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		<title>Gears of War 2 Hits PC at Last, Built by One Modder, Not Microsoft</title>
		<link>https://winaddons.com/gears-of-war-2-hollow-pc-port-recompilation/</link>
					<comments>https://winaddons.com/gears-of-war-2-hollow-pc-port-recompilation/#respond</comments>
		
		<dc:creator><![CDATA[Nathan Brooks]]></dc:creator>
		<pubDate>Mon, 20 Jul 2026 18:28:11 +0000</pubDate>
				<category><![CDATA[NEWS]]></category>
		<category><![CDATA[XBOX]]></category>
		<guid isPermaLink="false">https://winaddons.com/?p=434</guid>

					<description><![CDATA[A solo modder's Gears of War 2: Hollow reaches PC through Xbox 360 recompilation tech, arriving as Microsoft tightens exclusivity around Gears of War: E-Day.]]></description>
										<content:encoded><![CDATA[<p>Gears of War 2 is running on Windows PCs for the first time in its eighteen-year history, and Microsoft had nothing to do with it. A solo developer working under the name Helios built the port, called Gears of War 2: Hollow, without touching an emulator.</p>
<p>Hollow arrives beside a fast-growing string of fan projects rebuilding other console exclusives the same way, using recompiled code instead of a translation layer. It lands right as Xbox has started locking new games back onto its own hardware.</p>
<h2>Gears of War 2: Hollow Rebuilds a Broken Build</h2>
<p>Gears of War 2 launched only on Xbox 360 in 2008. It continued the story of Marcus Fenix and his COG (Coalition of Ordered Governments, the game&#8217;s human military faction) squad, who fight the Locust Horde across the planet Sera.</p>
<p>Microsoft never brought the game to Windows, even after porting Gears of War 4 and Gears 5 to PC without much fuss. Hollow closes that gap on its own.</p>
<p>It runs the full single-player campaign, competitive multiplayer, Horde mode, Steam-based co-op, every base and expansion map, and the Road to Ruin story downloadable content (DLC). According to Helios, the build started from a broken, unreleased PC development version of Gears of War 2 that never shipped. He then filled it out with content recompiled from the Xbox 360 release.</p>
<p>Helios <a href="https://x.com/Hi_Helios/status/2077863399040446637" target="_blank" rel="noopener">announced the finished build</a> as a one-person effort. He wrote that the port was “a 1 man project so the Online/pvp were not tested,” and apologized in advance for any issues players might hit in multiplayer.</p>
<figure class="wp-block-image aligncenter featured-image" style="margin:1.5em auto;text-align:center;"><img decoding="async" class="aligncenter" src="https://winaddons.com/wp-content/uploads/2026/07/gears-of-war-2-hollow-unofficial-pc-port-by-helios.webp" alt="Gears of War 2 Hollow unofficial PC port by Helios" style="width:100%;max-width:800px;height:auto;border-radius:8px;display:block;margin:0 auto;" /><figcaption style="text-align:center;font-size:0.85em;color:#888;margin-top:0.5em;">The unofficial build recreates Gears of War 2&#8217;s full campaign and Horde mode without any Xbox 360 hardware or emulator.</figcaption></figure>
<h2>What Makes Recompilation Different From an Emulator?</h2>
<p>Recompilation converts a game&#8217;s original machine code directly into new code a Windows PC can run natively, skipping the translation layer an emulator needs at runtime. Emulation instead interprets the original instructions on the fly, one by one, while the game plays. Recompiled ports typically run faster and mod more easily than emulated ones.</p>
<p>That distinction is why Helios insists Hollow is not an emulator wrapper. The underlying code has already been transformed into something Windows understands directly. That is also why the game launches as a normal .exe, instead of booting inside a virtual Xbox 360.</p>
<p>The technique itself is not new. It powers <a href="https://github.com/N64Recomp/N64Recomp" target="_blank" rel="noopener">a tool built to statically recompile Nintendo 64 games</a> into native executables. That same foundation sits behind Zelda 64: Recompiled and roughly a dozen other N64 ports now running on PC without any original hardware involved.</p>
<h2>A Toolchain Already Cracking the Xbox 360&#8217;s Back Catalog</h2>
<p>What began on the N64 has already jumped to Microsoft&#8217;s own retired hardware. Developer collective hedge-dev built <a href="https://github.com/hedge-dev/XenonRecomp" target="_blank" rel="noopener">a tool for recompiling Xbox 360 games into native code</a> called XenonRecomp, heavily inspired by the N64 project. The team used it to ship a standalone recompiled port of Sonic Unleashed.</p>
<p>A separate project called ReXGlue is trying to turn that one-off into a repeatable pipeline. Its creator, a developer known as Tom, built it on top of the Xbox 360 emulator Xenia. He then swapped Xenia&#8217;s just-in-time (JIT) translation for ahead-of-time compilation, the same idea behind static recompilation elsewhere.</p>
<blockquote>
<p>Static recompilation opens the door for things that are extremely difficult or outright impossible to achieve in the realm of JIT emulation.</p>
</blockquote>
<p>Tom, the developer behind ReXGlue, said that in <a href="https://readonlymemo.com/rexglue-xbox-360-recompilation-interview/" target="_blank" rel="noopener">an interview about the project&#8217;s static recompilation approach</a>. ReXGlue&#8217;s first public code landed in February 2026, and contributors have since used it to start ports of other Xbox 360 exclusives.</p>
<p>Hollow&#8217;s own code base is described by Helios as custom, not built on the public ReXGlue or XenonRecomp tooling. The pattern around it is still unmistakable. Fan communities have already grouped it into the same “recomp” conversation as those Xbox 360 and N64 projects.</p>
<p>It is not the first console exclusive to fall this year, either. An unofficial port brought a console-exclusive Silent Hill game to PC fourteen years after its release, and a free fan build put Animal Crossing on Windows earlier this year.</p>
<table>
<thead>
<tr>
<th>Project</th>
<th>Original Platform</th>
<th>Built By</th>
<th>Status</th>
</tr>
</thead>
<tbody>
<tr>
<td>Zelda 64: Recompiled</td>
<td>Nintendo 64</td>
<td>Community tool N64Recomp</td>
<td>Released; one of roughly a dozen N64 recomp ports</td>
</tr>
<tr>
<td>Unleashed Recompiled</td>
<td>Xbox 360 (Sonic Unleashed)</td>
<td>hedge-dev</td>
<td>Released and playable natively on PC</td>
</tr>
<tr>
<td>ReXGlue-based ports</td>
<td>Xbox 360</td>
<td>Creator known as Tom</td>
<td>Early access since February 2026</td>
</tr>
<tr>
<td>Gears of War 2: Hollow</td>
<td>Xbox 360</td>
<td>Solo developer Helios</td>
<td>Beta; campaign done, multiplayer untested</td>
</tr>
</tbody>
</table>
<h2>Hollow&#8217;s Beta Still Shows Its Seams</h2>
<p>Hollow is playable with either a controller or mouse and keyboard, but the interface has not caught up to that flexibility. Prompts still tell keyboard players to press A to take cover or Y to refocus the camera, controller buttons that do not exist on their setup.</p>
<p>The game was recompiled as a 32-bit DirectX 9 (DX9) executable. Players on the guru3d forums have reported stutter around checkpoints and big set pieces, and some use the graphics tool DXVK to smooth performance out.</p>
<p>Retro gaming YouTuber Video Game Esoterica has covered the release and noted it runs on Windows. He has also seen it running on Linux-based setups such as Steam Deck.</p>
<p>Helios did include a launcher for tuning the experience:</p>
<ul>
<li><strong>Display</strong> &#8211; uncaps resolution and frame rate limits well past the Xbox 360 original</li>
<li><strong>Graphics fidelity</strong> &#8211; toggles for anti-aliasing, shadow quality and anisotropic filtering</li>
<li><strong>Post-processing</strong> &#8211; switches to strip out lens flare, bloom and depth of field</li>
<li><strong>Controls</strong> &#8211; full keybind remapping for mouse-and-keyboard players</li>
</ul>
<p>Hollow&#8217;s legal footing remains its most exposed point. The build rests on a leaked internal development disc Microsoft never released. It circulates through ModDB and Discord rather than any storefront, and Microsoft has not commented on it.</p>
<ul>
<li><strong>Confirmed:</strong> Hollow includes the full campaign, Horde, co-op and the Road to Ruin DLC campaign, built from that leaked development disc plus content recompiled from the Xbox 360 release.</li>
<li><strong>Confirmed:</strong> Competitive multiplayer runs but has not been fully tested, since one person built the entire port alone.</li>
</ul>
<ul>
<li><strong>Unconfirmed:</strong> Whether Microsoft or developer The Coalition will ask for the port&#8217;s removal.</li>
<li><strong>Unconfirmed:</strong> Whether a rumored official Gears of War 2 remake still moves forward now that a free fan build already exists.</li>
</ul>
<h2>Microsoft Tightens Its Grip on Gears of War&#8217;s Exclusivity</h2>
<p>Hollow&#8217;s release lands in an odd moment for Xbox&#8217;s own platform strategy. Gears of War: E-Day, the series&#8217; next entry from developer The Coalition, launches October 6, 2026, on <a href="https://www.xbox.com/en-US/games/gears-of-war-eday" target="_blank" rel="noopener">Xbox Series X/S and Windows PC with Game Pass access on day one</a>. It is not coming to PlayStation 5.</p>
<p>That call reverses course from 2025, when Gears of War: Reloaded, a remaster of the original 2006 game, launched across PlayStation 5 as part of Microsoft&#8217;s broader multiplatform push. New Xbox CEO Asha Sharma reportedly ordered E-Day pulled from PS5 shortly before this year&#8217;s showcase. It was <a href="https://winaddons.com/gears-of-war-e-day-ps5-canceled-xbox-exclusive-sharma/" target="_blank" rel="noopener">her first major exclusivity call</a> since taking the job.</p>
<p>Xbox chief content officer Matt Booty put it plainly afterward. “We want people to have a reason to get on board with Xbox,” he said. The comment lined up with <a href="https://winaddons.com/xbox-matt-booty-exclusivity-strategy-two-games/" target="_blank" rel="noopener">his broader account of how few games actually carry that exclusivity bet</a>.</p>
<p>That policy shift does not touch Gears of War 2 directly. Microsoft is actively narrowing which new Gears titles reach rival hardware. A single modder has already proven the fourteen-year-old back catalog entry can reach a platform Microsoft itself never shipped it to.</p>
<h2>Gears 3 and Judgment Are the Obvious Next Targets</h2>
<p>Gears of War 3 and Gears of War: Judgment remain the series&#8217; last untouched console exclusives, both still locked to Xbox 360 hardware or whatever emulation players can manage. Hollow&#8217;s release, and the broader recomp scene behind it, makes both look like open invitations rather than permanent walls.</p>
<p>Xbox has already shown that “exclusive” carries more nuance than console-only. E-Day stays off PlayStation 5 while still <a href="https://winaddons.com/xbox-clarifies-console-exclusive-meaning/" target="_blank" rel="noopener">shipping day one on Windows PC and cloud</a>, the same platform Hollow now occupies uninvited.</p>
<p>A tracker maintained by <a href="https://retrolunch.com/blog/posts/2026-03-31-pc-recomps.html" target="_blank" rel="noopener">retro gaming site RetroLunch lists every playable PC recompilation</a> currently in circulation, and that list keeps growing.</p>
<p>E-Day arrives October 6 with Xbox&#8217;s blessing, a marketing budget and a Game Pass slot waiting for it. Gears of War 2: Hollow arrived this month, built by one person, on a game Microsoft had eighteen years to bring to PC and never did.</p>
<h2>Frequently Asked Questions</h2>
<h3>Is Gears of War 2: Hollow legal to download?</h3>
<p>Its legal status is unresolved. The build is based on a leaked, unreleased Microsoft development disc and distributed outside any official storefront, and Microsoft has not issued a statement on it. Anyone seeking it out should already own a legitimate copy of the original Gears of War 2.</p>
<h3>Does Gears of War 2: Hollow work on Steam Deck?</h3>
<p>Retro gaming YouTuber Video Game Esoterica, who reviewed the release, reported that it runs natively on Windows. Other players have also gotten it running on Linux-based handhelds such as Steam Deck, outside its original Windows target.</p>
<h3>How is Hollow different from an official remaster like Gears of War: Reloaded?</h3>
<p>Gears of War: Reloaded was Microsoft&#8217;s own sanctioned remaster of the first game, built with official support and a simultaneous PlayStation 5 release. Hollow is unofficial, built by one developer using the original 2008 assets and recompiled code, with no publisher support and multiplayer still labeled a beta.</p>
<h3>Will Microsoft shut Gears of War 2: Hollow down?</h3>
<p>There is no public sign of that yet. Microsoft has not commented on the release, and similar unofficial recompilation ports of other console exclusives have so far stayed online. A commercial Gears of War 2 remake would give Microsoft a clearer reason to act.</p>
<h3>Where is Gears of War 2: Hollow available to download?</h3>
<p>Helios has distributed the build through ModDB, with an installer that walks players through adding the necessary game files. He has also shared updates through a dedicated Discord server rather than any storefront.</p>
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]]></content:encoded>
					
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		<title>EY Tax Data Breach Snares Clients Who Never Used the Firm</title>
		<link>https://winaddons.com/ey-tax-breach-affects-clients-who-never-used-ey/</link>
					<comments>https://winaddons.com/ey-tax-breach-affects-clients-who-never-used-ey/#respond</comments>
		
		<dc:creator><![CDATA[Nathan Brooks]]></dc:creator>
		<pubDate>Mon, 20 Jul 2026 13:49:04 +0000</pubDate>
				<category><![CDATA[NEWS]]></category>
		<category><![CDATA[SOFTWARE]]></category>
		<guid isPermaLink="false">https://winaddons.com/?p=428</guid>

					<description><![CDATA[EY's tax data breach has reached four states and 1,366 confirmed victims, but many affected people never had a direct relationship with the firm.]]></description>
										<content:encoded><![CDATA[<p>Ernst &#038; Young (EY) has confirmed a tax data breach across four states in three days, with a combined victim count of just 1,366 people. That number is almost certainly a fraction of the real total. EY has not disclosed how many people are affected worldwide.</p>
<p>Many of those 1,366 people never hired EY for anything. Their data reached the firm because a bank or investment manager used EY for tax work on their behalf, a detail buried inside the state filings that could widen the real risk pool well past EY&#8217;s own client list.</p>
<h2>What EY&#8217;s Support Tickets Were Quietly Storing</h2>
<p>EY&#8217;s tax practice runs on a third-party IT service management (ITSM) platform, the same category of helpdesk software IT departments everywhere use to log and resolve tickets. When an employee hit a snag with tax software or a client file, the fix often meant attaching the document itself so IT could see the problem.</p>
<p>Over time, that habit turned the platform into an unmonitored archive of some of the most sensitive financial records EY holds. Investigators determined an unauthorized third party accessed the platform for 15 days, between March 28 and April 12, 2026, downloading client documents before anyone noticed, according to the California Attorney General filing. Detection came on April 23, eleven days after the access window closed and twenty six days after it opened.</p>
<p>No malware or ransomware touched EY&#8217;s systems, and no extortion group had claimed the intrusion as of July 17, 2026.</p>
<blockquote>
<p>EY has worked with an independent cybersecurity firm to investigate the incident and confirm that the unauthorized access has been stopped.</p>
</blockquote>
<p>EY said in its notification letter to affected individuals, dated July 13, 2026. The firm has not named the ITSM vendor involved or explained how the intruder first got in.</p>
<figure class="wp-block-image aligncenter featured-image" style="margin:1.5em auto;text-align:center;"><img decoding="async" class="aligncenter" src="https://winaddons.com/wp-content/uploads/2026/07/ey-tax-data-breach-hits-clients-through-third-party-helpdesk-platform.webp" alt="EY tax data breach hits clients through third-party helpdesk platform" style="width:100%;max-width:800px;height:auto;border-radius:8px;display:block;margin:0 auto;" /><figcaption style="text-align:center;font-size:0.85em;color:#888;margin-top:0.5em;">Investigators say the intrusion lasted 15 days before EY&#8217;s security team noticed anything wrong.</figcaption></figure>
<h2>Four States Have Confirmed the Breach So Far</h2>
<p>California received the first filing, on July 15, 2026. Vermont followed the next day. Texas confirmed its share on July 17, the most recent of the four, per the Texas Attorney General filing, with Massachusetts rounding out the group within that same three day window.</p>
<p>Each filing adds names to the same undisclosed total. Combined, the four states confirm 1,366 residents were affected, a figure now sitting inside California&#8217;s own <a href="https://oag.ca.gov/privacy/databreach/list" target="_blank" rel="noopener">searchable log of every reported breach</a> in the state.</p>
<p>Texas requires companies to notify the attorney general once a breach crosses a set threshold of residents, under the state&#8217;s own <a href="https://www.texasattorneygeneral.gov/consumer-protection/data-breach-reporting" target="_blank" rel="noopener">data breach reporting requirements</a>. The four filings stop short of stating EY&#8217;s total exposure beyond their own borders. EY&#8217;s client base spans Fortune 500 corporations, private equity firms, financial institutions and high-net-worth individuals in more than 150 countries, which makes four confirmed states a narrow slice of whatever the real number turns out to be.</p>
<h2>Why Would You Get an EY Letter You Never Expected?</h2>
<p>Some recipients of EY&#8217;s breach notice never signed an engagement letter with the firm. Their financial data reached EY because a bank, investment manager or other institution hired EY to prepare investment-related tax work on their behalf, then passed along the account and identity records EY needed to do that job.</p>
<p>According to the Vermont Attorney General filing, the exposed information may include Social Security numbers, financial account codes, and credit and debit account data. California&#8217;s filing adds investment holding data tied to EY&#8217;s institutional clients into the mix.</p>
<p>That structure means a person who has never done business with EY, never called EY, never heard of EY before this month, can still receive one of its notification letters. The letter arrives because their bank or fund manager outsourced tax paperwork to EY years ago, and the underlying records had waited inside a support ticket the whole time.</p>
<h2>EY&#8217;s Global Scale Dwarfs Its Confirmed Victim Count</h2>
<p>EY employs 406,000 people worldwide and reported $53.2 billion in global revenue last year, according to BleepingComputer&#8217;s reporting on the breach. It operates in more than 150 countries, serving Fortune 500 corporations, private equity firms, banks and high-net-worth individuals.</p>
<p>Set against that footprint, a confirmed total of 1,366 residents across four states looks like whatever fraction happened to live in states with disclosure rules strict enough to force an early filing. Most states set a numeric threshold before a breach notice becomes legally required at all, so the true count could sit far above what four states alone have forced EY to admit.</p>
<p><strong>What is confirmed:</strong></p>
<ul>
<li><strong>The access window:</strong> March 28 to April 12, 2026, per EY&#8217;s own investigation.</li>
<li><strong>The data types:</strong> Social Security numbers, financial account codes, credit and debit account data, investment holdings and tax filing contents.</li>
<li><strong>The confirmed floor:</strong> 1,366 residents combined across California, Vermont, Texas and Massachusetts.</li>
<li><strong>The remedy offered:</strong> 24 months of Experian IdentityWorks credit and identity monitoring, enrollment due October 31, 2026.</li>
</ul>
<p><strong>What remains unconfirmed:</strong></p>
<ul>
<li><strong>The vendor:</strong> EY has not named the ITSM platform involved or said how attackers first got in.</li>
<li><strong>The attacker:</strong> no ransomware or extortion group had claimed the intrusion as of July 17, 2026.</li>
<li><strong>The global total:</strong> EY has not disclosed a worldwide victim count beyond the four states that have filed so far.</li>
</ul>
<h2>The Four Moves to Make Before October 31</h2>
<p>Security professionals point to four concrete steps for anyone holding an EY notification letter, roughly in order of urgency.</p>
<ul>
<li><strong>Freeze credit at all three bureaus.</strong> Equifax, Experian and TransUnion freezes are free to place and lift, and they stop new credit lines from opening in a victim&#8217;s name before fraud happens.</li>
<li><strong>Enroll in the IRS Identity Protection PIN program.</strong> A six digit PIN must then appear on any tax return filed under that Social Security number, and the IRS rejects a return without it. The program is now open to every taxpayer, and enrolling before the 2027 filing season is the safer move.</li>
<li><strong>Activate EY&#8217;s Experian IdentityWorks offer.</strong> The 24 months of monitoring and identity restoration require the activation code printed in the notification letter, used before October 31, 2026.</li>
<li><strong>Flag bank and brokerage accounts for unusual activity.</strong> Attackers holding full tax packages, names, addresses, employers and account numbers can build convincing phishing messages that impersonate the IRS, EY or a financial institution directly.</li>
</ul>
<p>Credit monitoring flags fraud after it happens. A freeze blocks new accounts before that fraud can start.</p>
<h2>EY&#8217;s Pattern Goes Back to 2023</h2>
<p>This is EY&#8217;s third disclosed security incident in under three years, and each one traces to a different third-party system the firm depended on rather than a flaw in EY&#8217;s own core databases.</p>
<table>
<thead>
<tr>
<th>Incident</th>
<th>Vector</th>
<th>Confirmed Scope</th>
<th>Outcome</th>
</tr>
</thead>
<tbody>
<tr>
<td>May 2023, MOVEit breach</td>
<td>Cl0p exploited a zero-day in Progress Software&#8217;s MOVEit Transfer tool</td>
<td>30,210 Bank of America customers&#8217; Social Security numbers, account numbers and card data</td>
<td>$2.5 million class action settlement reached in 2026, covering about 200,000 people</td>
</tr>
<tr>
<td>October 2025, Azure exposure</td>
<td>Cloud migration misconfiguration left a database backup publicly accessible</td>
<td>A 4 terabyte SQL Server backup tied to an Italian EY entity</td>
<td>EY called the incident limited, said it did not touch global client systems</td>
</tr>
<tr>
<td>March to April 2026, ITSM breach</td>
<td>Unauthorized access to a third-party helpdesk platform</td>
<td>At least 1,366 residents confirmed across four states; global total undisclosed</td>
<td>24 months of Experian monitoring offered; the vendor remains unnamed</td>
</tr>
</tbody>
</table>
<p>The first two incidents involved a file-transfer tool and a misconfigured cloud backup, not a deliberate break-in aimed at EY&#8217;s tax practice. Two vendor-side lapses already put EY under scrutiny before this one, and <a href="https://winaddons.com/ey-data-breach-third-security-lapse-three-years/" target="_blank" rel="noopener">its pattern of third-party security failures</a> stretches back to the 2023 MOVEit incident. The 2026 case marks a shift toward confirmed, deliberate access rather than an exposed file or an unpatched tool.</p>
<h2>The ITSM Blind Spot Extends Well Beyond EY</h2>
<p>ITSM platforms make an attractive target for a simple reason: they carry administrative access into internal systems, the same reason IT staff use them, and they accumulate sensitive attachments over years of routine troubleshooting. Security teams have historically locked down databases and file servers far more tightly than the helpdesk tools supporting the people who run those systems.</p>
<p>The vulnerabilities are current. Ivanti patched two flaws in its Neurons for ITSM product this spring, including <a href="https://www.securityweek.com/two-vulnerabilities-patched-in-ivanti-neurons-for-itsm/" target="_blank" rel="noopener">a session-persistence bug and a stored cross-site scripting flaw</a> tracked as CVE-2026-4913 and CVE-2026-4914. The first let a disabled account retain access; the second exposed limited data from other users&#8217; sessions. Both were fixed in version 2025.4, and Ivanti <a href="https://www.ivanti.com/blog/june-2026-ivanti-neurons-for-itsm-security-update" target="_blank" rel="noopener">shipped another round of ITSM security fixes</a> in June 2026.</p>
<p>HaloITSM has carried its own SQL injection flaws, patched within the past year, alongside the Ivanti issues above, and the exposure is not unique to accounting firms.</p>
<p>Any organization whose IT staff support employees handling health records, legal files or government data faces the same structural risk if support-ticket attachments are not governed by the same access rules as the primary systems those attachments came from. Law firms have already seen a related version of this exposure: a social engineering group posed as internal IT staff to extort <a href="https://winaddons.com/silent-ransom-group-law-firm-vishing-extortion/" target="_blank" rel="noopener">more than 100 law firms through fake help desk calls</a>, hitting the same support function from a different angle.</p>
<p>Every company that has ever let an employee attach a client file to a support ticket now has a reason to check whether that file is still sitting there, and whether the platform holding it gets the same scrutiny as the systems it came from.</p>
<h2>Frequently Asked Questions</h2>
<h3>How do I find out if I was personally affected?</h3>
<p>Check for a notification letter bearing an activation code, then call EY directly at 833-931-7884 or email Privacy.Notification@ey.com to confirm your status. Anyone who suspects their data sat with EY through a bank or investment manager, but has not received a letter, can still contact that institution directly to ask whether it shares client tax records with EY.</p>
<h3>Has any hacking group claimed responsibility for the attack?</h3>
<p>No. As of July 17, 2026, no ransomware or extortion group had posted EY&#8217;s name to a leak site or claimed the intrusion, and EY says no malware was deployed. That is a contrast with the 2023 MOVEit campaign, where the Cl0p gang publicly listed victims to pressure them into paying.</p>
<h3>Why does my letter seem vague about what data of mine was exposed?</h3>
<p>EY&#8217;s notification letters use placeholder fields for the specific categories of data involved, meaning the exact information exposed varies by recipient and business unit. Read the specific data-element section of your own letter rather than general breach coverage, since one recipient&#8217;s exposure may differ from another&#8217;s.</p>
<h3>How is this different from the October 2025 Azure exposure?</h3>
<p>The 2025 incident was a passive cloud misconfiguration, a backup file tied to an Italian EY entity left publicly reachable with no confirmed attacker, which EY called limited. The 2026 case involved confirmed, deliberate unauthorized access and active document downloads from EY&#8217;s core U.S. tax practice, a materially more serious category of incident.</p>
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		<title>Ghost Recon Wildlands Gets a 4K Remaster While Its Sequel Stalls</title>
		<link>https://winaddons.com/ghost-recon-wildlands-definitive-edition-ps5-xbox/</link>
					<comments>https://winaddons.com/ghost-recon-wildlands-definitive-edition-ps5-xbox/#respond</comments>
		
		<dc:creator><![CDATA[Nathan Brooks]]></dc:creator>
		<pubDate>Mon, 20 Jul 2026 08:10:11 +0000</pubDate>
				<category><![CDATA[NEWS]]></category>
		<category><![CDATA[XBOX]]></category>
		<guid isPermaLink="false">https://winaddons.com/ghost-recon-wildlands-definitive-edition-ps5-xbox/</guid>

					<description><![CDATA[Storefront listings hint at a PS5 and Xbox Series X version of Ghost Recon Wildlands, arriving as Ubisoft's next Ghost Recon game risks cancellation.]]></description>
										<content:encoded><![CDATA[<p>Ubisoft has relisted Tom Clancy&#8217;s Ghost Recon Wildlands as a Definitive Edition, and storefront listings on PlayStation, Xbox and Steam now point to a native PS5 and Xbox Series X and S upgrade for the nine-year-old tactical shooter. The refreshed bundle adds a new story mission called Last Rites and, according to the listings driving the story, targets full 4K resolution at a steady 60 frames per second on current-gen hardware.</p>
<p>Ubisoft itself has not confirmed the console upgrade. It is surfacing at an oddly specific moment: the actual Ghost Recon sequel, known internally as Project OVR, is reportedly bracing for a possible reboot or cancellation, and the publisher just closed a fiscal year with its second straight annual loss.</p>
<h2>Wildlands Returns With a New Mission and Two DLC Drops</h2>
<p>The Definitive Edition bundle went live on storefronts on July 6, priced at $99.99, nine years after Wildlands first launched in March 2017. It folds the base game and every prior add-on into one package.</p>
<ul>
<li>The base game plus the original Season Pass and Year 2 Pass</li>
<li>The previously released Quick Start Pack and Deluxe Pack</li>
<li>A brand-new story mission titled Last Rites</li>
<li>The Nightfall Protocol Pack, due in August 2026, adding four playable characters, seven accessories, two parachutes and weapon skins including the SR25 Machinery and M60E4</li>
<li>The Cold Eye Pack, also due in August 2026, adding four more characters and weapons such as the Golden Vector and MSR Eagle Shot</li>
</ul>
<p>Ubisoft&#8217;s own listing spells out exactly what ships now versus later: <a href="https://store.ubisoft.com/us/tom-clancys-ghost-recon-wildlands-definitive-edition/69fbe859d696ba353e764446.html?lang=en_US" target="_blank" rel="noopener">the $99.99 Definitive Edition bundle listing</a> confirms the base game, both passes and four content packs, with two of those packs locked until August. The same bundle appears on <a href="https://store.steampowered.com/app/460930/Tom_Clancys_Ghost_Recon_Wildlands/" target="_blank" rel="noopener">the bundled Season Pass and Year 2 Pass listing</a> on Steam, where an updated store image first tipped off players to the new edition.</p>
<p>It is not an isolated move. Ubisoft has leaned on its back catalog elsewhere this month too: a separate storefront leak pointed to <a href="https://winaddons.com/rayman-origins-enhanced-edition-20-dollar-leak/" target="_blank" rel="noopener">a $20 Rayman Origins Enhanced Edition</a>, another sign the publisher is testing older IP for revenue while newer sequels slip.</p>
<figure class="wp-block-image aligncenter featured-image" style="margin:1.5em auto;text-align:center;"><img decoding="async" class="aligncenter" src="https://winaddons.com/wp-content/uploads/2026/07/ghost-recon-wildlands-definitive-edition-ps5-xbox-series-remaster-leak.webp" alt="Ghost Recon Wildlands Definitive Edition PS5 Xbox Series remaster leak" style="width:100%;max-width:800px;height:auto;border-radius:8px;display:block;margin:0 auto;" /><figcaption style="text-align:center;font-size:0.85em;color:#888;margin-top:0.5em;">Storefront listings hint at a 4K, 60 frame-per-second return for the nine-year-old tactical shooter.</figcaption></figure>
<h2>Is a Native PS5 Version Actually on the Way?</h2>
<p>A native PS5 and Series X upgrade for Wildlands is not yet an official Ubisoft announcement. It is a strong inference built from three separate storefronts changing at once, and the company has stayed quiet about it on social media.</p>
<ul>
<li><strong>What we know:</strong></li>
</ul>
<ul>
<li>The Ubisoft Store, PlayStation Store, Xbox Store and Steam all now list the same Definitive Edition bundle with identical contents and an August rollout for the final two packs.</li>
<li>Wildlands is currently capped at 1440p resolution and a locked 30 frames per second on PS4, Xbox One and current-gen consoles running in compatibility mode.</li>
<li>Australia&#8217;s PlayStation Store listing references a PS5 edition of the game, a detail multiple outlets flagged after a Reddit user first spotted it.</li>
</ul>
<ul>
<li><strong>What&#8217;s unconfirmed:</strong></li>
</ul>
<ul>
<li>Whether the console upgrade actually reaches full 4K at 60 frames per second, or a lower resolution target, since Ubisoft has not published technical specifications.</li>
<li>Whether Xbox Series X and S get the same native treatment as PS5, since the Xbox storefront listing is less explicit on that point than PlayStation&#8217;s.</li>
<li>A release date for the console upgrade itself, separate from the two DLC packs already dated for August.</li>
</ul>
<p><a href="https://store.playstation.com/en-us/product/UP0001-CUSA02902_00-GRWDEFEDITION000" target="_blank" rel="noopener">a PS5 edition line on its Australian storefront</a> is the single clearest signal so far, and it lines up with <a href="https://www.xbox.com/en-US/games/store/tom-clancys-ghost-recon-wildlands-definitive-edition/9NT063MBZCBJ/0010" target="_blank" rel="noopener">the August 2026 content pack confirmation</a> already posted on Xbox&#8217;s own product page.</p>
<h2>The Ghost Recon Sequel Is &#8216;Bracing for Impact&#8217;</h2>
<p>The timing lines up with a much rockier story unfolding behind the scenes. Ubisoft is developing a new mainline Ghost Recon under the codename Project OVR, and insiders say it is in trouble.</p>
<p>According to reporting from Insider Gaming, Project OVR failed to meet its objectives during a recent Alpha review, with people close to the project describing it as plagued by “unrealistic deadlines and poor planning and management.” Ubisoft HQ reportedly rejected alternative production plans the project&#8217;s own directors proposed.</p>
<p>Ubisoft responded by appointing Bruno Galet, a newly named senior producer, to lead the team, while Jean-Baptiste Duval, the company&#8217;s vice president of production, and Julien Sansalone, vice president of the Global Creative Office, were assigned to be present on the work floor day to day. Sources told Insider Gaming that staff were “bracing for impact” after the changes landed, and that quiet layoffs had already hit the team, with more feared. Ubisoft closed studios in Winnipeg and Belgrade around the same week the memo surfaced.</p>
<p>Ghost Recon has not had a new mainline entry since Breakpoint in 2019, a seven-year gap. A prior spinoff, the battle royale Ghost Recon Frontline, was cancelled in 2022 after backlash from series fans, and Project OVR&#8217;s own release window has already slipped once, from an original 2025 target floated in early 2023.</p>
<h2>Five Creative Houses, Three Protected Franchises</h2>
<p>Where Ghost Recon sits inside Ubisoft&#8217;s own org chart matters here. In January 2026, the publisher split its studios into five internal groupings it calls creative houses, and Ghost Recon did not land in the one with outside financial backing.</p>
<table>
<thead>
<tr>
<th>Creative House</th>
<th>Franchises Inside</th>
<th>Backing</th>
</tr>
</thead>
<tbody>
<tr>
<td>Vantage Studios</td>
<td>Assassin&#8217;s Creed, Far Cry, Rainbow Six</td>
<td>Tencent-backed subsidiary, operational since October 2025</td>
</tr>
<tr>
<td>Competitive and Co-op Shooters</td>
<td>Ghost Recon, The Division, Splinter Cell</td>
<td>No outside investor named</td>
</tr>
<tr>
<td>Live Experiences</td>
<td>For Honor, The Crew, Riders Republic, Brawlhalla, Skull and Bones</td>
<td>Live-service portfolio</td>
</tr>
<tr>
<td>Immersive and Narrative Worlds</td>
<td>Anno, Might and Magic, Rayman, Prince of Persia, Beyond Good and Evil</td>
<td>Legacy narrative catalog</td>
</tr>
<tr>
<td>Casual and Family</td>
<td>Just Dance, Uno, Hungry Shark, Hasbro-licensed titles</td>
<td>Mobile and casual slate</td>
</tr>
</tbody>
</table>
<p>Vantage Studios, built around a Tencent investment, holds Assassin&#8217;s Creed, Far Cry and Rainbow Six, the three franchises Ubisoft has treated as untouchable through two years of cuts. Ghost Recon instead sits with The Division and Splinter Cell in a house built around competitive and co-op shooters, with no comparable outside backer named.</p>
<h2>Ubisoft Just Posted Its Second Straight Annual Loss</h2>
<p>The restructuring exists because of the numbers underneath it. Ubisoft&#8217;s fiscal year through March 2026 closed with an operating loss of <strong>1.3 billion euros</strong> (about $1.4 billion), which chief financial officer Frederic Duguet called a record on the company&#8217;s results call. Net bookings fell 17.4% year over year.</p>
<p>It was the company&#8217;s second consecutive year in the red. Ubisoft had posted a 1.46 billion euro loss the year before, in fiscal 2025. The latest results confirmed <strong>seven</strong> projects cancelled and six more delayed as part of the same overhaul, plus job cuts that included ending game development entirely at Red Storm Entertainment, the studio that built the original Ghost Recon in 2001, laying off <strong>105 workers</strong> there.</p>
<blockquote>
<p>This two-year transformation comes with difficult decisions and a disappointing short-term financial performance.</p>
</blockquote>
<p>Yves Guillemot, Ubisoft&#8217;s founder and chief executive, said that in a statement tied to the results, adding that fiscal 2027 would likely mark a “low point” given a lighter release slate and continued restructuring costs. Elsewhere in the same report, Ubisoft told investors it still expects <a href="https://www.digitaljournal.com/article/ubisoft-reports-record-annual-loss-after-game-delays-cancellations/" target="_blank" rel="noopener">seven cancelled titles and six more delays</a> to give way to a bigger pipeline across Assassin&#8217;s Creed, Far Cry and Ghost Recon by fiscal 2029.</p>
<h2>Gamescom Is Where Ubisoft Has to Show Its Hand</h2>
<p>Ubisoft&#8217;s own plan points to Ghost Recon getting a real future release, just not soon and not without risk attached first. The publisher has pointed to a bigger content pipeline across its major franchises by fiscal 2029, Ghost Recon included, but Project OVR&#8217;s Alpha stumble means that promise now runs through a management shake-up rather than a settled roadmap.</p>
<p>A fuller reveal of the next Ghost Recon, with first gameplay materials, is expected around this summer&#8217;s big industry trade show, the same window Ubisoft has used before to reset expectations around troubled projects. Far Cry&#8217;s next entry is reportedly struggling too, according to comments from insider Tom Henderson, suggesting Ghost Recon&#8217;s problems are not unique inside Ubisoft&#8217;s pipeline right now.</p>
<p>Ubisoft has not confirmed a PS5 or Xbox Series X version of Wildlands. It has not set a reveal date for Project OVR either. The Definitive Edition is already live, two more content packs land in August, and the real test of Ubisoft&#8217;s bet arrives whenever it finally has to show the game meant to replace it.</p>
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		<title>Waterpark Simulator Holds Its $12.99 Price for Xbox, PS5 Debut</title>
		<link>https://winaddons.com/waterpark-simulator-xbox-ps5-price-freeze/</link>
					<comments>https://winaddons.com/waterpark-simulator-xbox-ps5-price-freeze/#respond</comments>
		
		<dc:creator><![CDATA[Nathan Brooks]]></dc:creator>
		<pubDate>Mon, 20 Jul 2026 07:49:36 +0000</pubDate>
				<category><![CDATA[NEWS]]></category>
		<category><![CDATA[XBOX]]></category>
		<guid isPermaLink="false">https://winaddons.com/waterpark-simulator-xbox-ps5-price-freeze/</guid>

					<description><![CDATA[CayPlay keeps Waterpark Simulator at $12.99 for its July 31 Xbox Series X&#124;S and PS5 debut, ending months of console uncertainty and copycat listings.]]></description>
										<content:encoded><![CDATA[<p>CayPlay Studios will launch Waterpark Simulator’s full 1.0 version on July 31, 2026, at the same $12.99 price it has charged all through Early Access. The Los Angeles studio had planned to raise that price to $19.99, the simulator genre’s standard move at full release, then reversed course. The same day also marks the game’s first appearance on PlayStation 5 and Xbox Series X|S.</p>
<p>Most of the attention on that reversal has gone to the PC players who built the game’s Early Access following. Xbox and PlayStation owners are the ones who actually spent most of the past year with no official word a console version was coming at all, while copycat listings tried to fill the gap.</p>
<h2>One Price, Three Platforms, One Day</h2>
<p>CayPlay confirmed the release plan through its verified account on X, which <a href="https://x.com/WaterParkSim/status/2069839697606529145?lang=en" target="_blank" rel="noopener">confirmed the same day launch across Steam, Xbox and PS5</a> for July 31. Steam owners move straight into the finished build with their progress intact. PlayStation 5 and Xbox Series X|S owners get the whole game on day one, with no Early Access period behind them at all.</p>
<p>The 1.0 patch itself is modest by design, according to the studio’s own rundown:</p>
<ul>
<li>New pool types added across the park building tools</li>
<li>Controller support built specifically for the console releases</li>
<li>Performance improvements across all three platforms</li>
<li>A free Duck Slide and the game’s soundtrack for everyone who bought in during Early Access</li>
</ul>
<p>The soundtrack becomes a separate purchase for anyone buying in from July 31 onward. The Duck Slide does not return once Early Access supporters are the only owners of it.</p>
<figure class="wp-block-image aligncenter featured-image" style="margin:1.5em auto;text-align:center;"><img decoding="async" class="aligncenter" src="https://winaddons.com/wp-content/uploads/2026/07/waterpark-simulator-xbox-series-x-s-ps5-launch-price-freeze.webp" alt="Waterpark Simulator Xbox Series X|S PS5 launch price freeze" style="width:100%;max-width:800px;height:auto;border-radius:8px;display:block;margin:0 auto;" /><figcaption style="text-align:center;font-size:0.85em;color:#888;margin-top:0.5em;">CayPlay&#8217;s waterpark sim keeps its $12.99 price as it splashes onto Xbox and PS5 for the first time.</figcaption></figure>
<h2>Why CayPlay Skipped the Price Hike</h2>
<p>Simulator games typically launch Early Access around $10 to $15, then jump to $20 or $30 at 1.0. CayPlay’s original plan followed that pattern exactly: raise Waterpark Simulator from $12.99 to <strong>$19.99</strong>, a price the studio still calls fair for the game’s size and scope. Then the studio <a href="https://store.steampowered.com/app/3293260/Waterpark_Simulator/" target="_blank" rel="noopener">detailed the reversal in a Steam post</a> rather than a press release.</p>
<blockquote>
<p>Because of you all, Waterpark Simulator has already funded itself. We’re stable, and we believe if we continue focusing on making an amazing game, the full release on July 31st will support the studio naturally.</p>
</blockquote>
<p>CayPlay Studios wrote in its 1.0 announcement.</p>
<p>The studio pointed to its own math first. Early Access sales had already covered development, so a price jump was not needed to keep the lights on. It also named the wider economy as a factor, and repeated a founding line about keeping Waterpark Simulator accessible rather than raising prices whenever it can.</p>
<h2>What Happened to Waterpark Simulator on Consoles?</h2>
<p>For most of the past year, CayPlay gave no official confirmation that Waterpark Simulator was coming to consoles at all. A September 2025 report even flagged a copycat listing on PlayStation’s store using a nearly identical name from a different publisher. That uncertainty ends July 31, with simultaneous PS5 and Xbox Series X|S releases.</p>
<p>Gaming site Gamepressure <a href="https://www.gamepressure.com/newsroom/waterpark-simulator-on-ps5-xbox-switch-dont-be-fooled-when-it-com/z48534" target="_blank" rel="noopener">warned players about copycat listings using a near identical name</a> back in September 2025, when CayPlay had only run a survey asking which consoles players wanted, with nothing committed. The imitation, published under an unrelated developer name, sat on PlayStation’s storefront trading on the confusion while the real game stayed Steam only.</p>
<p>That gap has since closed. PlayStation’s own store now <a href="https://store.playstation.com/en-us/concept/10017040" target="_blank" rel="noopener">lists the game only as a pre release concept page</a>, crediting CayPlay Studios directly rather than the imitator. Xbox has no equivalent public storefront listing yet, but CayPlay’s X post and a release date trailer both name Xbox Series X|S alongside PS5 for July 31.</p>
<p>The players who shaped the price decision were never the ones asking about consoles. PC owners spent roughly eleven months inside Early Access, filing bug reports and shaping the game update after update, which is what CayPlay points to when it says the community funded the game. Console buyers get the identical $12.99 build on day one, without having waited out a single patch.</p>
<table>
<thead>
<tr>
<th>Platform</th>
<th>Status Before July 31</th>
<th>What Arrives July 31</th>
</tr>
</thead>
<tbody>
<tr>
<td>PC (Steam)</td>
<td>Early Access since August 22, 2025, holding Steam’s “Overwhelmingly Positive” badge</td>
<td>Finished 1.0 build, same $12.99 price</td>
</tr>
<tr>
<td>PlayStation 5</td>
<td>Listed only as a pre release concept page</td>
<td>Full 1.0 release at $12.99, controller support included</td>
</tr>
<tr>
<td>Xbox Series X|S</td>
<td>No public storefront listing before launch</td>
<td>Full 1.0 release at $12.99, same day as PC and PS5</td>
</tr>
</tbody>
</table>
<p>Every platform lands on the same build, the same day, at the same price. Only one of the three spent most of the past year unsure it was invited at all.</p>
<h2>Most Early Access Games Never Get This Far</h2>
<p>Reaching 1.0 at all puts Waterpark Simulator ahead of most Early Access games before the pricing question even comes up. A widely cited study from research firm EEDAR, reported by PC Gamer, <a href="https://www.pcgamer.com/only-25-percent-of-early-access-games-have-made-it-to-full-release-eedar-says/" target="_blank" rel="noopener">found just 25 percent of Early Access titles ever launch</a>, a figure gaming outlets have kept citing for over a decade because newer counts still land in the same range. That puts full release, on any pricing terms, out of reach for roughly three of every four games that start the same journey Waterpark Simulator just finished.</p>
<p>CayPlay’s numbers explain why the studio felt comfortable walking away from a price increase. Waterpark Simulator has drawn more than <strong>7,400</strong> Steam reviews at a 96% approval rate, enough to earn the “Overwhelmingly Positive” badge, while third party tracking puts the fuller review count above 10,440 as of June 2026. That same tracking estimates 223,600 copies sold on Steam and roughly $1.9 million in gross revenue, a number the studio says already cleared its costs before 1.0 even shipped.</p>
<h2>Cunningham’s Audience Still Funds the Studio</h2>
<p>CayPlay exists because of a gap its cofounder spotted in his own audience data. Caylus Cunningham, who posts online as Caylus and as Infinite, had built hundreds of millions of views across simulator and waterslide content, with no waterpark management game to point that audience toward. Cofounder Travis Richardson put the logic plainly in the studio’s press kit, which <a href="https://impress.games/press-kit/cayplay-studios/waterpark-simulator" target="_blank" rel="noopener">traced the studio’s origin back to Cunningham’s YouTube audience</a>: “Rather than waiting for someone else to make it, the CayPlay team decided to build it themselves.”</p>
<p>Cunningham ranked second on YouTube’s year end creator list for 2025, behind only MrBeast, a reach CayPlay leaned on for the original launch. CaseOh, a gaming YouTuber and streamer, appears as a playable NPC in the 1.0 release trailer, the kind of casting choice that keeps the game’s creator economy roots visible.</p>
<p>CayPlay said the game sold 250,000 copies in its first month of Early Access alone, more than third party trackers’ more recent estimate of 223,600 copies total, a gap the studio has not addressed publicly. The studio also points to a peak of 9,103 concurrent Steam players on September 7, 2025, as proof the audience showed up fast.</p>
<p>CayPlay says the work will not stop at 1.0, only slow down. “We don’t want 1.0 to be the end of the game development,” the studio wrote in a post that also <a href="https://steamcommunity.com/app/3293260/announcements/" target="_blank" rel="noopener">promised more content once 1.0 ships</a>. “Although we do want to work on new projects, we will still create more content after 1.0.”</p>
<p>A free demo CayPlay released ahead of Early Access is still live on Steam, the last no cost way to test the park before July 31 makes the $12.99 build permanent across Steam, PlayStation 5 and Xbox Series X|S.</p>
<h2>Frequently Asked Questions</h2>
<h3>Is Waterpark Simulator Coming to Nintendo Switch?</h3>
<p>CayPlay has not confirmed a Nintendo Switch version. A September 2025 report said the studio was surveying player interest across consoles, but every confirmation since, including the July 2026 announcements, names only Steam, PlayStation 5 and Xbox Series X|S.</p>
<h3>Are Other Waterpark Simulator Listings on PlayStation Legitimate?</h3>
<p>No confirmed version outside CayPlay Studios exists. A listing with a nearly identical name from a different publisher circulated on PlayStation’s store in 2025 while CayPlay’s own console plans were still unofficial. CayPlay is the only developer and publisher behind the real game, now listed directly on PlayStation’s store.</p>
<h3>How Long Was Waterpark Simulator in Early Access?</h3>
<p>About eleven months. The game entered Early Access on Steam on August 22, 2025, and reaches its 1.0 version on July 31, 2026, without the $12.99 price ever changing in between.</p>
<p><script type="application/ld+json">{"@context":"https://schema.org","@type":"FAQPage","name":"Frequently Asked Questions: Waterpark Simulator 1.0 Launch","mainEntity":[{"@type":"Question","name":"Is Waterpark Simulator Coming to Nintendo Switch?","acceptedAnswer":{"@type":"Answer","text":"CayPlay has not confirmed a Nintendo Switch version. A September 2025 report said the studio was surveying player interest across consoles, but every confirmation since, including the July 2026 announcements, names only Steam, PlayStation 5 and Xbox Series X|S."}},{"@type":"Question","name":"Are Other Waterpark Simulator Listings on PlayStation Legitimate?","acceptedAnswer":{"@type":"Answer","text":"No confirmed version outside CayPlay Studios exists. A listing with a nearly identical name from a different publisher circulated on PlayStation’s store in 2025 while CayPlay’s own console plans were still unofficial. CayPlay is the only developer and publisher behind the real game, now listed directly on PlayStation’s store."}},{"@type":"Question","name":"How Long Was Waterpark Simulator in Early Access?","acceptedAnswer":{"@type":"Answer","text":"About eleven months. The game entered Early Access on Steam on August 22, 2025, and reaches its 1.0 version on July 31, 2026, without the $12.99 price ever changing in between."}}]}</script></p>
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		<title>NuPlay Joins Microsoft Marketplace and Its $627 Billion Machine</title>
		<link>https://winaddons.com/nuplay-nurix-microsoft-marketplace-ai-agents/</link>
					<comments>https://winaddons.com/nuplay-nurix-microsoft-marketplace-ai-agents/#respond</comments>
		
		<dc:creator><![CDATA[Nathan Brooks]]></dc:creator>
		<pubDate>Mon, 20 Jul 2026 07:08:09 +0000</pubDate>
				<category><![CDATA[AZURE]]></category>
		<category><![CDATA[NEWS]]></category>
		<guid isPermaLink="false">https://winaddons.com/nuplay-nurix-microsoft-marketplace-ai-agents/</guid>

					<description><![CDATA[Nurix's NuPlay agent platform joined Microsoft Marketplace, a storefront tied to Azure contracts worth $627 billion, where hundreds of listings arrive weekly.]]></description>
										<content:encoded><![CDATA[<p>Nurix AI put its agentic AI platform, NuPlay, up for sale inside Microsoft Marketplace on June 15, 2026. It is one listing among hundreds the storefront absorbs most weeks; on June 18 alone, Microsoft&#8217;s own marketplace blog logged 263 new offers going live. Nurix is a two year old startup founded by Mukesh Bansal, who also co-founded Indian e-commerce company Myntra, and its agents handle customer support, sales and vendor calls over voice, chat, email and text.</p>
<p>The listing matters less for what NuPlay sells than for how Microsoft gets paid for it. Purchases made through the marketplace can draw down against Azure contracts that enterprises already signed, turning a routine software listing into a claim on money Microsoft booked long before Nurix existed.</p>
<h2>Nurix&#8217;s NuPlay Joins a Marketplace Adding Hundreds of Listings a Week</h2>
<p>NuPlay gives enterprises the infrastructure to deploy and scale AI agents in production, with integration across CRM, ERP and Azure services, according to the companies&#8217; joint announcement. Nurix describes its broader business as agentic AI that resolves queries, executes workflows and drives outcomes for customer support, sales, HR, IT, retail and vendor management teams.</p>
<blockquote>
<p>The next phase of enterprise AI will be defined by agents that can operate reliably in real workflows, not just generate impressive demos.</p>
</blockquote>
<p>Mukesh Bansal, Nurix&#8217;s founder, said that in the companies&#8217; announcement, adding that NuPlay was built to handle the latency, orchestration and operational control that production deployments demand. Cyril Belikoff, Microsoft&#8217;s vice president of Azure product marketing, said Microsoft Marketplace helps organizations and partners move faster and grow by connecting them with the right solutions in one place, and that Microsoft was glad to add Nurix&#8217;s platform to the storefront.</p>
<p>That storefront is not a boutique. Microsoft&#8217;s own <a href="https://techcommunity.microsoft.com/blog/marketplace-blog/new-in-microsoft-marketplace-june-18-2026/4522362" target="_blank" rel="noopener">weekly rundown of new marketplace offers</a> counted 263 fresh listings going live in a single week this June. NuPlay is a drop in a rising tide, not a curated exception.</p>
<figure class="wp-block-image aligncenter featured-image" style="margin:1.5em auto;text-align:center;"><img decoding="async" class="aligncenter" src="https://winaddons.com/wp-content/uploads/2026/07/nurix-nuplay-agentic-ai-platform-microsoft-marketplace-listing.webp" alt="Nurix NuPlay agentic AI platform Microsoft Marketplace listing" style="width:100%;max-width:800px;height:auto;border-radius:8px;display:block;margin:0 auto;" /><figcaption style="text-align:center;font-size:0.85em;color:#888;margin-top:0.5em;">The listing is one of hundreds Microsoft adds to its marketplace most weeks.</figcaption></figure>
<h2>What an Azure Consumption Commitment Actually Buys</h2>
<p>Here is the mechanism that makes marketplace listings valuable beyond simple discovery. Many large enterprises sign a Microsoft Azure Consumption Commitment, known as MACC, a contract promising to spend a set amount on Azure over a fixed period. Eligible marketplace purchases count automatically toward that promise, letting a buyer spend budget it already approved instead of asking finance for new money.</p>
<p>Not every purchase qualifies. Microsoft&#8217;s own <a href="https://learn.microsoft.com/en-us/marketplace/azure-consumption-commitment-benefit" target="_blank" rel="noopener">Marketplace customer documentation</a> lays out specific rules for what counts:</p>
<ul>
<li>The offer must carry the “Azure benefit eligible” badge before checkout begins.</li>
<li>The purchase has to run through the Azure portal buy button, not a direct credit card checkout on Marketplace itself.</li>
<li>The license must run exclusively inside Azure; hybrid or on-premises deployments do not qualify.</li>
<li>Microsoft only decrements the commitment once it actually issues the invoice.</li>
</ul>
<p>Those four conditions decide whether a purchase feels free to the buyer or comes out of a fresh budget line. For a vendor, clearing them is arguably more valuable than the listing itself.</p>
<h2>A $627 Billion Backlog Explains the Marketplace Push</h2>
<p>Microsoft has strong reasons to keep expanding what customers can buy this way. The company&#8217;s <a href="https://www.sec.gov/Archives/edgar/data/0000789019/000119312526191507/msft-20260331.htm" target="_blank" rel="noopener">quarterly filing for the period ended March 31, 2026</a> shows commercial remaining performance obligation, essentially contracted work not yet delivered, climbed 99% year over year to $627 billion. Azure and other cloud services revenue grew 40% in the same quarter.</p>
<p>A quarter earlier, that backlog stood at $625 billion, up 110% year over year, a jump Chief Financial Officer Amy Hood attributed partly to a $250 billion commitment from OpenAI announced in October 2025, <a href="https://fortune.com/2026/01/28/microsoft-stock-drops-azure-growth-slows-capex-spending-q2/" target="_blank" rel="noopener">Fortune reported</a>. Hood pointed out that roughly $344 billion of that backlog came from a broader customer base growing 28% year over year, separate from any single deal.</p>
<p>Here is a snapshot of the scale Microsoft is building the marketplace around:</p>
<table>
<thead>
<tr>
<th>Metric</th>
<th>Figure</th>
<th>As of</th>
</tr>
</thead>
<tbody>
<tr>
<td>Commercial remaining performance obligation</td>
<td>$627 billion, up 99% year over year</td>
<td>Quarter ended March 31, 2026</td>
</tr>
<tr>
<td>Azure and other cloud services revenue growth</td>
<td>40% year over year</td>
<td>Same quarter</td>
</tr>
<tr>
<td>New Microsoft Marketplace offers in one week</td>
<td>263</td>
<td>Week of June 18, 2026</td>
</tr>
<tr>
<td>AI apps and agents category size at launch</td>
<td>Over 3,000 solutions</td>
<td>Marketplace relaunch, September 2025</td>
</tr>
<tr>
<td>Marketplace unique monthly visitors</td>
<td>Over 6 million</td>
<td>2026</td>
</tr>
</tbody>
</table>
<p>None of that backlog is specifically earmarked for NuPlay. But every dollar of it is a reason for Microsoft to make its marketplace the easiest possible place to spend Azure budget that customers already committed to.</p>
<h2>From Myntra to Agentic AI</h2>
<p>Nurix was founded in 2024 by Bansal alongside Abhishek Asawa, and the company is headquartered in Mountain View, California. Its first funding round came that September: $27.5 million in Series A financing led by Accel and General Catalyst, <a href="https://www.business-standard.com/companies/start-ups/nurix-ai-raises-27-5-mn-in-funding-round-led-by-accel-general-catalyst-124092400453_1.html" target="_blank" rel="noopener">Business Standard reported</a> at the time, when Nurix&#8217;s first target was the business process outsourcing industry.</p>
<p>Nurix has since raised $42.2 million across three rounds from Accel and General Catalyst, according to a company profile from research firm Tracxn dated this month. The same profile lists HubSpot, Dialpad and Forethought AI among Nurix&#8217;s competitors, all companies building their own flavors of AI powered customer engagement.</p>
<p>That competitive list is short of the real picture. Nurix is not just competing with other startups for customers. It is competing with every other vendor trying to clear Microsoft&#8217;s badge requirements first.</p>
<h2>The Badge That Decides Who Gets Found</h2>
<p>Microsoft has leaned hard on distribution partners to move marketplace volume. Arrow Electronics, Crayon, Ingram Micro, Pax8 and TD SYNNEX are among the large distributors Microsoft has built deep integrations with, and the company introduced “resale enabled offers” giving those partners more control over listings sold through their own channels, according to analysis from research firm Futurum Group.</p>
<p>A startup without existing distributor relationships or a dedicated team to manage Azure benefit eligibility starts from behind, even with a strong product. That gap does not show up in a press release.</p>
<p><strong>What We Know:</strong></p>
<ul>
<li>NuPlay is discoverable and deployable through Microsoft Marketplace for customers worldwide, per the companies&#8217; announcement.</li>
<li>Nurix has raised at least $42.2 million across three funding rounds, according to Tracxn&#8217;s current profile.</li>
<li>NuPlay&#8217;s agents operate across voice, chat, email and SMS for support, sales, HR, IT, retail and vendor management functions.</li>
</ul>
<p><strong>What&#8217;s Unconfirmed:</strong></p>
<ul>
<li>Whether NuPlay itself currently carries the “Azure benefit eligible” badge needed for a purchase to draw down a customer&#8217;s MACC.</li>
<li>Nurix&#8217;s current valuation, which Tracxn&#8217;s public profile does not disclose.</li>
<li>How many enterprise customers are live on NuPlay today; neither company has released a count.</li>
</ul>
<p>Neither Nurix nor Microsoft has said publicly whether NuPlay carries that badge yet.</p>
<h2>Does a Marketplace Listing Guarantee Nurix Any Sales?</h2>
<p>No. A Microsoft Marketplace listing gives NuPlay visibility to customers already spending inside Azure, but it does not guarantee purchases, budget priority or Azure benefit eligibility on its own. Those still depend on separate approvals, badge status and whatever co-sell arrangements Nurix strikes with Microsoft&#8217;s sales teams.</p>
<p>The stakes for getting this right are large and growing. Research firm Gartner projects that task-specific AI agents will appear in 40% of enterprise applications by the end of 2026, up from under 5% in 2025, an eightfold jump highlighted in <a href="https://stactize.com/artikel/ai-agent-marketplaces-are-here-google-microsoft-and-oracle-are-all-in-where-does-your-saas-fit/" target="_blank" rel="noopener">an industry analysis of AI agent marketplaces</a>. Oracle is chasing the same buyers through its own Fusion Applications AI Agent Marketplace, launched in October 2025 and expanded in February 2026 around a network the company says includes more than 32,000 certified AI agent experts.</p>
<p>Nurix picked Microsoft&#8217;s marketplace as one entry point into that fight. Whether NuPlay converts that entry point into paying customers now runs through badge approvals and co-sell relationships that no press release discloses.</p>
<h2>Frequently Asked Questions</h2>
<h3>What Is Microsoft Marketplace?</h3>
<p>Microsoft Marketplace is the unified storefront Microsoft created by merging its older Azure Marketplace and AppSource storefronts into one destination, a consolidation completed in September 2025. It lists cloud solutions, AI apps and agents that customers can find, try and buy, with a dedicated AI apps and agents category that launched with more than 3,000 solutions.</p>
<h3>Who Are Nurix AI&#8217;s Biggest Competitors?</h3>
<p>Research firm Tracxn lists HubSpot, Dialpad and Forethought AI among Nurix&#8217;s top competitors, reflecting the broader field of companies building conversational and agentic AI for sales and support teams.</p>
<h3>Can a Refund Affect an Azure Consumption Commitment?</h3>
<p>Yes. Microsoft&#8217;s marketplace documentation states that if a customer refunds an Azure benefit eligible purchase, the amount that was originally drawn down from their MACC gets replenished once the refund is processed, restoring that portion of the commitment.</p>
<h3>Is NuPlay Available Outside the United States?</h3>
<p>Yes. The companies said Microsoft customers worldwide can discover and deploy NuPlay through Microsoft Marketplace, not just customers in the United States, where Nurix is headquartered.</p>
<h3>Do Older Azure Contracts Qualify for the Marketplace Benefit?</h3>
<p>Not always. Microsoft&#8217;s documentation notes that exclusions can apply to Azure commitment agreements signed before the marketplace benefit existed, so long-standing enterprise customers should confirm eligibility with their Microsoft account team rather than assume older contracts automatically qualify.</p>
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		<title>Xbox Studio Leaders Detest Game Pass as Subscribers Fall 47 Million Short</title>
		<link>https://winaddons.com/xbox-studio-leaders-detest-game-pass-shortfall/</link>
					<comments>https://winaddons.com/xbox-studio-leaders-detest-game-pass-shortfall/#respond</comments>
		
		<dc:creator><![CDATA[Nathan Brooks]]></dc:creator>
		<pubDate>Mon, 20 Jul 2026 06:36:17 +0000</pubDate>
				<category><![CDATA[NEWS]]></category>
		<category><![CDATA[XBOX]]></category>
		<guid isPermaLink="false">https://winaddons.com/xbox-studio-leaders-detest-game-pass-shortfall/</guid>

					<description><![CDATA[Xbox studio leaders reportedly detest Game Pass for devaluing their games as Microsoft's subscriber count falls 47 million short of its 2026 goal.]]></description>
										<content:encoded><![CDATA[<p>Several studio leaders inside Xbox privately detest Game Pass, according to Bloomberg journalist Jason Schreier, who says the subscription service gutted the retail value of games their teams spent years building. Schreier laid out the backlash on the Triple Click podcast, days after fresh reporting showed exactly why tempers are short: Xbox Game Pass now sits near 30 million subscribers, less than half the roughly 77 million Microsoft had modeled for this year.</p>
<p>Phil Spencer, who ran Xbox for close to a decade before Asha Sharma took over as chief executive, first pitched the service as gaming&#8217;s answer to Netflix back in 2017. Nine years later, the studios that bet was supposed to serve are the ones pushing Microsoft to unwind it.</p>
<h2>A $40 Game Now Rents for Pennies a Month</h2>
<p>Schreier built his case on episode 313 of the Triple Click podcast, using the 2025 narrative game South of Midnight as his example. Compulsion Games&#8217; title retails for $39.99. On Game Pass, subscribers got it the day it launched for whatever their monthly tier cost at the time, somewhere between $15 and $20 a month.</p>
<p>That gap, Schreier argued, is exactly what is souring studio leadership on the service. A niche hit that could not carry its own weight as part of the subscription was also losing full price buyers who would rather pay a few dollars a month than $40 outright.</p>
<blockquote>
<p>There are a lot of people out there in studio leadership within Xbox who absolutely detest Game Pass and think it has destroyed the value of their games.</p>
</blockquote>
<p>Schreier said this on <a href="https://maximumfun.org/episodes/triple-click/xbox-layoffs-and-the-playstation-disc-disaster/" target="_blank" rel="noopener">the Triple Click podcast episode on Xbox&#8217;s layoffs</a>, adding that the resentment has spread from any single release to how subscribers now value games as a category. Moon Studios chief executive Thomas Mahler made a related point separately, arguing Game Pass never delivered the breakout hits a subscription service actually needs to justify itself.</p>
<figure class="wp-block-image aligncenter featured-image" style="margin:1.5em auto;text-align:center;"><img decoding="async" class="aligncenter" src="https://winaddons.com/wp-content/uploads/2026/07/xbox-game-pass-studio-leaders-devalued-games-subscriber-shortfall.webp" alt="Xbox Game Pass studio leaders devalued games subscriber shortfall" style="width:100%;max-width:800px;height:auto;border-radius:8px;display:block;margin:0 auto;" /><figcaption style="text-align:center;font-size:0.85em;color:#888;margin-top:0.5em;">A peeling price tag stands in for the value fight now splitting Xbox&#8217;s own studios.</figcaption></figure>
<h2>The 77 Million Subscriber Bet Behind a $69 Billion Deal</h2>
<p>Spencer&#8217;s original pitch looked almost modest by comparison. He made <a href="https://winbuzzer.com/2017/04/27/microsofts-phil-spencer-xbox-game-pass-netflix-gaming-xcxwbn/" target="_blank" rel="noopener">his pitch for Game Pass as gaming&#8217;s Netflix</a> to The Guardian in April 2017, arguing subscription access could do for story driven games what streaming did for television. The service launched that year at $9.99 a month with roughly 100 titles and offline downloads built in.</p>
<p>The comparison stopped being a metaphor once Microsoft went shopping for Activision Blizzard. Documents that surfaced during the 2023 FTC trial over the $69 billion deal showed Microsoft had modeled Game Pass reaching about 77 million subscribers by 2026, with a longer range goal of 100 million by 2030. Owning Call of Duty, the logic went, would convert its enormous install base into subscribers at scale.</p>
<p>It didn&#8217;t play out that way. By February 2024, Microsoft&#8217;s last official count put Game Pass at 34 million subscribers, having absorbed former Xbox Live Gold members along the way. Wall Street Journal reporting relayed by IGN in recent weeks puts the figure closer to 30 million today, roughly 47 million short of the number baked into the Activision Blizzard math.</p>
<table>
<thead>
<tr>
<th>Milestone</th>
<th>Reported Figure</th>
<th>Context</th>
</tr>
</thead>
<tbody>
<tr>
<td>2017 launch</td>
<td>$9.99 a month</td>
<td>About 100 games; pitched as gaming&#8217;s Netflix</td>
</tr>
<tr>
<td>2022</td>
<td>Roughly 25 million subscribers</td>
<td>Early growth phase, pre Activision Blizzard close</td>
</tr>
<tr>
<td>February 2024</td>
<td>34 million subscribers</td>
<td>Last official figure Microsoft has confirmed</td>
</tr>
<tr>
<td>2026 internal target</td>
<td>Roughly 77 million subscribers</td>
<td>Modeled into the $69 billion Activision Blizzard deal</td>
</tr>
<tr>
<td>Mid-2026 actual</td>
<td>Roughly 30 million subscribers</td>
<td>About 47 million below target, per Wall Street Journal reporting</td>
</tr>
<tr>
<td>2030 internal target</td>
<td>100 million subscribers</td>
<td>Longer range goal disclosed in FTC trial documents</td>
</tr>
</tbody>
</table>
<p>Sharma has since acknowledged the gap without publishing a new official number. She told staff in June that Game Pass had <strong>started to grow again</strong> after roughly eight months of decline, though she offered no target to measure that recovery against.</p>
<h2>Price Whiplash Made the Shortfall Worse</h2>
<p>Microsoft&#8217;s own pricing decisions didn&#8217;t help the math. In October 2025, Xbox Game Pass Ultimate jumped 50%, from $19.99 to $29.99 a month, a move the company framed as funding for more high profile titles and added features.</p>
<p>Subscribers revolted almost immediately. Notebookcheck reported that Xbox&#8217;s own cancellation page buckled under the volume of members trying to leave. At Summer Game Fest 2026, Xbox&#8217;s chief strategy officer, Matthew Ball, confirmed the service lost millions of subscribers in the months that followed, a decline that lines up neatly with the drop from 34 million in 2024 to roughly 30 million today.</p>
<p>Sharma reversed course in the spring. <a href="https://news.xbox.com/en-us/2026/04/21/xbox-game-pass-update/" target="_blank" rel="noopener">The April announcement cutting Ultimate to $22.99</a> still left the tier above its original $19.99 price, but it undid most of the increase and arrived bundled with a bigger structural change: future Call of Duty games would stop launching day one on the service.</p>
<h2>Call of Duty Quietly Loses Its Day One Seat</h2>
<p>Call of Duty was supposed to be the proof that Game Pass could work at scale. Black Ops 6 in 2024 and Black Ops 7 in 2025 both launched into the subscription the same day they hit store shelves, and <a href="https://www.xbox.com/en-US/games/call-of-duty-black-ops-7" target="_blank" rel="noopener">Black Ops 7&#8217;s current Game Pass listing</a> still shows the game in the catalog today.</p>
<p>Modern Warfare 4 breaks that pattern. The game is set to launch October 23, 2026, and Game Pass subscribers will have to buy it at full price like anyone else. Industry reporting expects the title to reach the subscription around late 2027, well after its highest margin sales window has closed.</p>
<p>Schreier predicted almost exactly this shift on Triple Click, saying Xbox would eventually &#8220;remove day one sales, because that makes no sense anymore.&#8221; Tech Insider has reported that Black Ops 7 itself underperformed both critically and commercially in 2025 despite the day one Game Pass push, undercutting the very argument that catalog access reliably grows an audience.</p>
<h2>Asha Sharma Inherits an Unfinished Bet</h2>
<p>Sharma&#8217;s own account of how Xbox got here is blunt. In the staff memo announcing the studio reset, she wrote that the business is not healthy and said it is operating at margins three to ten times below comparable platform and publishing companies.</p>
<p>She named three specific bets that fell short of expectations: Game Pass, releasing games on rival consoles, and a broader content portfolio built through acquisitions. All three, she wrote, created meaningful value but none grew at the pace Microsoft expected.</p>
<ul>
<li><strong>Xbox Game Pass</strong> &#8211; the subscription meant to convert console owners into recurring revenue, now near 30 million subscribers against a 77 million target</li>
<li><strong>Multi platform releases</strong> &#8211; putting first party games on rival hardware, a push visible in <a href="https://winaddons.com/wo-long-fallen-dynasty-complete-edition-switch-2/" target="_blank" rel="noopener">Wo Long: Fallen Dynasty&#8217;s new Switch 2 port</a></li>
<li><strong>Broader content portfolio</strong> &#8211; the acquisitions, including Activision Blizzard, that were meant to feed the subscriber math in the first place</li>
</ul>
<p>The reset Sharma is running includes cutting 3,200 jobs by July 2027, on top of codev partners and vendors also losing contracts. Microsoft has already walked back part of the multi platform push too, returning to situational exclusives like Gears of War: E-Day. Spencer, who spent years defending Game Pass against internal skeptics, left Sharma the job of deciding how much of it survives.</p>
<h2>Will The Elder Scrolls VI Skip Day One Too?</h2>
<p>Probably. Xbox has already pulled future Call of Duty games from day one Game Pass access, and the studio backlash Schreier described points to other big first party releases getting the same treatment once Sharma finishes reshaping the subscription&#8217;s economics, The Elder Scrolls VI included.</p>
<p>Bethesda&#8217;s long awaited role playing game hasn&#8217;t been dated, but it sits in exactly the category Schreier flagged: a first party release expensive enough to lose real money if it launches straight into a $22.99 a month subscription.</p>
<p>The template Xbox appears to be building looks like Call of Duty&#8217;s new schedule. Full price at launch, subscription access much later, after the game has already banked its highest margin sales.</p>
<p>Modern Warfare 4 arrives October 23, 2026, without Game Pass day one access for the first time in the franchise&#8217;s subscription era. It will be the clearest test yet of whether Xbox can keep the service alive without the very games its own studio leaders say it devalued.</p>
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		<title>Bethesda&#8217;s Fallout 5 Reveal Exposes Cracks in Xbox&#8217;s Exclusivity Plan</title>
		<link>https://winaddons.com/xbox-fallout-5-exclusivity-still-unclear/</link>
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		<dc:creator><![CDATA[Nathan Brooks]]></dc:creator>
		<pubDate>Mon, 20 Jul 2026 06:27:27 +0000</pubDate>
				<category><![CDATA[NEWS]]></category>
		<category><![CDATA[XBOX]]></category>
		<guid isPermaLink="false">https://winaddons.com/xbox-fallout-5-exclusivity-still-unclear/</guid>

					<description><![CDATA[Bethesda revealed Fallout 5 and two remasters without confirming Xbox exclusivity, days after layoffs cut thousands of jobs at its parent studios.]]></description>
										<content:encoded><![CDATA[<p>Bethesda unveiled four new Fallout projects on July 17, and Xbox still will not say which ones, if any, require Xbox hardware to play. Fallout 5, a Fallout 3 remaster, a New Vegas remaster and a new Obsidian Entertainment collaboration all arrived without a word on exclusivity.</p>
<p>Xbox executives gave GamesRadar contradictory answers on the subject just days later. Their confirmed exclusivity list still runs to just <strong>two games</strong>, both unveiled six weeks before layoffs tore through the studios now expected to build everything else.</p>
<h2>Bethesda Teases Four New Fallout Games, Confirms Nothing</h2>
<p>Bethesda Game Studios director Todd Howard laid out the plan on July 17: Fallout 5 from Bethesda Game Studios itself, standalone remasters of Fallout 3 and Fallout New Vegas, and a separate new Fallout project from Obsidian Entertainment, the studio behind Avowed and Pentiment. Bethesda also teased a “special” Fallout Day celebration set for Washington, D.C., sometime in 2027, without naming an exact date.</p>
<p>Fallout 5 and The Elder Scrolls VI are both being rebuilt on Creation Engine 3, Bethesda confirmed, a shift meant to hand developers more modern tools than the ones that shipped Starfield. What Bethesda did not confirm was where any of these games would actually run.</p>
<p>Windows Central asked Howard directly whether Fallout 5 or The Elder Scrolls VI would go exclusive to Xbox, given Xbox CEO Asha Sharma’s push to grow the console business. Howard said it was too early to comment. Asked for a launch window on The Elder Scrolls VI, he gave much the same answer.</p>
<p>The question is not new. A 2023 U.S. antitrust trial over Microsoft’s acquisition of Activision Blizzard revealed the company had internally modeled making The Elder Scrolls VI an Xbox exclusive. Three years later, Xbox still has not settled the question in public, for that game or for Fallout.</p>
<figure class="wp-block-image aligncenter featured-image" style="margin:1.5em auto;text-align:center;"><img decoding="async" class="aligncenter" src="https://winaddons.com/wp-content/uploads/2026/07/xbox-fallout-5-exclusivity-confusion-after-bethesda-studio-layoffs.webp" alt="Xbox Fallout 5 exclusivity confusion after Bethesda studio layoffs" style="width:100%;max-width:800px;height:auto;border-radius:8px;display:block;margin:0 auto;" /><figcaption style="text-align:center;font-size:0.85em;color:#888;margin-top:0.5em;">Bethesda revealed Fallout 5 and two remasters without confirming Xbox exclusivity, days after layoffs cut thousands of jobs at its parent studios.</figcaption></figure>
<h2>Six Weeks In, Xbox’s Exclusivity Plan Still Runs on Two Games</h2>
<p>Xbox announced its return to console exclusivity on June 7, at <a href="https://winaddons.com/xbox-games-showcase-2026-start-time-what-to-expect/" target="_blank" rel="noopener">its widely previewed June games showcase</a>, after years of shipping former exclusives to competing platforms. Gears of War: E-Day and Clockwork Revolution were named as the proof: permanent, not timed, exclusives on Xbox Series X|S and PC.</p>
<p>Chief strategy officer Matthew Ball went further the next day in an interview with The Game Business. Xbox already knows which games will be exclusive, he said. “We know what those are going to be, we know how we’re going to make those decisions, we know how we’re going to be evaluated against those decisions,” Ball said, before admitting, “Today, I can’t give you a more comprehensive answer.”</p>
<p>Ball broke the actual framework into three parts. Big handpicked first-party games become exclusive for good. Large live-service titles built for big shared audiences, like Call of Duty and Sea of Thieves, stay multiplatform. Games already promised to other platforms keep those deals. He also admitted fans still “don’t quite get” the plan and <a href="https://www.thegamebusiness.com/p/matthew-ball-on-exclusives-turning" target="_blank" rel="noopener">said the framework still needs external explanation</a>.</p>
<p>Asked why Clockwork Revolution is exclusive while Ninja Theory’s Senua sequel is not, Ball told the outlet, “No comment.” Six weeks later, Xbox’s public commitment still comes down to two named games, while everything Bethesda showed on July 17 remains unlabeled.</p>
<ol>
<li><strong>June 7:</strong> Xbox announces a return to console exclusivity at its games showcase, naming Gears of War: E-Day and Clockwork Revolution as its first permanent exclusives.</li>
<li><strong>June 8:</strong> Chief strategy officer Matthew Ball tells The Game Business that Xbox already knows its future exclusives internally but cannot share the list yet.</li>
<li><strong>July 6 to 8:</strong> Xbox cuts roughly 3,200 jobs across its gaming division, hitting Bethesda, ZeniMax Online, Obsidian and id Software, and spins off four more studios.</li>
<li><strong>July 16:</strong> Bethesda and ZeniMax employees protest the cuts outside their offices in Rockville, Maryland.</li>
<li><strong>July 17:</strong> Bethesda announces four new Fallout projects with no exclusivity details attached.</li>
</ol>
<p>The gap between what Ball promised in June and what Bethesda delivered in July is exactly six weeks long, and it has not narrowed.</p>
<h2>Two Executives, Two Different Answers</h2>
<p>The contradictions did not stop at The Game Business interview. Speaking to GamesRadar this week, chief content officer Matt Booty told fans not to “overly fixate on single-player” games becoming exclusive, calling that pattern “a good rule of thumb” but “certainly isn’t something that’s carved in stone.” That undercuts the logic Ball laid out in June, where handpicked single-player titles were the ones described as exclusive for good.</p>
<p>Booty has been consistent on one point since the games showcase: the entire strategy exists to give people a reason to own Xbox hardware.</p>
<blockquote>
<p>There has to be a reason for people to buy an Xbox. We want there to be something for those players. That principle is what drove the decision.</p>
</blockquote>
<p>Matt Booty, Xbox chief content officer, speaking to GamesRadar</p>
<p>Ball has chased the same goal while adding his own caveats. He has separately acknowledged that certain exclusives will sell fewer units than they would on multiple platforms, betting that hardware sales make up the difference over time. That bet only pays off if buyers know which games actually require the hardware, and six weeks after the showcase, most of Bethesda’s biggest upcoming titles still are not on that list.</p>
<h2>A Historic Layoff Round Hit the Studios Building These Games</h2>
<p>The confusion lands weeks after Xbox’s most severe round of job cuts. Microsoft eliminated roughly 3,200 positions across its gaming division in early July, with 1,600 of them cut immediately, according to the union representing Bethesda Game Studios workers. ZeniMax Online, Obsidian Entertainment and id Software all absorbed significant cuts, and four more studios were spun off entirely.</p>
<p>The union <a href="https://www.gamesradar.com/games/the-elder-scrolls/fallout-and-elder-scrolls-union-says-bethesda-layoffs-didnt-hurt-microsofts-14-layers-of-management-we-lost-dozens-of-programmers-artists-designers-and-testers/" target="_blank" rel="noopener">said dozens of veteran developers were cut</a>, some with decades of tenure, while pointedly noting Microsoft’s management layers went untouched.</p>
<ul>
<li><strong>ZeniMax Online Studios</strong>, the Elder Scrolls Online developer, among the hardest hit teams</li>
<li><strong>Obsidian Entertainment</strong>, the Avowed and Pentiment studio, now also building the new Fallout collaboration</li>
<li><strong>id Software</strong>, the Doom studio, absorbed significant reductions too</li>
<li><strong>Compulsion Games, Double Fine, Ninja Theory and Undead Labs</strong>, spun off from Xbox Game Studios entirely</li>
</ul>
<p>Xbox CEO Asha Sharma <a href="https://www.pcgamer.com/gaming-industry/bethesda-game-studios-and-zenimax-hit-hard-by-xbox-layoffs-says-union/" target="_blank" rel="noopener">confirmed the studio spinoffs</a> as part of a push to shift investment toward higher priority projects. Todd Howard called the layoffs “really tough,” telling staff Bethesda is “going through a change.” A little over a week later, Bethesda was already teasing Fallout 5 in public, with no mention of what the cuts meant for the people left to build it.</p>
<h2>Which Xbox Games Are Actually Confirmed Exclusive?</h2>
<p>Six weeks after Xbox declared its return to console exclusivity, exactly two games carry that label for certain, an <a href="https://winaddons.com/xbox-matt-booty-exclusivity-strategy-two-games/" target="_blank" rel="noopener">exclusivity bet still resting on two titles</a>. Everything else shown this summer, including Bethesda’s four new Fallout projects, either stays multiplatform by design or carries no platform commitment at all.</p>
<table>
<thead>
<tr>
<th>Game</th>
<th>Exclusivity Status</th>
<th>Source</th>
</tr>
</thead>
<tbody>
<tr>
<td>Gears of War: E-Day</td>
<td>Confirmed permanent Xbox and PC exclusive</td>
<td>Matthew Ball, The Game Business</td>
</tr>
<tr>
<td>Clockwork Revolution</td>
<td>Confirmed permanent Xbox and PC exclusive</td>
<td>Matthew Ball, The Game Business</td>
</tr>
<tr>
<td>Call of Duty, Sea of Thieves</td>
<td>Confirmed multiplatform going forward</td>
<td>Matthew Ball, GamesRadar</td>
</tr>
<tr>
<td>State of Decay 3, Senua sequel</td>
<td>Heading to PS5 despite single-player format</td>
<td>Windows Central reporting</td>
</tr>
<tr>
<td>Fallout 5, two Fallout remasters, Obsidian’s Fallout project</td>
<td>No platform confirmed</td>
<td>Todd Howard, Windows Central</td>
</tr>
</tbody>
</table>
<p>Fallout ranks among Bethesda’s two biggest franchises. Skyrim, the studio’s other flagship, has sold more than 65 million copies since its 2011 launch. None of that sales weight carries an exclusivity label yet, six weeks into a strategy built to give hardware buyers a reason to choose Xbox.</p>
<h2>Xbox Promises Clarity Before Fallout Day 2027</h2>
<p>Ball has said Xbox is “committed to making this clearer” for players going forward, a pledge he has repeated in separate interviews since June. Booty has offered a version of the same promise. Neither has attached a timeline shorter than the one Bethesda already gave fans: a “special” Fallout Day event in Washington, D.C., sometime in 2027.</p>
<p>Between now and then, Xbox has to answer for a workforce that just absorbed its largest cuts on record while its two most bankable franchises sit in limbo. <a href="https://bethesdamagazine.com/2026/07/16/zenimax-bethesda-game-studios-rockville-protest-layoffs/" target="_blank" rel="noopener">Employees protested outside the Rockville offices</a> on July 16, one day before Bethesda unveiled its next decade of Fallout games.</p>
<p>Fallout Day arrives in Washington, D.C., sometime in 2027. Until then, Xbox has not said whether a single one of the four new Fallout games needs an Xbox to play.</p>
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		<title>Xbox&#8217;s Invisible Japan Problem Surfaces in a New PS5 vs PS4 Report</title>
		<link>https://winaddons.com/xbox-japan-sales-ps5-ps4-comparison/</link>
					<comments>https://winaddons.com/xbox-japan-sales-ps5-ps4-comparison/#respond</comments>
		
		<dc:creator><![CDATA[Nathan Brooks]]></dc:creator>
		<pubDate>Mon, 20 Jul 2026 05:51:06 +0000</pubDate>
				<category><![CDATA[NEWS]]></category>
		<category><![CDATA[XBOX]]></category>
		<guid isPermaLink="false">https://winaddons.com/xbox-japan-sales-ps5-ps4-comparison/</guid>

					<description><![CDATA[VGChartz's June 2026 Japan tracking shows the PS5 still chasing the PS4's pace, while Xbox Series X&#124;S remains barely visible in the market.]]></description>
										<content:encoded><![CDATA[<p>The PlayStation 5 fell another 71,410 units behind the PlayStation 4&#8217;s Japanese pace last month, stretching Sony&#8217;s own console-on-console gap to 975,520 units, according to new tracking from sales-estimate outlet <a href="http://www.vgchartz.com/article/468442/ps5-vs-ps4-sales-comparison-in-japan-june-2026/" target="_blank" rel="noopener">VGChartz&#8217;s June 2026 Japan report</a>. That is a story about Sony chasing Sony.</p>
<p>Buried underneath it is a smaller, blunter fact for Microsoft. Xbox Series X|S is not part of this comparison at all, because in Japan it barely qualifies as a console anyone is buying.</p>
<h2>PS4&#8217;s Pace Still Outruns the PS5 in Japan</h2>
<p>June 2026 marks the 68th month the PS5 has been on sale in Japan since its November 2020 launch. Over that stretch it has sold 7.63 million units. The PS4, aligned to its own 68th month (September 2019, following a February 2014 launch), had already reached 8.61 million.</p>
<p>Over the last 12 aligned months, the PS4 outsold the PS5 by 640,565 units, roughly 0.64 million. The PS4 went on to finish its life in Japan at 9.68 million units, crossing 9 million in its 72nd month and 9.5 million by month 84. That leaves the PS5 sitting 2.05 million units short of a total the PS4 already banked years ago.</p>
<p>That is not catastrophic for Sony. The PS5 is still an active, selling console with years of runway left, and Japan&#8217;s hardware market overall has gotten more crowded and more expensive since 2020. But it is the frame every outlet covering this data will use: PS5 versus PS4, Sony versus itself.</p>
<figure class="wp-block-image aligncenter featured-image" style="margin:1.5em auto;text-align:center;"><img decoding="async" class="aligncenter" src="https://winaddons.com/wp-content/uploads/2026/07/xbox-series-x-s-japan-sales-trail-ps5-and-ps4-data.webp" alt="Xbox Series X S Japan sales trail PS5 and PS4 data" style="width:100%;max-width:800px;height:auto;border-radius:8px;display:block;margin:0 auto;" /><figcaption style="text-align:center;font-size:0.85em;color:#888;margin-top:0.5em;">VGChartz estimates put total Xbox Series X|S sales in Japan under a million units since its November 2020 launch.</figcaption></figure>
<h2>The Console Missing From Its Own Chart</h2>
<p>Xbox does not show up in VGChartz&#8217;s PS5-PS4 comparison because it was never built to include a third console. But VGChartz tracks Xbox separately, and the most recent published figures put Xbox Series X|S at just <a href="https://www.vgchartz.com/article/465428/xbox-series-xs-vs-xbox-360-sales-comparison-in-japan-july-2025/" target="_blank" rel="noopener">0.68 million units sold in Japan after 57 months</a> on the market, as of July 2025.</p>
<p>Line the four consoles up by months on the market rather than calendar date, and the gap becomes hard to look away from.</p>
<table>
<thead>
<tr>
<th>Console</th>
<th>Japan Launch</th>
<th>Months Tracked</th>
<th>Units Sold in Window</th>
<th>Japan Lifetime Total</th>
</tr>
</thead>
<tbody>
<tr>
<td>PlayStation 5</td>
<td>November 2020</td>
<td>68 (through June 2026)</td>
<td>7.63 million</td>
<td>Still active</td>
</tr>
<tr>
<td>PlayStation 4</td>
<td>February 2014</td>
<td>68 (through September 2019)</td>
<td>8.61 million</td>
<td>9.68 million</td>
</tr>
<tr>
<td>Xbox Series X|S</td>
<td>November 2020</td>
<td>57 (through July 2025)</td>
<td>0.68 million</td>
<td>Still active</td>
</tr>
<tr>
<td>Xbox 360</td>
<td>December 2005</td>
<td>57 (through August 2010)</td>
<td>1.38 million</td>
<td>1.66 million</td>
</tr>
</tbody>
</table>
<p>Xbox Series X|S launched the same month as the PS5. At a comparable point in each console&#8217;s life, the PS5 has sold more than eleven times as many units in Japan. That is not a gap. It is a different market entirely.</p>
<h2>A Pattern That Predates the Series X</h2>
<p>VGChartz builds these comparisons around what it calls aligned sales, matching consoles by months on the market instead of by the calendar, since a console launched in 2020 and one launched in 2005 never share a holiday season.</p>
<ul>
<li><strong>Aligned sales</strong> &#8211; a method that compares two platforms at the same point in their individual sales lifecycle (same month number since launch) rather than the same calendar month, so a 2005 launch and a 2020 launch can still be measured on equal footing.</li>
</ul>
<p>Applied to Xbox, that method shows the problem is not new. At month 57, the Xbox 360, hardly a Japanese success story itself, had still sold roughly double what the Series X|S has managed. The 360 eventually crossed 1.4 million units by month 59 and 1.5 million by month 67, closing its life in Japan at 1.66 million. Microsoft&#8217;s current-generation console is now 0.98 million units behind that total, with no sign of the gap closing quickly.</p>
<p>Xbox&#8217;s first two Japanese chapters were thinner still. The original Xbox launched there in February 2002, and the Xbox One followed in September 2014, seven months after the PS4. Neither generation is included in VGChartz&#8217;s recent monthly tracking in enough detail to put a precise number beside them, but industry consensus has long treated both as commercial footnotes in Japan specifically, well behind even the 360&#8217;s modest showing.</p>
<h2>Why Does Xbox Keep Losing Japan?</h2>
<p>Xbox&#8217;s Japanese weakness comes down to a market built around handhelds and franchises Sony and Nintendo already own, not a single bad console generation. Switch and now Switch 2 dominate casual and portable play, PlayStation holds the console install base and the marketing budgets, and Xbox has never built a retail presence deep enough to compete with either.</p>
<p>A few structural factors keep showing up whenever the topic comes up among people who track the region closely:</p>
<ul>
<li><strong>Handheld gravity</strong> &#8211; Japanese hardware spending leans toward portable and hybrid devices, a category Xbox has never entered.</li>
<li><strong>Catalog mismatch</strong> &#8211; major Japanese-developed franchises have historically shipped console-exclusive or timed-exclusive on PlayStation first.</li>
<li><strong>Thin retail footprint</strong> &#8211; Xbox hardware occupies far less physical shelf space in Japanese electronics chains than PS5 or Switch 2.</li>
<li><strong>Service-first strategy</strong> &#8211; Microsoft&#8217;s Game Pass push assumes an installed hardware base that, in Japan, barely exists to sell into.</li>
</ul>
<p>Each factor reinforces the others. Thin retail space means less visibility, less visibility means fewer console sales, and fewer console sales give retailers less reason to expand Xbox&#8217;s shelf space next year.</p>
<h2>Microsoft&#8217;s Narrow Path Back Into Japan</h2>
<p>Microsoft&#8217;s clearest recent play for Japanese goodwill is not hardware at all. It is software with local roots. The company&#8217;s Xbox and PC platforms are set to carry <a href="https://winaddons.com/final-fantasy-resonance-hd-2d-release-date-xbox-pc/" target="_blank" rel="noopener">a revived HD-2D take on a shelved Japanese RPG</a>, a genre where Xbox has historically had almost nothing to offer Japanese players that they could not already get elsewhere first.</p>
<p>More of that lineup is due soon. Microsoft is expected to use <a href="https://winaddons.com/xbox-games-showcase-2026-start-time-what-to-expect/" target="_blank" rel="noopener">its next showcase of upcoming first-party and partner games</a> to lay out what else is coming, though a stronger release slate has not historically translated into stronger Japanese hardware sales on its own.</p>
<p>Elsewhere, Microsoft has shown it will fight hard for exclusivity when it wants to. Under Xbox games marketing chief Asha Sharma, the company went as far as <a href="https://winaddons.com/gears-of-war-e-day-ps5-canceled-xbox-exclusive-sharma/" target="_blank" rel="noopener">pulling Gears of War: E-Day away from a planned PS5 release</a> to keep it Xbox-only. That kind of leverage means little in a market where the console itself sells in the tens of thousands rather than the millions.</p>
<h2>Switch 2 Now Complicates Sony&#8217;s Own Race</h2>
<p>The PS5-PS4 comparison also does not happen in a vacuum. VGChartz&#8217;s broader monthly tracking folds Switch 2, Switch, PS5, and Xbox Series X|S into <a href="https://www.vgchartz.com/article/468440/2026-japan-sales-comparison-charts-through-june-switch-2-vs-ps5-vs-xbox-series-vs-switch/" target="_blank" rel="noopener">a single year-to-date comparison across all four active platforms</a>, and Nintendo&#8217;s newer hardware has been the one pulling Japanese hardware spending toward itself in 2026, even after a recent price increase.</p>
<p>That leaves the PS5 fighting on two fronts at once: trying to close a gap on its own predecessor while Switch 2 absorbs attention and yen that might otherwise go toward a PlayStation. Xbox, meanwhile, is not fighting on either front. It has effectively been priced out of the conversation before the conversation starts. VGChartz&#8217;s separate <a href="https://www.vgchartz.com/analysis/platform_totals/" target="_blank" rel="noopener">global lifetime totals across every active platform</a> show a very different picture for Xbox worldwide, which only sharpens how isolated the Japanese numbers really are.</p>
<p>The PS5 will likely keep trailing the PS4&#8217;s aligned pace for months to come. Xbox&#8217;s task is bigger: showing up in the comparison at all.</p>
<h2>Frequently Asked Questions</h2>
<h3>Does Microsoft Publish Official Xbox Hardware Sales Figures for Japan?</h3>
<p>No. Microsoft does not break out regional hardware sales for Xbox the way some companies do. Figures like the 0.68 million units cited for Xbox Series X|S come from independent retail-tracking estimates published by VGChartz, not from Microsoft itself.</p>
<h3>Has Any Xbox Console Ever Sold a Million Units in Japan?</h3>
<p>Yes, but only one so far. The Xbox 360 crossed the million-unit mark in Japan and finished its run at 1.66 million units, the only Xbox generation confirmed to have cleared that threshold in the region.</p>
<h3>Could the Xbox Series X|S Still Reach a Million Units There?</h3>
<p>It is possible but not close. At 0.68 million units after 57 months, Series X|S would need a meaningfully faster pace than it has shown so far to add another 320,000 units and match what the 360 eventually reached.</p>
<h3>What Happens to This Comparison Once the PS4 Tracking Window Ends?</h3>
<p>The PS4&#8217;s Japanese story is already finished at 9.68 million lifetime units, since it is no longer an active platform. Once the PS5 either closes that gap or the aligned-month window runs out, VGChartz&#8217;s comparisons typically shift to measuring the newer console against its own eventual lifetime figure instead.</p>
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		<title>Windows 11 Splits Frame Rate Wins With SteamOS on Valve&#8217;s Steam Machine</title>
		<link>https://winaddons.com/steam-machine-windows-11-vs-steamos-benchmark/</link>
					<comments>https://winaddons.com/steam-machine-windows-11-vs-steamos-benchmark/#respond</comments>
		
		<dc:creator><![CDATA[Nathan Brooks]]></dc:creator>
		<pubDate>Mon, 20 Jul 2026 04:04:38 +0000</pubDate>
				<category><![CDATA[NEWS]]></category>
		<category><![CDATA[WINDOWS]]></category>
		<guid isPermaLink="false">https://winaddons.com/steam-machine-windows-11-vs-steamos-benchmark/</guid>

					<description><![CDATA[ETA Prime's tests show Windows 11 nearly matching SteamOS on Valve's $1,049 Steam Machine, but Valve still blocks dual booting between the two.]]></description>
										<content:encoded><![CDATA[<p>Windows 11 beat SteamOS by 22.1 percent in one benchmark and lost to it by six frames per second in another, after YouTuber ETA Prime installed Microsoft&#8217;s operating system on Valve&#8217;s new Steam Machine this week. The console, which starts at $1,049, only got official Windows drivers in early July. The frame rate gaps are tiny. The catch buried in Valve&#8217;s own support page is not.</p>
<h2>Valve Turns Its Living Room Console Into a Windows PC</h2>
<p>ETA Prime, a hardware YouTuber who has tracked the Steam Machine since it shipped, ran Windows 11 on a unit already upgraded from its stock 16GB of memory to 64GB of DDR5-5600 in dual channel, a change he documented in an earlier video on the same hardware. Installing Microsoft&#8217;s operating system went smoothly, and the graphics, Wi-Fi, Bluetooth and video playback all worked once Valve&#8217;s drivers were loaded.</p>
<p>Windows identified the console&#8217;s custom processor as an <strong>AMD 1772</strong>, a six-core, twelve-thread chip mixing two full Zen 4 cores with four smaller Zen 4c cores that boosts up to 4.8GHz. The 8GB graphics chip, a semi-custom RDNA 3 part with 28 compute units, showed up in both Task Manager and AMD&#8217;s own Adrenalin software as a Radeon RX 7600. Valve&#8217;s <a href="https://store.steampowered.com/hardware/steammachine" target="_blank" rel="noopener">official listing for the $1,049 base model</a> still describes the box as a full PC, not a sealed appliance, which is exactly the argument Windows on the Steam Machine is testing.</p>
<figure class="wp-block-image aligncenter featured-image" style="margin:1.5em auto;text-align:center;"><img decoding="async" class="aligncenter" src="https://winaddons.com/wp-content/uploads/2026/07/steam-machine-windows-11-steamos-benchmark-performance-comparison.webp" alt="Steam Machine Windows 11 SteamOS benchmark performance comparison" style="width:100%;max-width:800px;height:auto;border-radius:8px;display:block;margin:0 auto;" /><figcaption style="text-align:center;font-size:0.85em;color:#888;margin-top:0.5em;">ETA Prime&#8217;s benchmarks found Windows 11 and SteamOS separated by as little as two frames per second in most games tested.</figcaption></figure>
<h2>Where Windows 11 Actually Wins</h2>
<p>The lopsided result came in Geekbench 6, where Windows led SteamOS by just 3.3 percent in the single core test but by a full 22.1 percent in multi-core, the largest gap ETA Prime recorded anywhere. That number needs an asterisk. SteamOS was benchmarked in its desktop mode, which does not draw on the same CPU scheduling behavior the console uses when actually running games.</p>
<p>In Cinebench 2024, the Steam Machine&#8217;s chip scored 99 points single-core and 554 multi-core, running 5.3 percent faster than a desktop Ryzen 5 5600X in single-core work but 14.1 percent slower in multi-core. Windows also took the graphics-heavy 4K test in Cyberpunk 2077 and most of Shadow of the Tomb Raider, plus Horizon Zero Dawn Remastered by as much as 7.1 percent in one pass, according to TechPowerUp&#8217;s breakdown of the same footage.</p>
<h2>SteamOS Keeps Its Grip at 1080p and 1440p</h2>
<p>Zoom out past the synthetic scores and the gaming results settle into a near draw, tipping toward whichever resolution a game leans on hardest.</p>
<table>
<thead>
<tr>
<th>Game</th>
<th>Resolution</th>
<th>SteamOS</th>
<th>Windows 11</th>
</tr>
</thead>
<tbody>
<tr>
<td>Cyberpunk 2077</td>
<td>1080p</td>
<td>74 fps</td>
<td>68 fps</td>
</tr>
<tr>
<td>Cyberpunk 2077</td>
<td>1440p</td>
<td>45 fps</td>
<td>43 fps</td>
</tr>
<tr>
<td>Cyberpunk 2077</td>
<td>4K</td>
<td>18 fps</td>
<td>20 fps</td>
</tr>
<tr>
<td>Shadow of the Tomb Raider</td>
<td>1080p</td>
<td>118 fps</td>
<td>120 fps</td>
</tr>
<tr>
<td>Shadow of the Tomb Raider</td>
<td>1440p</td>
<td>86 fps</td>
<td>84 fps</td>
</tr>
<tr>
<td>Shadow of the Tomb Raider</td>
<td>4K</td>
<td>44 fps</td>
<td>46 fps</td>
</tr>
</tbody>
</table>
<p>Cyberpunk 2077 produced the widest percentage swings, yet the actual gap never passed six frames per second. At 4K, where both operating systems dropped into single-digit-to-twenty territory and neither was truly playable, a two-frame edge for Windows reads as an 11 percent lead on paper. Shadow of the Tomb Raider barely moved between the two systems at any resolution tested. The console&#8217;s other core specs help explain why the numbers cluster so tightly.</p>
<ul>
<li><strong>CPU</strong> &#8211; custom six-core, twelve-thread AMD chip built from Zen 4 and Zen 4c cores, boosting to 4.8GHz</li>
<li><strong>GPU</strong> &#8211; semi-custom RDNA 3 design, 28 compute units, 8GB of GDDR6 memory</li>
<li><strong>Storage and price</strong> &#8211; $1,049 for 512GB without a controller, up to $1,428 for 2TB bundled with one</li>
<li><strong>Performance target</strong> &#8211; roughly six times the Steam Deck, aimed at 4K gaming with upscaling</li>
</ul>
<p>Those are the specs both operating systems are working with, which is part of why neither one pulls away for long.</p>
<h2>Why Won&#8217;t Valve Let You Dual Boot?</h2>
<p>There is no dual-boot option. Installing Windows means wiping SteamOS off the drive entirely, and getting back requires reinstalling SteamOS from Valve&#8217;s recovery image from scratch. Valve&#8217;s support page frames the whole exercise as an open invitation rather than a supported path.</p>
<blockquote>
<p>Who are we to tell you how to use your computer?</p>
</blockquote>
<p>That line sits on Valve&#8217;s own product page for the console. It is generous in spirit and light on follow-through. Valve&#8217;s drivers cover graphics, Wi-Fi, Bluetooth and the SD card reader, leaving everything else to Microsoft&#8217;s built-in driver library, and the Wi-Fi driver itself only loads after Windows is already running, so setup requires an Ethernet cable plugged in just to get past product activation.</p>
<p><strong>What We Know</strong></p>
<ul>
<li><strong>No dual boot</strong> exists today. Choosing Windows means erasing SteamOS first.</li>
<li><strong>Recovery is manual.</strong> Restoring SteamOS requires Valve&#8217;s official recovery image and a fresh install.</li>
<li><strong>Driver coverage is partial.</strong> Valve ships graphics, wireless and storage drivers; the rest runs on generic Windows support.</li>
</ul>
<p><strong>What&#8217;s Unconfirmed</strong></p>
<ul>
<li>No date for the SteamOS reinstall wizard Valve says is coming <strong>once it&#8217;s complete</strong>.</li>
<li>Whether VRAM management fixes a Valve engineer described have shipped in the SteamOS build ETA Prime actually tested.</li>
</ul>
<p>For most owners, that combination makes Windows a project for people who need a specific app or an anti-cheat system SteamOS still blocks, not a default upgrade.</p>
<h2>A Decade After the First Steam Machine Flopped</h2>
<p>Valve tried this once before. The original Steam Machine program launched in 2015 at $449 and collapsed within a couple of years, done in by thin game support and a Linux layer that could not yet run most of the Steam catalog. This version was announced in November 2025 alongside a redesigned Steam Controller and a standalone headset called Steam Frame, then it slipped from an early 2026 target into a June 29, 2026 release after an industry-wide memory and storage shortage forced Valve to rework its pricing.</p>
<p>That same shortage pushed Steam Deck prices up more than 40 percent earlier in 2026, so the Steam Machine landing at nearly triple its predecessor&#8217;s starting price fits a pattern rather than breaking one. <a href="https://www.pcgamesn.com/steam-machine/launch" target="_blank" rel="noopener">Valve&#8217;s June price reveal for the console</a> confirmed the final tiers only after months of delay, and this time Valve is building and selling the hardware itself instead of licensing specs to outside manufacturers the way it did in 2015.</p>
<h2>Eight Gigabytes of VRAM Sets the Real Ceiling</h2>
<p>The closeness of these results has a specific cause, and it is not the operating system. SteamOS previously held a lead of up to 30 percent over Windows on gaming handhelds with unified memory, but that advantage shrank or vanished once testing moved to desktop-class cards carrying less than 12GB of dedicated VRAM, exactly the bracket the Steam Machine&#8217;s 8GB GPU sits in. A Valve engineer named Griffais has described VRAM management improvements aimed at exactly this kind of hardware, and whether those fixes had already landed in the SteamOS build ETA Prime tested is still an open question.</p>
<p>If they had not, today&#8217;s near-tie could look very different once heavier, newer games start leaning harder on graphics memory instead of raw compute. The next round of benchmarks worth watching will not be average frame rates in well-optimized titles. They will be memory-hungry, open-world games at higher settings, run against a SteamOS build Valve has explicitly confirmed.</p>
<h2>The Same Fight Is Already Playing Out on Handhelds</h2>
<p>Windows has been chasing SteamOS on portable hardware for two years without closing the gap, which is what makes the Steam Machine numbers notable. On battery-powered handhelds, SteamOS&#8217;s efficiency advantage has been large enough that manufacturers keep hunting for ways around it, including <a href="https://winaddons.com/msi-claw-8-ex-ai-plus-intel-arc-g3-handheld/" target="_blank" rel="noopener">a new Intel Arc chip built to challenge AMD&#8217;s grip on Windows handhelds</a>. On a plugged-in living room console with a dedicated cooler, that gap mostly disappears, and Windows even edges ahead in a couple of titles.</p>
<p>Owners who want true dual booting instead of a one-way wipe already have a template elsewhere in Valve&#8217;s own lineup. Windows Central has documented <a href="https://www.windowscentral.com/hardware/handheld-gaming-pc/how-to-dual-boot-windows-and-steamos-on-steam-deck" target="_blank" rel="noopener">a tested dual-boot workaround for the Steam Deck</a> using a shrunk partition and a boot manager, built entirely by the community because Valve has never shipped that option natively there either.</p>
<p>Valve says a proper SteamOS reinstall wizard is coming once it is finished, with no date attached. Until it ships, putting Windows on a Steam Machine stays a full commitment, not a dual-boot experiment.</p>
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		<title>Xbox Game Pass Gets a Free World Cup Mode as FIFA&#8217;s Payout Hits $871 Million</title>
		<link>https://winaddons.com/ea-sports-fc-26-world-cup-mode-xbox-game-pass/</link>
					<comments>https://winaddons.com/ea-sports-fc-26-world-cup-mode-xbox-game-pass/#respond</comments>
		
		<dc:creator><![CDATA[Nathan Brooks]]></dc:creator>
		<pubDate>Mon, 20 Jul 2026 03:43:36 +0000</pubDate>
				<category><![CDATA[NEWS]]></category>
		<category><![CDATA[XBOX]]></category>
		<guid isPermaLink="false">https://winaddons.com/ea-sports-fc-26-world-cup-mode-xbox-game-pass/</guid>

					<description><![CDATA[EA's unlicensed World Cup mode arrived free on Xbox Game Pass weeks before FIFA's real final paid out a record $50 million to the champion.]]></description>
										<content:encoded><![CDATA[<p>Xbox Game Pass subscribers have had a free ticket to the World Cup since early June. EA Sports FC 26 added a 48 team tournament mode called The World&#8217;s Game weeks before the real competition reached Sunday&#8217;s final between Argentina and Spain at MetLife Stadium, a match worth a record $50 million to whichever nation lifted the trophy.</p>
<p>There is one word EA is not allowed to use for any of it. The studio lost its FIFA video game license after the 2022 tournament, so the free update millions of players are already running cannot legally call itself a World Cup game, even while it mirrors the real bracket almost move for move.</p>
<h2>Xbox Game Pass Just Added a Free World Cup Run</h2>
<p>The World&#8217;s Game update landed on June 4, 2026, free to anyone with an active Xbox Game Pass membership, no separate purchase required. EA built <a href="https://www.ea.com/en/games/ea-sports-fc/fc-26/news/pitch-notes-fc26-the-worlds-game-update" target="_blank" rel="noopener">a free international tournament mode with 53 teams</a> into FC 26, and the standalone bracket itself runs on the same 48 nation format as the real thing.</p>
<p>Not all 48 real qualifiers get the same treatment inside the game. EA&#8217;s licensing deals run nation by nation, so the roster splits into clear tiers.</p>
<table>
<thead>
<tr>
<th>Tier</th>
<th>Real 2026 Qualifiers</th>
<th>What Players Get</th>
</tr>
</thead>
<tbody>
<tr>
<td>Fully licensed</td>
<td>41 nations</td>
<td>Complete rosters with individual faces and real player stats</td>
</tr>
<tr>
<td>Limited or generic squads</td>
<td>7 nations, including Egypt and Japan</td>
<td>Placeholder rosters without full individual licensing</td>
</tr>
<tr>
<td>Extra nations beyond the real field</td>
<td>5 additional teams</td>
<td>Bring the total licensed roster to 53 overall</td>
</tr>
</tbody>
</table>
<p>Xbox itself lists <a href="https://www.xbox.com/en-US/games/store/ea-sports-fc-26-the-worlds-game-edition-xbox-one-xbox-series-xs/9NHL478CM00Z" target="_blank" rel="noopener">a separate boxed edition on Xbox&#8217;s store</a> for players who want the game outright rather than through a Game Pass subscription.</p>
<figure class="wp-block-image aligncenter featured-image" style="margin:1.5em auto;text-align:center;"><img decoding="async" class="aligncenter" src="https://winaddons.com/wp-content/uploads/2026/07/ea-sports-fc-26-world-cup-mode-free-on-xbox-game-pass.webp" alt="EA Sports FC 26 World Cup mode free on Xbox Game Pass" style="width:100%;max-width:800px;height:auto;border-radius:8px;display:block;margin:0 auto;" /><figcaption style="text-align:center;font-size:0.85em;color:#888;margin-top:0.5em;">An Xbox Series X controller stood in for the real tournament weeks before FIFA&#8217;s record $871 million payout was settled.</figcaption></figure>
<h2>Why EA Cannot Call Its Own Game a World Cup</h2>
<p>EA Sports and FIFA ended their video game partnership after the 2022 tournament in Qatar. FIFA took its World Cup license elsewhere, and EA rebuilt its own version from scratch rather than walk away from the summer&#8217;s biggest sporting event.</p>
<p>EA&#8217;s own announcement calls the result a place “where history is playable,” language that carefully avoids the two words that would normally describe a 48 nation football tournament every four years.</p>
<ul>
<li><strong>The World&#8217;s Game</strong> &#8211; EA&#8217;s in house name for FC 26&#8217;s international tournament mode, built after the FIFA video game license lapsed in 2022, so the mode cannot use the words World Cup or FIFA&#8217;s trophy despite copying the real bracket almost exactly.</li>
</ul>
<p>That gap does not stop players from noticing the resemblance. A 48 team knockout bracket, new stadiums, and national rosters pulled straight from the real qualifying pool leave little doubt what the mode is standing in for.</p>
<h2>FIFA&#8217;s Prize Pool Just Hit a Record $871 Million</h2>
<p>While Xbox owners were running their own bracket, the real tournament&#8217;s finances kept climbing. FIFA initially announced a $727 million prize fund, then raised both the base participation fee and preparation grants, pushing the total to <strong>$871 million</strong>, nearly double the previous tournament&#8217;s payout.</p>
<p>The 2026 edition is also the first World Cup built around 48 teams and three host countries, a format FIFA&#8217;s own coverage confirms marks <a href="https://www.fifa.com/en/tournaments/mens/worldcup/canadamexicousa2026/articles/spain-argentina-final-statistics" target="_blank" rel="noopener">the first 48 team format across three host countries</a> in the competition&#8217;s history. That expansion is a large part of why the money grew too, with 16 more nations now splitting guaranteed payments than in previous cycles.</p>
<p>Of the total pool, $703 million is tied directly to performance on the pitch. The remaining $168 million goes out as non performance financial support, covering preparation costs for every qualified nation regardless of how far it advances.</p>
<h2>Where the Record Money Actually Lands</h2>
<p>The headline numbers sit at the top of the bracket. Argentina and Spain split $83 million between them just for reaching Sunday&#8217;s final, the largest combined payout a World Cup final has ever produced.</p>
<table>
<thead>
<tr>
<th>Finish</th>
<th>Prize Money</th>
<th>Team</th>
</tr>
</thead>
<tbody>
<tr>
<td>Champion</td>
<td>$50 million</td>
<td>Argentina or Spain</td>
</tr>
<tr>
<td>Runner-up</td>
<td>$33 million</td>
<td>Argentina or Spain</td>
</tr>
<tr>
<td>Third place</td>
<td>$29 million</td>
<td>England</td>
</tr>
<tr>
<td>Fourth place</td>
<td>$27 million</td>
<td>France</td>
</tr>
</tbody>
</table>
<p>England&#8217;s third place finish came via a 6-4 win over France in Miami&#8217;s bronze medal match, the country&#8217;s best World Cup result since it won the tournament outright in 1966. The winner&#8217;s $50 million purse also runs $8 million above what Argentina collected for winning in 2022.</p>
<p>Below the podium, the payouts step down by round rather than by ranking:</p>
<ul>
<li>Quarterfinal exits (4 teams): $19 million each, including Switzerland, Norway, Belgium and Morocco</li>
<li>Round of 16 exits (8 teams): $15 million each</li>
<li>Round of 32 exits (16 teams): $11 million each</li>
<li>Group stage exits (16 teams): $10 million each</li>
</ul>
<p>Every one of the 48 qualified nations was also guaranteed a floor of <strong>$12.5 million</strong> before a ball was kicked, built from a $2.5 million preparation grant plus a $10 million qualification payment.</p>
<h2>Lenovo, Not Microsoft, Holds FIFA&#8217;s Tech Deal</h2>
<p>None of this money or licensing runs through Microsoft. FIFA&#8217;s actual technology partnership for the tournament belongs to Lenovo, whose systems power <a href="https://inside.fifa.com/news/lenovo-world-cup-2026-technology-ref-cam-player-avatars-ai" target="_blank" rel="noopener">Lenovo&#8217;s ref cam and player avatar innovations</a> across this summer&#8217;s matches.</p>
<p>Microsoft&#8217;s closest tie to elite football sits with a different competition entirely. The company&#8217;s cloud and AI partnership runs through the Premier League, not FIFA&#8217;s World Cup, which leaves Xbox&#8217;s only real foothold in this tournament running through EA&#8217;s software rather than any official FIFA relationship.</p>
<p>That distinction matters for anyone assuming Game Pass&#8217;s World Cup content came from a Microsoft sponsorship deal. It did not. It came from a third party publisher timing a free content patch to the calendar.</p>
<h2>What Xbox Owners Get Without an Official License</h2>
<p>For a Game Pass subscriber, the practical experience barely shows the seams. New stadiums, a 48 team bracket, and rosters covering most of the real qualifying field add up to a tournament that plays like the genuine article even if it cannot say so on the box.</p>
<p>EA also folded national team content into FC 26 Ultimate Team through <a href="https://www.ea.com/news/the-worlds-game-ea-sports-fc-26" target="_blank" rel="noopener">Ultimate Team&#8217;s new Journey of Nations event hub</a>, extending the tournament tie in beyond the standalone mode itself and into the game&#8217;s live seasonal content.</p>
<p>The free update stays in FC 26 long after Sunday&#8217;s final ends, available to any Game Pass subscriber who wants to keep replaying a tournament EA still cannot call by its real name.</p>
<h2>Frequently Asked Questions</h2>
<h3>Is EA Sports FC 26 Included With Xbox Game Pass?</h3>
<p>Yes. The base game and its free World Cup update, The World&#8217;s Game, have been part of the Xbox Game Pass catalog since June 2026, with no extra purchase needed to access the international tournament mode.</p>
<h3>Does the World Cup Mode Carry Over Into Career Mode?</h3>
<p>Yes. EA&#8217;s own patch notes confirm the International Men&#8217;s Tournament also runs inside Career Mode, following the same bracket and rules as the standalone World&#8217;s Game mode, so a save file can fold a World Cup run into a longer club or country career.</p>
<h3>Which Platforms Beyond Xbox Got the Free Update?</h3>
<p>PlayStation 5, PC, and Nintendo Switch 2 owners of EA Sports FC 26 also received The World&#8217;s Game update at no extra cost, alongside Xbox Series X|S and Xbox One.</p>
<h3>What Is Journey of Nations in Ultimate Team?</h3>
<p>Journey of Nations is a new Event Hub inside FC 26 Ultimate Team tied to the Festival of Football season, letting players return weekly for national team themed campaigns and rewards separate from the standalone tournament mode.</p>
<h3>Does the Tournament Mode Include New Stadiums?</h3>
<p>Yes. Alongside the 48 team bracket, EA added new authentic stadiums built specifically for the update, giving the mode its own venues rather than reusing existing club stadiums from the base game.</p>
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