astro Pi possible went smoothly: when you are running programs in space, that isn’t always the case!
None of it would have been possible without the tireless efforts of the teachers, mentors, and educators who help run Astro Pi in your communities. From everyone here at Mission Control, thank you.
If you’d like to tell us how we can provide more support to help you run Astro Pi, please email contact@astro-pi.org.
We’ll be back for more stellar space adventures in coding in September 2025.
Asobo hat heute im Rahmen des Xbox Showcase die nächste Episode des A Plague Tale-Universums vorgestellt.
Resonance erweitert die Geschichte von Sophia, einer Figur aus A Plague Tale: Requiem.
Der Mitbegründer und Creative Director des Studios gibt einen Einblick in die Geschichte, die Kulisse und die brandneuen Kampfelemente von Resonance, das 2026 erscheinen wird.
Wir sind begeistert und fühlen uns geehrt, dass die Spieler*innen während des Xbox Showcase einen ersten Einblick in unsere nächste Geschichte erhalten haben! Resonance: A Plague Tale Legacy ist ein neues Spiel, das die Geschichte von A Plague Tale fortsetzt. Man muss die vorherigen Teile jedoch nicht gespielt haben, um dieses Spiel zu genießen. Es ist alles andere als eine Fortsetzung von Requiem: Die Geschichte von Amicia und Hugo ist zu Ende und wir wollten unbedingt eine andere Art von Erfahrung mit einer bekannten Figur aus diesem Universum schaffen. Sophia war dafür perfekt geeignet: Ihr Hintergrund und ihr Charakter sind ideal, um das Universum von A Plague Tale mit neuem Gameplay zu erweitern.
Schwert zum Töten
Aus erzählerischer Sicht ermöglicht uns Resonance, zu erfahren, wie Sophia zu der starken, wilden und leicht zynischen Figur geworden ist, die die Spieler*innen bereits kennen und lieben. Zudem werden die Gründe beleuchtet, warum sie Amicia und Hugo so aufrichtig unter ihre Fittiche genommen hat. Die Geschichte spielt fünfzehn Jahre vor den Ereignissen von Requiem und Sophia ist Mitglied einer Bande von Bandit*innen. Während sie versucht, ihre Vergangenheit zu verstehen und die Kontrolle über ihr Schicksal zu erlangen, findet sie sich im Herzen der mythischen Insel des Minotaurus wieder, wo sie von zahlreichen Feinden gejagt wird.
Was das Gameplay angeht, ist Sophia eine echte Kämpferin, die mit Schwert und Dolch äußerst gefährlich ist. Allerdings kann jede Wunde, die sie erleidet, auch ihr das Leben kosten. Wir versuchen bei jedem Spiel, das wir entwickeln, immer einen Schritt weiterzugehen, und dieses Mal war das nicht anders. Während Amicia ein junges Mädchen ist, das gezwungen ist, zu den Waffen zu greifen, ist Sophia von Natur aus eine Kriegerin. Ohne dieses Kampfsystem hätten wir ihre Geschichte nicht angemessen erzählen können. Wir haben ein Kampfsystem entwickelt, das sowohl anspruchsvoll als auch lohnend ist. Wir hoffen, dass den Spieler*innen das Kämpfen mit Sophias Waffen Spaß machen wird.
Sophia ist erfahren und wild. Sie wehrt die Angriffe ihrer Feinde mühelos ab und kontert sie mit tödlichen Finishing-Moves. Sie ist clever und agil, denkt sich effiziente Strategien aus, um ihre Gegner zu überlisten, und beherrscht eine Reihe kniffliger Moves. Durch die richtige Analyse der Situation können die Spieler*innen einen gut platzierten Tritt ausführen, um eine Lücke in der Verteidigung eines gegnerischen Charakters zu öffnen, mit perfekt getimten Ausweichmanövern stärkere Gegner aus dem Gleichgewicht bringen oder sogar improvisieren, indem sie die Umgebung zu ihrem Vorteil nutzen. Die Möglichkeiten sind vielfältig und können durch die Gegenstände, die Sophia auf der Insel findet, noch erweitert werden. Wir sind stolz auf das, was wir mit diesem Ansatz erreicht haben, und hoffen, dass ihr genauso viel Spaß beim Spielen habt wie wir bei der Entwicklung.
Licht zum Überleben
Der Kampf ist eine brandneue Komponente dieses Spiels, aber er ist nicht die einzige Herausforderung, die auf die Spieler*innen wartet: Resonance ist ein Action-Adventure-Spiel mit atemberaubenden Ausblicken auf das Mittelmeer, faszinierenden Rätseln und Prüfungen aus einer verlorenen minoischen Zivilisation. Sophias Schicksal ist eng mit dem eines mysteriösen Helden in goldener Rüstung verbunden. Wir sehen ihn im Trailer in eine Arena betreten und erfahren, dass er 4500 Jahre vor Sophia auf dieser Insel gekämpft hat.
Während Sophia mithilfe der Notizen anderer Plünder*innen in die Ruinen dieser Zivilisation eintaucht, deckt sie ein uraltes Übel auf, das mit der Makula in Verbindung steht – den Spieler*innen von A Plague Tale als die böse Quelle von Hugos Fluch bekannt. Da Licht zum Überleben notwendig ist, aber immer knapper wird, müssen die Spieler*innen besonders aufmerksam sein, um die Rätsel zu lösen und ihren Verfolger*innen zu entkommen, die sie durch die Tiefen der Insel jagen.
Diese beklemmende Atmosphäre zeigen wir in unserem Trailer. Die Spieler*innen müssen kämpfen, klug sein und schnell denken, wenn sie auf der Insel überleben wollen. Wie sie wird auch Sophia bald keine andere Wahl haben, als weiterzumachen, in den Mythos der Makula einzutauchen und herauszufinden, warum dieser so tief in ihr nachhallt.
Resonance: A Plague Tale – Legacy erscheint 2026 für Xbox Series X|S, Xbox PC und Xbox Cloud Gaming und wird zum Release im Xbox Game Pass verfügbar sein. Du kannst das Spiel schon heute im Xbox Store auf Deine Wunschliste setzen.
Typically, consumer drones take off from the ground or some other solid surface. But that isn’t very cinematic and toss launches — when the pilot throws the drone up into the air — are a lot more interesting to watch. Sadly, NickFPV isn’t very good at tossing his drone and that invites ridicule in his videos’ comment sections. To redeem himself, he built this automatic drone launcher triggered by an Arduino.
When developing the launching mechanism, NickFPV found inspiration in his kitchen. Or more accurately, he found inspiration in the kitchens of cartoons, where toasters rocket charred bread to comical altitudes. He figured that if it works for toast, it could work for a micro drone. He just needed more stored kinetic energy.
As with a toaster, NickFPV’s mechanism stores kinetic energy in a spring. When released, that spring pulls up a platform riding on hardened steel rods. The spring and rods attach to a 3D-printed frame and a pin latch holds the platform in place until the launch. The drone sits on that platform and when the platform reaches the top, it stops while the drone continues skyward.
NickFPV could have tugged a string to pull out that pin, but the launcher is pretty small and that pin requires some force to pull. Doing that while standing safely a few feet away would inevitably drag the entire launcher. To solve that problem, NickFPV added an Arduino to trigger the launch.
That is an Arduino UNO R4 WiFi board and it controls a servo motor mounted on the launcher. At the press of a button, the servo yanks the string that pulls the latch pin. Power comes from a portable USB battery pack, so any location can become a launch pad.
The launcher proved to be a success and it throws the drone a good six feet up, where its motors can take over to achieve flight. Now, NickFPV’s viewers won’t see his poor throws.
Wir haben Invincible VS getestet − das neue 3-gegen-3-Tag-Fighting-Game, das auf dem beliebten Comic und der TV-Serie basiert.
Wir haben ein Spiel entdeckt, das sich an Klassikern des Fighting-Genres orientiert und dabei seine ganz eigenen, einzigartigen Ideen einbringt.
Invincible VS erscheint 2026 für Xbox Series X|S, Xbox PC und Xbox Cloud als Xbox Play Anywhere-Titel.
Mit jahrzehntelanger Geschichte in Comics und Fernsehen, einem Aufgebot charismatischer Held*innen und Schurk*innen sowie supermächtigen Figuren mit einer Vielzahl brutaler Angriffe und Fähigkeiten war es nur eine Frage der Zeit, bis das Universum von Invincible den Weg ins Videospiel findet. Dass es nun als 3-gegen-3-Tag-Kampfspiel von Quarter Up – dem ersten internen Game-Development-Studio von Skybound – umgesetzt wird, fühlt sich wie die Kombination aus zwei großartigen Dingen an, die gemeinsam noch besser werden.
Invincible VS ist ein Fighting-Game, das sich weit über seine Vorlage hinaus inspirieren lässt. In meiner Hands-on-Session mit einer frühen Version, die für den Xbox Games Showcase entwickelt wurde, habe ich Einflüsse zahlreicher Klassiker gespürt – alles verpackt in die bunte, energiegeladene und sehr blutige Welt von Invincible. Beim Spielen fühlte ich mich an Killer Instinct, Marvel vs. Capcom, Mortal Kombat und sogar Super Smash Bros. erinnert.
Invincible VS fühlt sich an wie ein Spiel, das von Grund auf für Konsolen entworfen wurde – und nicht wie ein Arcade-Game, das für das Spielen zu Hause angepasst wurde. Leichte, mittlere und schwere Angriffe sind den X-, Y- und B-Tasten zugeordnet. Die A-Taste ist der Spezialangriff-Button, dessen Ausführung sich jedoch je nach gleichzeitig gedrückter Richtung auf dem Steuerkreuz ändert, ähnlich wie bei den meisten Moves in den Smash-Bros.-Spielen.
Um in Invincible VS effektiv zu kämpfen, kommt es weniger darauf an, komplizierte Befehle auswendig zu lernen, sondern vielmehr darauf, einfache Befehle zu immer komplexeren Kombinationen cooler Moves zu verketten, um die Gegner*innen aus dem Gleichgewicht zu bringen. Die meisten guten Sequenzen beginnen mit einer „Autokombination“ (die durch mehrmaliges Drücken der X-Taste aktiviert wird), bevor mit der A-Taste + einer Richtung zu Spezialangriffen übergegangen wird, und schon kann es losgehen. Mit dieser leicht zugänglichen Steuerung trifft Invincible VS genau den Punkt, an dem Spieler*innen den Controller in die Hand nehmen und sehr schnell das Gefühl haben, spektakuläre Moves auszuführen – perfekt für Neulinge oder für zwanglose Partyspiele.
Nun kommen die verschiedenen Ebenen ins Spiel: Die meisten Charaktere verfügen über eine Bewegung, bei der das Halten einer Taste auf der Vorderseite des Controllers zu einem aufgeladenen Angriff führt. Wenn dieser Treffer landet, werden die Gegner*innen betäubt, sodass ein mächtiger Snapback-Angriff die Gegner buchstäblich aus der Arena an einen anderen Ort schleudert – beispielsweise von der Mondoberfläche nach Chicago.
Jetzt kommt noch eine weitere Dimension hinzu: Als 3-gegen-3-Kämpfer*innen können mit den LB- und LT-Tasten Teamkamerad*innen zur Hilfe gerufen werden, wobei die Art und Weise ihres Einsatzes von der Richtung abhängt, in die Du drückst. Wenn ein*e Spieler*in angegriffen wird und beim Rufen eines*r Teamkamerad*in die Back-Taste gedrückt hält, kann sein Teamkamerad ihm helfen, sich aus der Bedrängnis zu befreien. Für Spieler*innen in der Offensive eröffnet das Wechseln zwischen Held*innen die Möglichkeit, vernichtende Combos auszuführen.
Trotz der bekannten Elemente, auf denen Invincible VS aufbaut, ist seine Herangehensweise an die Verlängerung völlig originell. Wenn die reguläre Spielzeit abgelaufen ist, geht das Spiel in die Verlängerung. Die gesamte verbleibende Gesundheit der überlebenden Kämpfer wird dann dem Charakter gutgeschrieben, der sich auf dem Feld befindet. Um den Einsatz zu erhöhen, beginnt dann die Lebensanzeige zu schwinden, es sei denn, er erzielt Treffer. Da beide Spieler*innen mit voller Kraft angreifen, ist der Tod schnell besiegelt.
Hinzu kommen mächtige Ultimate-Moves, Combo-Breaker und die Tatsache, dass viele Charaktere fliegen können. Invincible VS ist zwar zugänglich, seine Tiefe wird aber dafür sorgen, dass die Fighting-Game-Community motiviert sein wird, diese Systeme bis an ihre Grenzen zu bringen.
Gleichzeitig macht es den „Invincible“-Comics und der Amazon Prime-Serie alle Ehre: Es ist brutal, auffällig, rasant und voller Stil. Und Blut. Am Ende eines Kampfes sind die Charaktere in der Regel mit blutverschmiert. Beendet man einen Kampf mit einem ausreichend starken Move, kommt es zu einem spektakulären, blutigen Overkill. Und wenn mitten im Kampf ein tödlicher Treffer landet, dann sterben die Kämpfer*innen auf der Stelle. Es gibt keine Zeit zum Trauern – die Schlacht geht inmitten der Blutlachen weiter. Aber komm schnell darüber hinweg, der Kampf ist noch nicht vorbei.
Da meine praktische Erfahrung auf den Vs.-Modus mit Mark/Invincible, Atom Eve, Thula, Bulletproof und vielen weiteren Charakteren mit Lücken im Roster beschränkt ist, bekommen wir nur einen kleinen Vorgeschmack darauf, was das finale Invincible VS bieten wird, wenn es 2026 erscheint.
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