From Our Worlds to Yours: Thank You for an Incredible 2025
From Our Worlds to Yours: Thank You for an Incredible 2025
It’s been one of the most game-packed, award-winning years in our history – and none of it would have been possible without you.
With 2025 coming to a close, we want to take this opportunity to reflect, relive our favorite moments, and say thank you for joining us to play together this year.
We’re looking forward to 2026 – Xbox’s 25th anniversary year – as it’s set to be another memorable one for players, with more to come from many of the studios we’ve seen this year, and many more at Xbox.
Finally, to celebrate the year – we invited the teams to look back at their 2025 and tease a little of what’s coming next:
If you want to skip right to a specific title, click the buttons below:
Age of Empires & Age of Mythology: Retold
What would you like to say to players after your updates and expansions to the Age games this year?
The main message would be a resounding “thank you!” We are so honored that, 28 years after this franchise began, we can continue to expand it with new content, and we continue to welcome new players, reaching 70 million this year. This year has been our most content-rich year yet! We’ve brought three of our titles to PS5 and welcomed new players, as well as launching record-breaking expansions. We’re continuing to listen to what our players want to see as we work to grow our games and we’re so grateful to have them on this journey with us. Thank you for a wonderful 2025 to every one of you!
Are there any stories about how players have engaged with your games that you’d like to reflect on?
We’re constantly enjoying seeing how players play Age of Empires and Age of Mythology. Everything from surprising new strategies to the mods that are created. Some ones we’ve enjoyed this year include the Vassal game mode by Firesstones and Hosein81’s custom Korean civilization, both for Age of Empires IV.
One real highlight this year was the partnership we did with the Louvre, their first ever gaming partnership. We created a brand new scenario in Age of Empires II: Definitive Edition to allow players to live the history that their exhibition was built around, the Mamluk Dynasty. The scenario was also the focus of workshops people could attend at the Louvre to play through our game, with a historian teaching the context of the battle they were controlling.
It’s also worth noting that the way our developers play our games often has me tickled too. There’s definitely a lot of internal competition to complete in-game challenges, e.g. the monthly Pantheon Pin-Up event in Age of Mythology: Retold.
What is the studio most looking forward to in 2026?
We’ve released a blog to give our players some insight into what’s coming in the first half of 2026 and there’s so much good stuff coming! One thing we’re super excited about is the next installment of the Red Bull Wololo tournament series. This 8th edition is taking us to London, where we’ll have the biggest gathering of Age fans from around the world yet. The Grand Final is taking place at the iconic Royal Albert Hall and we can’t wait to have it as the venue for dramatic gameplay – we even have an orchestra playing tracks from the soundtracks. These events are such a great opportunity for our developers to meet our players in person and hear from them face to face. It’ll be a great celebration of all things Age of Empires!
Age of Empires IV: Anniversary Edition
Xbox Game Studios

Age of Mythology: Retold
Xbox Game Studios
Avowed
What would you like to say to your players after releasing Avowed this year?
First and foremost, thank you for playing Avowed. It’s been a thrill to watch your playthroughs – seeing the choices you make, the kind of envoy you want to be, and the playstyles you gravitate toward. We love seeing your screenshots, your art, and especially the feedback you share about how we can keep improving. Every post, every comment, and every story helps us learn, grow, and make the world of Avowed even better.
How does it feel to have your game out there after development?
It’s both surreal and deeply rewarding. After years of internal playtesting and iteration, watching players finally experience the game on their own terms with their own characters and choices they’ve made is the best payoff we could ask for. It reminds us why we make RPGs.
Are there any stories about how players have engaged with your game that you’d like to reflect on?
We’ve loved seeing players approach quests and challenges in ways we never predicted. The speedrunning community, in particular, has been a joy – watching them push our systems to achieve unbelievable times has been fascinating. I especially loved seeing runners use Crackling Bolt to launch themselves into the air and skip entire sections. As developers, we always want to fix every issue, but moments like these remind us that games are ultimately about giving players the freedom to engage with them however they want.
What is the studio most looking forward to in 2026?
We’re excited to continue supporting the game and listening to the community. We’ve recently announced that we are moving our next update closer to the game’s anniversary, which will include New Game Plus, Photo Mode, a new Quarterstaff weapon, additional Character Presets, and much more, including some surprises. So stay tuned!

Avowed
Xbox Game Studios
Call of Duty: Black Ops 7
What would you like to say to your players after releasing Call of Duty: Black Ops 7 this year?
Thank you so much for jumping into Call of Duty: Black Ops 7! The team at Treyarch is so incredibly proud of this game and we’ve been having a blast ourselves out there with you, whether it’s been a friendly revive in Endgame, a new Nemesis in Multiplayer, or riding shotgun in Ol’ Tessie in Zombies.
How does it feel to have your game out there after development?
There’s always a sense of relief once a game launches. With Black Ops 7, that has also come with an incredible amount of excitement knowing that Season 01 is the biggest in Black Ops history, and we have so much more fun content coming throughout the year and into next year!
Are there any stories about how players have engaged with your game that you’d like to reflect on?
We built Black Ops 7 as a fully cooperative and social experience with the goal of offering something for everyone. It’s been truly amazing to see friends and strangers coming together across the entire game. We’ve hopefully provided a platform for people to create some new friends for life or simply reinforce the friendships they already had.
What is your studio most looking forward to in 2026?
More content! More maps, more weapons, more zombies, even a Blackout-inspired mode in Warzone with our friends at Raven. The party doesn’t stop, so hop on board!

Call of Duty®: Black Ops 7 – Vault Edition
Activision Publishing Inc.
Candy Crush Solitaire
What would you like to say to your players after releasing Candy Crush Solitaire this year?
Launching Candy Crush Solitaire in February 2025 as the first non-match 3 game within the Candy Crush universe was a major milestone for us at King. We’re so grateful to everyone who embraced this new twist on Candy Crush.
Whether you started playing it out of curiosity or have made it part of your daily routine, your support means the world to our team. We’re incredibly proud of what we’ve created, and truly appreciative of every single player who’s joined us on this journey so far – thank you! We hope you’ll keep playing, exploring, and sharing your feedback with us as it helps us shape the future of the game.
How does it feel to have your game out there after development?
Launching a game is a muscle, one that strengthens with every project, every challenge and every release. It isn’t something we do all that often at King, so when we do, it’s a big moment. Candy Crush Solitaire challenged us in new ways, taught us new things, and ultimately made us proud. Seeing the team come together and bring the game to life has been one of the most rewarding parts of the journey, and having it now in players’ hands is a moment we truly cherish.
It has been equally fantastic to see the game recognised by the industry with awards and praises, most recently, in November, receiving the Google Play ‘Best Pick Up and Play’ award 2025.
Are there any stories about how players have engaged with your game that you’d like to reflect on?
One moment that really stands out is our recent partnership with Care Bears, which brought a whole new layer of warmth and nostalgia into Candy Crush Solitaire. For a limited-time, we transformed the game into a vibrant celebration of love, kindness, and color.
The collaboration came to life in-game through Care Bears–themed card decks, colorful makeovers, and a brand-new Care-o-Meter event, where acts of kindness unlocked rewards. Players also had the chance to meet Cheer Bear, Bedtime Bear, and the whole gang, collecting exclusive cards in the Care Bears Album to keep as a memento once completed. What’s been particularly rewarding is seeing just how joyfully players engaged with all these features.
Bringing such a beloved, iconic brand into the game reminded us why we love making games in the first place: moments where players feel surprised, delighted, and connected.
What is the studio most looking forward to in 2026?
As we look ahead to 2026, the team is most excited about continuing to learn, evolve, and build on everything we’ve accomplished so far for Candy Crush Solitaire. We have plenty of new ideas, fresh features, and creative opportunities we’re exploring, from the excitement of Solitaire Grand Cup to new seasonal collections. We are excited to make the game even more engaging and delightful for our players.
Diablo IV
What would you like to say to players after the updates to Diablo IV this year?
This has been a transformative year for Diablo IV and speaking on behalf of the entire team I want to say thank you to every player who has journeyed with us. Your passion, feedback and love of slaying demons pushed us to deliver some of our most ambitious updates yet, from class reworks to quality-of-life improvements and new collaborations. We know Diablo is at its best when it feels alive, evolving, and shaped by the community that plays it, and your trust has meant everything to us. I also want to thank the incredible producers, artists, writers, engineers, QA and everyone across Blizzard who pour their talent into this franchise every day.
Are there any stories you heard or saw about Diablo IV players this year that you’d like to reflect on?
One story that really moved us came from a son sharing that his 73-year-old father, who’s spent thousands of hours in Diablo IV, was suddenly facing a serious medical battle. The community rallied around him with messages of support, and we were able to send a care package during his recovery. It was a powerful reminder that even in the darkest moments, this community carries its own light. Diablo isn’t just a game people play; it’s a world they share, and strengthen, together.
What is the team most looking forward to in 2026?
2026 is shaping up to be one of the most exciting years in Diablo’s history. We’re gearing up for the launch of our next expansion, Lord of Hatred, the final fight with Mephisto that will challenge players in new ways and reveal a part of Sanctuary they’ve never seen before. It also marks the 30th Anniversary of Diablo, a milestone that means so much to everyone at Blizzard. We’re planning to celebrate this legacy all year long with our players across the world, including BlizzCon where we’ll gather with players and look toward the next era of Diablo. Most of all, we’re looking forward to forging new adventures, legendary gear and unforgettable moments alongside Diablo players. A vast road lies ahead, and we can’t wait to walk it with you!
Diablo® IV
Blizzard Entertainment
Diablo Immortal
What would you like to say to players after the updates to Diablo Immortal this year?
This year’s updates to Diablo Immortal were shaped by your passion, your feedback, and the incredible energy you bring to Sanctuary every day. We’re deeply grateful for the dedication and creativity of this community, from the players who theorycraft every patch to those who simply enjoy adventuring with friends. Each update is a reflection of your commitment to the world of Immortal, and we’re honored to be building it alongside you. Thank you for being such an essential part of this journey.
Are there any stories you heard or saw about Diablo Immortal players this year that you’d like to reflect on?
This year, we were inspired by how Diablo Immortal continues to bring players together. From long-time friends who meet in Sanctuary each week to the players creating guides, challenge runs, and community events, the passion and creativity of the community really stood out. Seeing players connect, support one another, and shape the experience in their own ways has been one of the team’s favorite parts of the year.
What is the team most looking forward to in 2026?
In 2026, the team is excited to bring some of our most ambitious updates yet — from new ways to experience Sanctuary to deeper systems players have been asking for. We’re equally thrilled about the launch of our official Diablo Immortal Discord channel, which is already becoming an amazing space for players to connect and share their passion. With big content and even bigger community moments ahead, next year is shaping up to be something special.
DOOM: The Dark Ages
What would you like to say to your players after releasing DOOM: The Dark Ages this year?
On behalf of the entire team at id, we’d like to thank everyone for their incredible enthusiasm and support for the game. DOOM fans are some of the best and most passionate players in games, so we’re always trying to give you something uniquely engaging and memorable. It has been incredibly rewarding to watch the community play and enjoy the game the way they have.
How does it feel to have your game out there after development?
After years of development, releasing a game is always such a mix of emotions from excitement and anticipation to curiosity, pride and even a little exhaustion. Ultimately, we do it all to create an experience that is unique, fun, engaging, smart, and rewarding enough that players want to give us their valuable time. We want them to enjoy it, talk about it, come back to it, feel challenged by it and then experience their own reward for mastering it. It’s most rewarding for us to see and hear that players enjoy that journey.
Are there any stories about how players have engaged with the game that you’d like to reflect on?
We put a lot of effort into the difficulty sliders – which was a very new feature for a DOOM game. Our goal was that the sliders could be used by the widest range of players possible – not just to make the game more approachable for newer players, but also much more challenging for our players with elite skills. It has been very rewarding to see the response. We’ve seen some of the best players in our community turning everything up to the absolute maximum speed and difficulty to demonstrate an extreme level of mastery of the game. We’ve also seen the sliders used in combination with our robust accessibility settings to give players who have never been able to experience a DOOM game before the opportunity to play and enjoy DOOM: The Dark Ages.
What is the team most looking forward to in 2026?
We can’t wait to release our DOOM: The Dark Ages expansion that we’ve been hard at work on and we have some additional updates we plan to make to The Ripatorium feature we added after launch. We also have some amazing anniversaries coming up in 2026! id Software turns 35 years old in February and we will celebrate the 10-year anniversary of DOOM (2016) in May. Our fans should look for information on streams and other activities where they can celebrate along with us – hint, we love giving away swag on our streams.

DOOM: The Dark Ages
Bethesda Softworks
The Elder Scrolls IV: Oblivion Remastered
What would you like to say to your players after releasing Oblivion Remastered this year?
We want to thank everyone for joining us in Cyrodiil this year! Bringing Oblivion Remastered to life has been a dream come true and seeing new players experience it for the first time, or watching diehard fans dive back into the boots of the Hero of Kvatch 20 years later, it means everything to us!
How does it feel to have your game out there after development?
It’s been incredible to unleash Oblivion Remastered to the world and see how much people are enjoying it. After years of super top-secret development, seeing your screenshots, hearing your stories, and feeling that energy has been just amazing!
We set out to preserve the heart of the original while ensuring new players experience that first breath of freedom as they step out of the Imperial Sewers and see the world open before them. Whether they’re closing their Oblivion Gate, kicking ass in the Arena, or wandering the streets of the Imperial City, watching people experience those moments are why we do this.
Are there any stories about how players have engaged with your game that you’d like to reflect on?
I’ve loved watching streamers say ‘I’ll just check it out,’ and then three hours later they’re chasing a rumor into an obscure side quest. The best part is seeing the same channels return week after week with new personal quests. Things like clearing every dungeon, finishing every side quest, and hitting all the DLCs! That “get hooked, come back, go deeper loop” is exactly what I personally love about Bethesda games and it’s exciting to see players have that same experience.

The Elder Scrolls IV: Oblivion Remastered
Bethesda Softworks
Remastered modernizes the 2006 Game of the Year with all new stunning visuals and refined gameplay. Explore the vast landscape of Cyrodiil like never before and stop the forces of Oblivion from overtaking the land in one of the greatest RPGs ever from the award-winning Bethesda Game Studios. Rediscover Cyrodiil Journey through the rich world of Tamriel and battle across the planes of Oblivion where handcrafted details have been meticulously recreated to ensure each moment of exploration is awe-inspiring. Navigate Your Own Story From the noble warrior to the sinister assassin, wizened sorcerer, or scrappy blacksmith, forge your path and play the way you want. Experience an Epic Adventure Step inside a universe bursting with captivating stories and encounter an unforgettable cast of characters. Master swordcraft and wield powerful magic as you fight to save Tamriel from the Daedric invasion. The Complete Story Experience everything Oblivion has to offer with previously released story expansions Shivering Isles, Knights of the Nine, and additional downloadable content included in The Elder Scrolls IV: Oblivion Remastered. *** The Elder Scrolls IV: Oblivion Remastered Standard Edition includes: • Digital base game • Shivering Isles and Knights of the Nine story expansions • Additional downloadable content: Fighter’s Stronghold, Spell Tomes, Vile Lair, Mehrune’s Razor, The Thieves Den, Wizard’s Tower, The Orrery, and Horse Armor Pack https://ift.tt/DrCH1zRThe Elder Scrolls Online
What would you like to say to players after the updates to ESO this year?
First and foremost, thank you. The Elder Scrolls Online is nothing without our community. Your passion and commitment inspire all of us on the development team, every single day. As a team, this past year was defined by ambition and transition, as we worked to deepen your experience in Tamriel. We delivered a beautiful new zone, new group content, significant updates like subclassing, and many needed quality-of-life improvements.
I understand firsthand that ambitious change and transition can sometimes come with mixed reactions. When we push boundaries or try new things, we’re always watching and listening closely. We hear you on where we succeeded and where we fell short. And we deeply appreciate the players who stuck with us through those moments of growing pains.
What is the team most looking forward to in 2026?
Our goal is to build upon ESO’s incredible legacy by focusing on meaningful improvements and evolution. We’re taking the lessons we learned this year to define our path forward. We believe the time you invest in Tamriel should always feel valuable and rewarding, and we’re focused on delivering that promise.
The launch of Seasons in 2026 will be an exciting new era for all of us, and I cannot wait for you all to experience it and tell us what you think. Let’s build our Tamriel together.
The Elder Scrolls® Online
Bethesda Softworks
Fallout 76
What would you like to say to players after the updates to Fallout 76 this year?
It really does seem like yesterday that we released Gleaming Depths, and here we are another year later with an even bigger drop of content with Burning Springs! Over the past 12 months we’ve made some pivotal changes to the game, several of them inspired by your feedback over the years. We are truly thankful for the incredible support from this amazing community. Your feedback on Discord, Reddit, and social media has certainly inspired us and played a major role in shaping Fallout 76. Thank you for being such an essential part of our journey—your passion and ideas continue to drive us forward!
Are there any stories about how players have engaged with Fallout 76 that you’d like to reflect on?
After Season 1 of the Fallout TV show dropped, we saw an amazing number of players, both new and old, come in and play. Our community responded in a way that I had never seen before. They build CAMPs right out in front of Vault 76 with signs saying, “Welcome New Players!”. Then they dropped weapons, armor, and plans in the donation box and on the ground for players to pick up and give them a good headstart into Appalachia. It says a lot about our community and just how much they enjoy playing together in Fallout 76.
What is the team most looking forward to in 2026?
I don’t know if there’s a single release we’re most looking forward to, but we do have a lot of things planned for next year. We have the native versions for Xbox Series X/S and PlayStation 5 coming, a bunch of changes to events and rewards, and my favorite hint at content so far from Jon Rush (Creative Director for Fallout 76) is… “The Barndoors in Graninger Farmstead open once twilight has drawn nigh.”
Stay Tuned…
Fallout 76
Bethesda Softworks
Gears of War: Reloaded
What would you like to say to your players after releasing Gears of War: Reloaded this year?
On behalf of the team at The Coalition and our partner studios Sumo & Disbelief, we’d like to say thanks for playing! Whether you’ve been with us since 2006 or you picked up a Lancer for the first time this year on a new platform, you’re a part of the Gears family and we salute you for spending time with us.
How does it feel to have your game out there after development?
It’s been so cool to see players come together without barriers for the first time in Gears’ almost 20-year history. Seeing our community fight side by side whether through the campaign story or in Versus reaffirms and reminds us why we make Gears: because gaming brings us together.
What is the studio most looking forward to in 2026?
Next year marks the 20th anniversary of Gears of War, and we can’t think of a bigger way to celebrate than with the release of Gears of War: E-Day. This is our most ambitious game yet, entirely built from scratch in Unreal Engine 5 to feel like Gears and play like new. This is a return to our roots as Marcus & Dom face the Locust for the first time ever. It’s the best place to jump into the Gears universe and we can’t wait to share more next year.

Gears of War: Reloaded
Xbox Game Studios
Grounded 2 (Game Preview)
What would you like to say to your players after releasing Grounded 2 this year?
The Grounded 2 team at Obsidian and our partners at Eidos-Montréal were so excited to get our game into the hands of players in Early Access/Game Preview in July this year. Grounded has the greatest community and finally getting them into and playing the sequel and letting us learn from their experiences and thoughts is taking us into a stage where we are truly developing the game with our fans. The most exciting aspect is that so many folks were willing to jump into and start playing Grounded 2 even on day one. It’s been inspiring and makes us excited about the things we have coming in the next year and beyond for the park. Basically, we’re totally geeked up and ready to go!
How does it feel to have your game out there?
Since Grounded 2 is in Early Access/Game Preview, we’re still in the midst of development, but that’s what makes it so cool. Developing with the community is unlike trying to make everything perfect and releasing all at once. Instead, we can put some things out there, warts and all, and let the fans tell us what’s working and what isn’t.
What I will say is that the reception for the game has been so very encouraging. Both here at Obsidian and our partners up at Eidos-Montréal were invigorated by the reception when we went live. And that has helped us push ourselves down the paths that are working and loved by the community.
And I just gotta say, working on a game is great, but shipping a game is awesome. We’re going to be shipping pieces of this game for the foreseeable future and each of those is super exciting for us. We can’t wait to bring more Grounded 2 to players and hope that they’ll love it as much or more than what’s available now.
Are there any stories about how players have engaged with your game that you’d like to reflect on?
The single most satisfying thing for us on Grounded 2 was the reception of the Buggies – your insect mounts. We felt from the very beginning of the project that this was going to be huge, but that it needed to be completely integrated into the overall experience. Our efforts on that feel like they’ve paid off. What we are hearing isn’t, “They should have done this better.” It’s more about how we are now talking amongst ourselves and saying, “We can and should do more and more and more of this.” That’s gratifying and has made us reevaluate how to bring more buggies and more buggy features online sooner.
On the other side, the less positive side, we are seeing that builders are less impressed with our offering. So we’ve changed some of our plans and accelerated some of our schedules to bring more building stuff online sooner. We want builders to be way more excited about building in Grounded 2 than in Grounded (1) and we are focusing on getting there in the first half of 2026.
What is the studio most looking forward to in 2026?
We have a lot of fun stuff coming up in updates to Grounded 2 in 2026 (and beyond!). We’re going to have an entire community garden added to the park very early in the year in our Winter Update, followed by a mid-sized update in the Spring, and then a really massive and (fingers crossed) awesome update coming in the Summer. Of course there will be more to come after that but Grounded 2 players can expect more of everything soon: more places to explore, more buggies, more armor and equipment, and more mysteries to solve. We are looking forward to bringing all these things to the players and continuing to make this game together.

Grounded 2
Xbox Game Studios
Heretic + Hexen
What would you like to say to your players after releasing Heretic + Hexen this year?
Everyone who worked on Heretic + Hexen at id and Nightdive Studios would like to express our thanks for playing, writing about, and making videos about our little corner of classic re-releases. We hope you were able to have fun revisiting old memories or perhaps be introduced for the first time to a game you never knew existed.
How does it feel to have Heretic + Hexen out there after development?
Being able to release at QuakeCon and getting to talk with everyone playing it live for the first time is such a fulfilling moment, especially for a game release that was unexpected like Heretic + Hexen’s. Releasing any game is always a huge, stressful effort, but the rush of that first couple of days after release is always worth it.
Are there any stories about how players have engaged with your game that you’d like to reflect on?
A big shoutout to the team of folks within the community that have taken up the mantle of collecting and uploading high quality, tested, versions of classic episodes. Be sure to load up the mods browser and be on the lookout for uploads marked “Bethesda Edition” and play through the best of what the community has put out over the years!

Heretic + Hexen
Bethesda Softworks
Indiana Jones and the Great Circle: The Order of Giants
What would you like to say to your players after releasing the expansion to Indiana Jones and the Great Circle this year?
Seeing all the Indiana Jones fans out there still playing and enjoying the timeless adventures of this beloved character through our passion project truly warms our hearts! It feels incredibly exciting to deliver a strong, mysterious, story-driven DLC that gives fans of the base game even more thrilling exploration and action in enigmatic temples, amidst forgotten and hidden secrets!
We are really happy and thankful to all the gamers out there who continue to show such strong support for our games—thank you!
How does it feel to have Indiana Jones and the Great Circle: The Order of Giants out there after development?
It was an amazing experience to continue creating more Indiana Jones adventures after wrapping up the main game. We already had everything in place, which allowed us to quickly dive back into making the things we loved from the first game—mysterious, intricate adventures, secrets around every corner, and a high-quality experience for fans of strong adventure games. We feel very fortunate to be in a position where we could deliver another chapter to our Indiana Jone’s story.
Are there any stories about how players have engaged with the game that you’d like to reflect on?
One of the most enjoyable things to witness as players explore the game is the incredible amount of time they spend in different areas! We constantly hear stories about how much time people dedicate to the sandboxes, uncovering secrets and hunting down every collectible.
What’s even more amazing is how many players gather around the game as a family. We’ve heard stories of gamers playing together with their children—and even their parents. Fantastic! In a sense, it has truly become a generational game, exactly what we hoped for!
What is the team most looking forward to in 2026?
The team at MachineGames is currently looking forward to creating more exciting games for our fans, and we still feel overwhelmed by the tremendous love and support we’ve received so far with the release of Indiana Jones and The Great Circle: The Order of Giants!
Since we’re also gamers at MachineGames, we’re thrilled about all the amazing and creative games coming from so many other talented studios. It’s truly a great time to be alive if you love playing high-quality games.
Indiana Jones and the Great Circle
: The Order of Giants
Bethesda Softworks
: THE ORDER OF GIANTS DLC WILL BE AVAILABLE FOR PURCHASE SEPARATELY FROM SEPTEMBER 4 11:00AM EDT, 2025 (BASE GAME REQUIRED TO PLAY) There is a myth of a beast in the hidden depths of Rome, rumored to guard a terrible secret. Indiana Jones and the Great Circle
: The Order of Giants DLC is an all-new story chapter that takes Indiana Jones to the ancient streets of Rome where forgotten catacombs twist into something far more sinister. Indy must outwit a dangerous cult and decipher intricate puzzles designed by emperors to uncover the dark legacy of the Nephilim giants. MYSTERIES OF THE ROMAN EMPIRE AWAIT When Indiana Jones encounters Father Ricci, a young priest desperate for help to track down a Roman artifact, a standard treasure hunt soon turns into a perilous journey. Along the way Indy must face the sinister plots of Emperor Nero and his gladiator games, the enigmatic Cult of Mithras, and whatever else lurks in the shadows. Can Father Ricci's cryptic knowledge guide Indy through these treacherous passageways? Only Indiana Jones can piece together this breathtaking mystery. EXPLORE THE SHADOWS OF ROME Danger awaits as The Order of Giants takes Indiana Jones beyond the walls of Vatican City and into a brand new open-area map in the bustling city of Rome. Adventure through the crumbling ruins of the Colosseum to the pristine Vatican Gardens. The mystery will also take you into Rome’s ancient sewer system, the Cloaca Maxima, and deeper below ground to foreboding crypts. A DANGEROUS CULT The secretive, centuries old Cultists of Mithras are everywhere, striking from the shadows. Their dark red robes reflect the blood oaths to their cause, and they’re willing to kill or die to protect the ancient power they serve. *Base Game required (sold separately)Keeper
What would you like to say to your players after releasing Keeper this year?
Thanks for playing and reaching out to tell us about your experiences with Keeper! More than any other game I’ve led, players have been sharing a lot about their time with Keeper. For some, it’s been the emotion of the game that resonated with them, for others it’s the striking, painterly world, and for some it’s just that Keeper is something different and unexpected – a real palate cleanser!
How does it feel to have the game out there after development?
In a word: amazing! Game developers work so hard for years to make and ship a compelling game – but you’re never sure if it will connect with players until it’s shipped and out in the wild. So it’s been wonderful that Keeper has received so much positive feedback! The team has watched a lot of fun streams and read all sorts of social media posts; it’s incredibly rewarding to see players engaging with the game, having fun, and discussing what they think the game is about.
Are there any stories about how players have engaged with your game that you’d like to reflect on?
Lots of people have been playing this game with friends, their partners, or children. It’s a great game to experience with a loved one. A player reached out to tell us that they played the game with their twin daughters. Immediately after finishing the game, their daughters – through sobs – told their parent that they would be starting the game over the following day! That sort of thing is just amazing to hear– those personal experiences are good reminders that video games are meaningful to a whole lot of people in different ways.

Keeper
Xbox Game Studios
Minecraft
What would you like to say to your players after Minecraft‘s updates and additions this year?
I want to offer our players and creators a massive thank you for going on this journey with us this year. You inspire us every day. It’s been an incredible year for our team and our amazing community. This year alone, we released Mounts of Mayhem, The Copper Age, Chase the Skies, Spring to Life, and Vibrant Visuals! We’ve seen Minecraft creators deliver new games like Soul Steel, Mobmaze, and embrace Vibrant Visuals to create beautiful experiences like Prizma Visuals, Luminous Dreams, and Dark Fantasy Visuals. And earlier this year, we got to see the world’s incredible response to ‘A Minecraft Movie’.
Are there any stories about how players have engaged with the game that you’d like to reflect on?
Every month, we receive hundreds of letters from players and fans across the world. Reading them is one of the most grounding parts of my job. People don’t just tell us what they’ve built – they tell us why it matters, and how Minecraft has woven itself into real moments in their lives.
What stands out most is how often players describe Minecraft as something that brings them closer to the people they care about. They talk about worlds created with childhood friends that have lasted for years – sometimes a decade or more. They write about stepping away as life takes over… and then returning to those very same worlds as adults, opening the door to a place that still feels like home. Even when the world around them can feel heavy.
We hear from fathers and sons, mothers and daughters, college roommates, long-distance partners – all using Minecraft as a space to create, explore, laugh, problem-solve, and stay connected. These stories aren’t just heartwarming; they’re a reminder of the power of play.
Over time, Minecraft has naturally found its way into life’s milestones: birthday parties, classroom projects, family traditions, and quiet moments when someone simply needed a place to feel safe and creative. Parents tell us they trust the environment we’ve created, and that all people feel welcome. And that’s ultimately why Minecraft holds such a special place in so many hearts: I’m reminded that Minecraft isn’t just a game – it’s a place where memories are built, shared, and carried forward. This inspires our team to keep building this game forward for generations to come.
What is the studio most looking forward to in 2026?
2026 is going to be a great year for the Minecraft community. We have so much in store for next year and the team is hard at work. We’re always listening to our community and excited to continue to evolve the game alongside all of them. Our creators are building some incredible experiences that will be going live all year and I can’t wait for our players to get their hands on our new game drops – there’s some amazing new features and content that we think the community will love.
Minecraft
Microsoft Studios
Ninja Gaiden 4
What would you like to say to your players after releasing Ninja Gaiden 4 this year?
Our deepest thanks to everyone who has played the game, from the Master Ninjas who have been supporting the series for a long time, to those who are playing the series for the first time! Our days were spent developing the game so that players can enjoy the series’ signature intensity and a variety of actions to overcome difficult situations, so I’m happy if you experienced even a bit of the game! I think the flavor of the action really comes through the more you play it, so please continue to enjoy the different characteristics of the two Master Ninjas, Yakumo and Ryu! – Hirayama
To everyone who has supported Ninja Gaiden over the years, and to those how have started playing the series from this entry, thank you for playing the game. I enjoy watching your gameplay videos and comments on social media every day. In this game, we aimed for the revival of pure action that transcends time, and the three companies put everything into developing it. The action is really exciting and it’s a stoically made game, so those of you who have played the game please continue to thoroughly study it… and those who haven’t played it yet, I’ll be thrilled if you give this feel good slash action a try! – Nakao
How does it feel to have the game out there after development?
First of all, to be able to deliver a new numbered title in the series after 13 years is something that our entire team is truly happy about. We continuously debated and adjusted the game towards its launch, and once it was released it felt like it passed in an instant so I didn’t feel anything immediately, but as I saw social posts and videos being posted every day, little by little I began to feel joy. – Hirayama
For our development team, there are many members who, during the golden age of slash action games, were players or were involved as developers. So, while we had confidence in the game itself, I felt more nervous and excited than I have ever been before. And my current feeling is of relief, since the action has been well received. – Nakao
Are there any stories about how players have engaged with your game that you’d like to reflect on?
For a long time, we were in the dark while developing this game but seeing everyone playing and reacting to it at gaming events was a big driving force in development, and we made use of it in the final adjustments towards launch. Thank you again for your support! Post-launch, we are checking every single piece of feedback, so please look forward to future in-game updates! – Hirayama
Although I’ve mentioned it several times, we’ve been receiving a lot of feedback that, “the action definitely feels good!”, and it’s the part we’ve put our most effort into, so I am extremely happy that everyone is pleased with it. In this game we’ve taken the big challenge of mixing the best parts of Ninja Gaiden with the best parts of PlatinumGames’ action, so nothing makes me happier than hearing everyone enjoying the action. – Nakao
What is your studio most looking forward to in 2026?
We are really looking forward to everyone playing “The Two Masters,” the additional content currently in development! In addition to new weapons for Yakumo and Ryu, we are planning on an additional story and other replayable content. We’re working hard to deliver it as soon as we can, so please wait a little bit longer! – Hirayama
There are many games coming out next year, and as always, several action games will be released, so as an action game maker we are looking forward to seeing these games. For us, in 2026 we are planning to release additional content for Ninja Gaiden 4, “The Two Masters,” which we are currently hard at work developing. Not only is there content such as a new story, but above all the new weapons for each character will provide a new play experience unlike any of the previous weapons, so we hope you look forward to it! – Nakao

NINJA GAIDEN 4 Standard Edition
Xbox Game Studios
The Outer Worlds 2
What would you like to say to your players after releasing The Outer Worlds 2 this year?
The most important thing I have to say is thank you. The response has been overwhelming and I can’t thank our fans enough for all the support they have given us. Sometimes when you are making a game you can feel lost. For, like, 90% of making an RPG it feels like a big mess – so many systems incomplete, and you just aren’t sure if things will fully come together. You have faith and experience, but you never truly know until it’s in the hands of the players. Then, you see how happy the fans are, and it reminds you why you go through those hard times. It’s because the game brings genuine happiness and that is a badass feeling.
How does it feel to have your game out there after development?
It’s a strange feeling. In all of my years making games at Obsidian I’ve never felt it before. It’s a mixture of relief and excitement, but also some sadness.
It’s a thrill to see players get into the game and fall in love with all of the stuff we were hoping would resonate with them. It’s also a huge weight off of my shoulders after all of this time. I feel an enormous responsibility to our fans to give them the kind of RPG that I would want if I were them and I feel like we have delivered. That wasn’t a given, though, so it is good to see people really enjoying what we’ve put together for them.
The development of The Outer Worlds 2 has been the longest of my career and the one that I’ve put the most of myself into during development. It’s such a relief to get it out to all of our fans, but there is now some undeniable sadness. It’s like watching your child go away to college or something. You’re proud of the accomplishments, but you’re sad to see something that was such a large part of your life go out into the world.
Are there any stories about how players have engaged with your game that you’d like to reflect on?
I’m not sure about specific stories, but I’ve been happy to see the positive reception to some of the deeper roleplaying mechanics we’ve added – like our revamped Flaws system. Seeing people’s excitement over all of the fun and interesting ways they can trigger flaws definitely brings a smile to my face. It’s the kind of found joy that I really love in games and, specifically, in RPGs. Just when you find something that wasn’t telegraphed in any way and feels like it was custom made for you. It’s the reason I fell in love with RPGs and I hope it makes other gamers fall in love with the genre in the same way. I was also a bit worried that some gamers may not enjoy that type of character development, but it gives me hope that we can really explore those types of RPG systems in future games I make. I think it gives us some leeway to do more experimenting in the future.
What is the studio most looking forward to in 2026?
I can’t speak for the studio, but I’m excited to work with the team to continue adding to The Outer Worlds 2. We have a couple of DLCs coming out and we are also talking about what kind of continual improvements we want to release to the players over the next year. We have a ton of ideas – everything from new features to quality-of-life improvements that players have been asking for when we talk to them. It’s an exciting time for us and I can’t wait to share more info once we get deeper into the planning.

The Outer Worlds 2
Xbox Game Studios
Overwatch 2
What would you like to say to players after the updates to Overwatch 2 this year?
This year ultimately brought out the best in the Overwatch team. Inspired by the evolving landscape of the industry, we embraced the opportunity to take bold risks and focused on making impactful changes rather than playing it safe. The team launched major features like Stadium and Perks, choosing to introduce and tune them in ways that felt more daring and noticeable than in the past. The response from our community has been amazing, and we feel our relationship with our players is stronger than ever.
Are there any stories about how players have engaged with Overwatch 2 that you’d like to reflect on?
One standout moment was reconnecting with our players in China when we relaunched Overwatch 2 in the region. Despite the absence, the community’s passion remained strong, with fans organizing offline events, creating art, and supporting esports. This enduring passion for the Overwatch universe highlighted how the game brings people together and means so much beyond just gameplay, reinforcing our excitement for the future.
What is the team most looking forward to in 2026?
Looking ahead, the Overwatch team is excited to deepen the universe and lore surrounding our Heroes, moving beyond their functional roles in a game. We’re eager to take creative steps that will allow the game to lean further into storytelling and character development, and we can’t wait to share these new experiences with our community. There’s a real sense of momentum and optimism within the development team, and we believe 2026 will be a year where our boldest ideas come to life.
Overwatch® 2
Blizzard Entertainment
Retro Classics
What would you like to say to your players after releasing Retro Classics this year?
We want to extend a huge thank you to the 1.5 million retro game enthusiasts who have come out to play. It has been inspiring for the development team to see such a great response to the tournaments, challenges, and high score leaderboards and drives us to improve the experience with every new release. – Mike Rouse
How does it feel to have Retro Classics out there after development?
As a small studio of dedicated retro game developers, being able to work with Microsoft Studios IP and bring these legacy games to life on modern platforms has been a privilege. The passion the community has shown so far keeps the Antstream team motivated as we are not even half-way through the full catalogue of titles and still have loads of great games to come. – Steve Cottam
Are there any stories about how players have engaged with Retro Classics that you’d like to reflect on?
The community continues to surprise us, with certain games drawing way more attention than anticipated, like Tennis, which continues to see strong active player numbers. Then we have some of the more obscure titles like Venetian Blinds, and some of the early Activision tech demos, which players seem to love despite limited gameplay – we can only speculate that that’s the best kind of nostalgia. We have also loved reading the responses to announcing the monthly game drops, with players frequently reminiscing about their favourite gameplay moments or speculating what the next launch titles will be and their excitement when we deliver. – Mike Rouse
What are you most looking forward to in 2026?
2026 is shaping up to be a keystone year for interactive entertainment. The industry is expecting some generation-defining titles to be launched, along with exciting new ways for gamers to access their content. Antstream are excited to continue launching titles that helped define the previous generations, and bringing the joy of retro to a new generation of gamers wherever they choose to play.” – Oliver Woods
Games are all about telling great stories and capturing moments that surprise us. These don’t always rely on high-end devices or cutting-edge CGI, retro games can achieve these moments through simple mechanics and 8-bit graphics, which in the right moment leaves a lasting memory. It’s these moments we try to bring out in Retro Classics and, while the players aren’t always able to share these with us directly, we know they are happening across couches, dorm rooms and games rooms around the world every day. – Stewart Stanbury

Retro Classics
Xbox Game Studios
Sea of Thieves
What would you like to say to your players after Sea of Thieves’ updates and additions this year?
A huge thank-you to anyone who’s set sail in 2025! Whether you’re an old salt or you cast off on your maiden voyage this year, it’s always incredible to see players living their best pirate life and diving into our new features each season. We’ve had big updates to The Hunter’s Call and The Reaper’s Bones this year which offer two very diverse sets of activities for different kinds of players, the arrival of the Smugglers’ League to shake up how you gather and turn in treasure, and we’ve just launched Season 18, introducing a brand new boss fight with the Eternal Guard. We really appreciate everyone who’s been a part of our pirate paradise.
Are there any stories about how players have engaged with the game that you’d like to reflect on?
Sea of Thieves is a game that’s driven by our players’ stories, so too many to list, but our Community Weekends are always a great source of creativity and camaraderie! That was especially true for our seventh anniversary, where we organised a cake hunt in-game. We didn’t explicitly say what was happening, so it was up to our players to come together, seek out the cakes, and work out that seven riddles found nearby contained a code that would unlock an in-game title. And right now it’s the Festival of Giving, so we’ve got our Sea of Thieves Partners and our Pirate Legends sailing around in game giving out gifts to other crews. You love to see it!
What’s the studio most looking forward to in 2026?
We’ve been working on a lot of exciting features and updates, and players will get their first taste of them in our Community Direct podcast in January, so that’s currently got a lot of us excited as it’ll be the big reveal of months of hard work across the team. Beyond that, I’d better not say, or I’ll risk ending up in the brig for the holidays!

Sea of Thieves: 2025 Edition
Microsoft Studios
South of Midnight
What would you like to say to your players after releasing South of Midnight this year?
Thank you for giving South of Midnight a chance. Thank you for your kind words, your messages, and your support. Most of all, thank you for exploring the world we’ve built and sharing your experiences with us… it means the world to the team.
How does it feel to have your game out there after development?
It’s our first game as an Xbox Games Studio, and we’ve come a long way since shipping We Happy Few. With South of Midnight, we’ve grown as a team, matured as a studio, and created what we believe is our best game yet. Making this game required us to be vulnerable, to open ourselves creatively and take risks, and the result is a title that doesn’t leave players indifferent. As for us, we’re already working on our next project! The team is unified and more motivated than ever to build our next game. We’ve learned so much from South of Midnight, and we feel confident that the choices we’re making now will set us up to create our most memorable game yet!
Are there any stories about how players have engaged with your game that you’d like to reflect on?
We’ve been receiving many messages from players, particularly those from the American Deep South, praising how we’ve captured the region’s atmosphere, and that means a lot to us, since we’ve devoted so much effort to it. Many highlight the sounds: crickets, the wind through the trees, and the overall soundscape… as well as the art, the feeling of heat, and the atmosphere. Hearing them describe how the world resonates with them has been incredibly rewarding for the team. We’ve also received a lot of positive reactions to the story, and how players connect emotionally with some of the mythical creatures and their backstories. The fact that the game’s world, audio, the music, and narrative evoke such strong responses is something we deeply value.
What is the studio most looking forward to in 2026?
Everyone at Compulsion is incredibly proud of what we’ve built, and of the amazing response from players. Over the past months, we’ve received countless requests from the community to bring the game to PlayStation 5 and Nintendo Switch 2. We’re thrilled to answer those calls and can’t wait for even more players to experience South of Midnight when it launches on these platforms next Spring.

South of Midnight
Xbox Game Studios
Tony Hawk’s Pro Skater 3 + 4
What would you like to say to players after releasing Tony Hawk’s Pro Skater 3 + 4 this year?
This community has always been the heart of Tony Hawk’s Pro Skater, and releasing THPS 3+4 this year reminded us just how passionate, creative, and welcoming you all are. Thank you from us and Iron Galaxy for showing up with the same energy that made these games iconic in the first place. Whether you’ve been kickflipping since the early 2000s or you’re discovering these levels for the first time, we’re grateful you’ve chosen to shred with us. Launching a game rooted in nostalgia while delivering something fresh is no small task, and your support made the journey worth every step. Thank you for keeping the spirit of skate alive.
How does it feel to have the game out there, and what’s the response been like?
It’s surreal in the best possible way. On the road to launch, alongside the team at Iron Galaxy, we kept asking ourselves, ‘How do we stay true to what players love while still pushing things forward?’ Seeing players immediately recognize the soul of THPS – the flow, the muscle memory, the soundtrack vibes – has been incredibly validating. Hearing that people are rediscovering their favorite lines and competing for top leaderboard spots again in Tony Hawk’s Pro Skater 3 + 4 has been a highlight for our entire team.
The launch of the game featured an incredible event — do you have any stories you’d like to share about bringing so many people together to celebrate the game?
THPS Fest was in incredible moment for everyone involved in bringing THPS 3+4 to players. For us, the standout story was watching the energy shift as soon as live performances from the soundtrack kicked in. Tracks that defined an era had people across generations vibing instantly – developers, pro skaters, content creators, media, Tony, everyone. At one point, a group of creators spontaneously organized a live ‘combo challenge’ in the corner of the venue, drawing a massive crowd. It was unplanned and completely authentic, which made it perfect. That’s the magic of Tony Hawk’s Pro Skater – it brings people together without even trying.

Tony Hawk's
Pro Skater
3 + 4
Activision Publishing Inc.
Pro Skater
3 + 4. Everything you loved is back, but revamped with more skaters, new parks, gnarlier tricks, eardrum shattering music, plus a whole lot more. – Reunite the crew with cross-platform online Multiplayer* for up to 8 skaters in new and returning game modes. – Drop in to new parks or tear it up across the timeless parks from both Tony Hawk’s
Pro Skater
3 & Tony Hawk’s
Pro Skater
4, authentically remade in jaw dropping 4K** resolution with streamlined goals and the epic 2-minute format. – Hit ‘em with some drip in the expanded Create-A-Skater and Create-A-Park modes, including the ability to create custom goals to share with friends for the first time ever. – Shred harder than ever with more challenging goals and an enhanced New Game+ mode. – Whether you’re a total casual or a grungy pro, the same smooth handling and simple-to-learn controls from Tony Hawk’s
Pro Skater
1 + 2 will have you shredding like a Pro. Alert the neighborhood watch and grab your skate buddies because the shred’s not dead. It’s back and better than ever. *Activision account and internet required for online Multiplayer and other features. A Game Pass subscription may be required for Multiplayer and other features (sold separately). Activision may modify or discontinue online services in the future, which may impact the continued availability of online gameplay. Online services may be discontinued to to factors including number of players. **The Xbox Series X version of the game will run native 4K at 60FPS in Fidelity Mode. The Xbox Series S version will render at 1440P and upscale to 4K. 4K output requires a 4K compatible device or display. For more information, please see www.tonyhawkthegame.com. © 2025 Activision Publishing Inc. ACTIVISION and PRO SKATER are trademarks of Activision Publishing, Inc. TONY HAWK is a registered trademark of Tony Hawk, Inc. All other trademarks and trade names are the property of their respective owners.Towerborne (Game Preview)
What would you like to say to your players after Towerborne‘s updates and additions this year?
On April 29 we brought Towerborne to Xbox Game Preview. Adding Xbox and Windows players to our Steam community was awesome. Thank you to everyone who played this year, but especially to our Founders. We haven’t been able to say much lately but we heard your feedback and have been working tirelessly to incorporate it into Towerborne.
What is the studio most looking forward to in 2026?
We learned so much this year, both from what players told us and how they played. We took this feedback to heart, and the entire team has worked hard on a major update to Towerborne. We’re excited to share that update with everyone in 2026!

Towerborne (Game Preview)
Xbox Game Studios
World of Warcraft
What would you like to say to players after the updates to WoW this year?
Everything World of Warcraft has accomplished this year has been shaped by the community’s input and feedback. Our roadmap reflects what players have told us they want, and we’re committed to making Azeroth a place where everyone can find their people and play their way. The heartbeat of World of Warcraft is its community, and that will always guide us going forward.
Are there any stories about how players have engaged with WoW that you’d like to reflect on?
It’s been inspiring to see the community embrace Player Housing! Players have already created incredible neighborhoods and shared guides, showing creativity and a willingness to help others. The way people our players come together – whether through guilds, new features, or supporting each other in-game – continues to make Azeroth feel like a true home and a place for connection and meaning.
What is the team most looking forward to in 2026?
We’re excited to keep evolving Azeroth as a world where players can escape, recharge, and connect with friends. We’ll be launching our Midnight expansion on March 2, which is part two of The Worldsoul Saga – this is a story that will resonate whether you’re a new player or have been with us for decades.
Next year, we’ll focus on expanding Player Housing, listening even more closely to player feedback, and finding new ways to bring the magic of Warcraft to everyone, both in-game and beyond. There’s a real sense of momentum as we march toward BlizzCon 2026, and we’re looking forward to building the future of Azeroth together with our community.
The post From Our Worlds to Yours: Thank You for an Incredible 2025 appeared first on Xbox Wire.
source https://news.xbox.com/en-us/2025/12/18/xbox-bethesda-blizzard-activision-king-2025-games-thank-you/

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