<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>WINADDONS</title>
	<atom:link href="https://winaddons.com/feed/" rel="self" type="application/rss+xml" />
	<link>https://winaddons.com</link>
	<description>Your add-on to everything Microsoft</description>
	<lastBuildDate>Fri, 11 Sep 2026 21:45:47 +0000</lastBuildDate>
	<language>en-US</language>
	<sy:updatePeriod>
	hourly	</sy:updatePeriod>
	<sy:updateFrequency>
	1	</sy:updateFrequency>
	<generator>https://wordpress.org/?v=7.0.4</generator>

<image>
	<url>https://winaddons.com/wp-content/uploads/2026/09/winaddons-favicon-80x80.png</url>
	<title>WINADDONS</title>
	<link>https://winaddons.com</link>
	<width>32</width>
	<height>32</height>
</image> 
	<item>
		<title>The Gears 2 PC Port Epic Refused to Ship</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[Harry]]></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[Gears of War 2: Hollow restores a cancelled 2008 Windows build, filling the PC hole Reloaded left as E-Day’s official PC push begins.]]></description>
										<content:encoded><![CDATA[<p>YouTuber and modder Helios posted Gears of War 2: Hollow on <strong>July 16, 2026</strong>, as a native Windows build of the 2008 Xbox 360 exclusive. He says it is not an emulator. It starts from a broken PC development build that leaked with Windows binaries in 2008, then pulls in the finished 360 campaign, maps, and DLC.</p>
<p>Epic publicly dropped an official PC version weeks before the 360 launch, and Microsoft never sold one. Hollow is still the copy that boots on a PC, with Gears of War: E-Day due on <strong>October 6, 2026</strong>.</p>
<h2>Epic Killed the PC Port in 2008</h2>
<p>Gears of War 2 launched worldwide on November 7, 2008, as an Xbox 360 exclusive. Critics scored it <strong>93</strong> out of 100 from 90 reviews on Metacritic. Microsoft said it sold <strong>2 million</strong> units over the launch weekend.</p>
<p>In August 2008, design lead Cliff Bleszinski had already closed the other door. “Gears of War is a great franchise first and foremost for Xbox 360, and therefore we’re focusing on that platform for Gears of War 2. We’ve decided we’re not going to do a PC version this time around,” he said.</p>
<p>The first Gears of War had gone to Windows after the 360 release. The sequel did not. Cities sinking into the ground, the push into the Hollow, Horde mode, and the Road to Ruin campaign stayed on one box. That decision held through backward compatibility on later Xbox consoles. It never produced a storefront PC build.</p>
<p><strong>THE 18-YEAR HOLE</strong></p>
<ol>
<li><strong>August 2008</strong>: Bleszinski says Epic will not make a PC version of Gears of War 2.</li>
<li><strong>November 7, 2008</strong>: The game launches on Xbox 360 and sells 2 million copies on its first weekend.</li>
<li><strong>2015</strong>: After Gears of War: Ultimate Edition, an environment artist works on a Gears 2 remaster test that never becomes a product.</li>
<li><strong>August 26, 2025</strong>: The Coalition ships Gears of War: Reloaded, a $39.99 remaster of the 2006 game, on Xbox, PC, PlayStation 5, and Steam.</li>
<li><strong>July 16, 2026</strong>: Helios releases Gears of War 2: Hollow as a Windows community build.</li>
<li><strong>July 23, 2026</strong>: Xbox invites Helios to preview Gears of War: E-Day.</li>
<li><strong>October 6, 2026</strong>: E-Day launches on Xbox Series X|S and PC.</li>
</ol>
<p>Almost 18 years sit between the 360 launch and Hollow. The span from November 7, 2008 to July 16, 2026 is 17 years, 8 months, and 9 days.</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/2026/09/Gears-of-War-2-Hollow-native-PC-Helios.webp" alt="Gears of War 2 Hollow native PC Helios 2026" style="width:100%;max-width:800px;height:auto;border-radius:8px;display:block;margin:0 auto;" /><figcaption style="font-size:0.9em;color:#666;margin-top:0.5em;">Epic refused Gears 2 PC port 2008 Hollow release</figcaption></figure>
<h2>The Leaked Build Microsoft Never Shipped</h2>
<p>Helios, who also goes by xHeliosx on ModDB, describes Hollow as a custom community build made with recompilation. The starting point was not a 360 disc running through an emulator. It was a 2008 Windows development build that never shipped, then a lot of work to make the final 360 content run on that skeleton.</p>
<p>That is why the project can show a launcher, a mouse path, and chapter saves at all. Someone at Epic had already begun a PC target. The company then chose the 360 and left the binaries behind. Helios spent the time to make that leftover build play the campaign people actually bought.</p>
<blockquote>
<p>Gears of War 2: Hollow is officially out! Experience the full Campaign/Co-op/Horde/MP on PC. All base maps, all DLC maps, DLC Campaign Road to Ruin. Steam P2P connection. Progression save. This was a one-man project, so the online/PvP were not tested. I apologize if there are issues.</p>
<p>Helios, on X, July 16, 2026</p>
</blockquote>
<p>He later told players the online modes were not honestly tested because the focus was single player. Treat matchmaking and Horde as unfinished. The campaign is the part he stood behind.</p>
<p>The <a href="https://www.moddb.com/mods/gears-of-war-2-hollow" target="_blank" rel="noopener">custom community build page on ModDB</a> still hosts the project. The launcher file, GoW2Hollow_Setup.1.exe, is 47.29mb. It was added on July 16, 2026 and updated on July 18. The file page listed <strong>28,281</strong> downloads. The mod page listed 78,931 visits and a rank of 41 out of 67,403 mods. Helios’s Discord filled with join requests in the first days and stopped being a reliable mirror.</p>
<h2>What Hollow Puts on a Windows PC</h2>
<p>The <a href="https://winaddons.com/gears-of-war-2-hollow-pc-port-recompilation/" target="_blank" rel="noopener">one-person Windows port of Gears 2</a> is the complete 360 campaign on a PC, including Road to Ruin. Co-op uses Steam peer-to-peer. Horde, versus maps from the base game and the map packs, and a controller path are in the build. So is a mouse and keyboard path, though on-screen prompts still say A to take cover and Y to reset the camera.</p>
<p><strong>THE GEARS CATALOG ON PC</strong></p>
<table>
<thead>
<tr>
<th>Game</th>
<th>Original release</th>
<th>Official PC version</th>
<th>What you actually boot</th>
</tr>
</thead>
<tbody>
<tr>
<td>Gears of War</td>
<td>2006 on Xbox 360, then Windows</td>
<td>Reloaded, August 26, 2025, $39.99</td>
<td>Store, Steam, Game Pass</td>
</tr>
<tr>
<td>Gears of War 2</td>
<td>November 7, 2008, Xbox 360 only</td>
<td>None</td>
<td>Hollow, July 16, 2026</td>
</tr>
<tr>
<td>Gears of War 3</td>
<td>Xbox 360 only</td>
<td>None</td>
<td>Jacinto community build, campaign unfinished</td>
</tr>
<tr>
<td>Gears of War: Judgment</td>
<td>Xbox 360 only</td>
<td>None</td>
<td>No finished Windows campaign found</td>
</tr>
</tbody>
</table>
<p>Reloaded is the paid, supported way to play the first game on a current PC. Hollow is the way to play the sequel. Gears 3 and Judgment still have no official Windows release.</p>
<p><strong>HOLLOW’S PC-SIDE OPTIONS</strong></p>
<ul>
<li><strong>Campaign:</strong> The 360 story plus the Road to Ruin DLC, with progression saved at chapter breaks.</li>
<li><strong>Co-op and Horde:</strong> Steam P2P co-op is included; Horde and versus sit in the menus and were not fully tested.</li>
<li><strong>Maps:</strong> Helios says every base map and every DLC map is in the build.</li>
<li><strong>Display:</strong> The launcher sets resolution, a frame-rate cap, anti-aliasing, shadows, and texture filtering, and it can shut off lens flare, bloom, and depth of field.</li>
<li><strong>Input:</strong> A pad works. Keys can be rebound. The HUD still speaks Xbox.</li>
</ul>
<p>Chapter saves exist and do not always reload cleanly. Some players start a co-op session with no partner so the game writes a checkpoint it will actually read. Ultrawide layouts can shove the camera too high. Unsigned setup files trip antivirus tools. Those are the practical costs of a one-person restore of a 2008 binary, not of a Coalition patch.</p>
<p>This site does not host the game files and does not ask anyone to pirate them. Anyone who hunts Hollow down should already own a legal Xbox 360 copy of Gears of War 2.</p>
<h2>Only the First Game Got the $39.99 Remaster</h2>
<p>The Coalition did put Gears on modern PCs. It chose the 2006 campaign. Studio head Mike Crump said bringing back the game that started it all, on more platforms than before, was how the studio wanted to open 20 years of Gears. The <a href="https://news.xbox.com/en-us/2025/05/05/gears-of-war-reloaded-release-date/" target="_blank" rel="noopener">Reloaded launch on August 26, 2025</a> priced that remaster at $39.99 on Xbox Series X|S, Xbox PC, cloud, PlayStation 5, and Steam, with day-one Game Pass.</p>
<p>Reloaded advertises 4K, 60 FPS in campaign, 120 FPS in multiplayer, HDR, and mouse and keyboard support. It is the 2015 Ultimate Edition content, rebuilt for current hardware. It is not Gears 2. Ten months after that launch, the sequel still had no SKU.</p>
<p>A second official pass at Gears 2 had already died. On March 9, 2025, former Ultimate Edition environment artist Ayagaure Sanchez posted a material test for a Gears 2 remaster he said he did 10 years earlier. “I did this 10 years ago now as part of a material test for a remaster of Gears of War 2 that never happened,” Sanchez wrote. The test sat near the Riftworm work. The product never shipped.</p>
<p>While Hollow spread in July, Xbox published a PC plan for the next new Gears game, not for the missing sequels. Technical fellow Kate Rayner named <a href="https://news.xbox.com/en-us/2026/07/14/gears-of-war-e-day-pc-nvidia/" target="_blank" rel="noopener">NVIDIA as the exclusive PC partner</a> for E-Day on July 14, 2026. The Coalition’s rendering lead, Mike Perzel, said the game is built on DirectX 12 for console and PC. The PC list includes DLSS 4.5, Reflex, AMD FSR, Intel XeSS, and Advanced Shader Delivery. Open beta access was set to begin August 6. The full game is $69.99, or $99.99 for the Premium Edition.</p>
<p>E-Day is a prequel set 14 years before the original Gears of War. It rebuilds Horde as 12-player Horde Siege. The mode Gears 2 invented is the feature Xbox is selling for October, while the 2008 campaign that shipped Horde still is not for sale on Windows.</p>
<h2>Gears 3 Still Has No Finished Windows Campaign</h2>
<p>Hollow closed the Gears 2 story on PC. It did not close the trilogy. A separate community Windows build of Gears of War 3, known as Jacinto, still does not present a finished campaign. People looking for the third game on a PC keep finding online pieces and patch tools, then a wall where the story should be. Judgment has no equivalent restore in wide circulation.</p>
<p>Helios has not used the weeks since launch to publish a Gears 3 campaign. Public notes on Hollow from him thinned out after the first weekend. Language packs and icon swaps kept landing without him. A French audio add-on went up on August 4, 2026. A Skorge and Palace Guard map addon followed on August 18. DualShock button icons showed up on Nexus in early September. The Windows build is being patched at the edges by other people.</p>
<p><strong>WHAT STILL HAS NO STORE PC CAMPAIGN</strong></p>
<ul>
<li><strong>Gears of War 2:</strong> Playable through Hollow, unofficial, and still off every Microsoft store.</li>
<li><strong>Gears of War 3:</strong> Jacinto exists as a community Windows effort; the campaign is not a finished product.</li>
<li><strong>Judgment:</strong> Still a 360-era exclusive with no official PC release and no complete fan campaign matching Hollow.</li>
</ul>
<p>Checkpoint bugs, Xbox HUD icons, and a dead Discord are the daily friction on Gears 2. The larger catalog problem is unchanged. Microsoft will sell a new prequel on PC in October. It still will not sell you Gears 2, Gears 3, or Judgment there.</p>
<h2>An E-Day Preview Pass for the Fan Porter</h2>
<p>Seven days after Hollow went live, Helios was not posting a patch notes thread. He was thanking Xbox. On July 23, 2026, he wrote that Xbox and the Gears of War account had invited him to preview E-Day, and that he needed to have content ready for the July 30 multiplayer reveal.</p>
<p>https://x.com/Hi_Helios/status/2080383036932112479</p>
<p>Through August he posted E-Day mouse settings, beta rank screenshots, and a note that Gears 5 felt like the smoothest modern entry. The person who put Gears 2 on Windows is now making E-Day videos. That is not a takedown. It is also not a store page for the 2008 sequel.</p>
<p><strong>WHAT WE KNOW</strong></p>
<ul>
<li><strong>The campaign:</strong> Hollow runs the 360 story and Road to Ruin natively on Windows, with a launcher and chapter saves.</li>
<li><strong>The host:</strong> ModDB still listed the launcher in September 2026, with 28,281 downloads recorded on the file page.</li>
<li><strong>The invite:</strong> Xbox brought Helios to an E-Day preview on July 23, 2026.</li>
</ul>
<p><strong>WHAT IS UNCONFIRMED</strong></p>
<ul>
<li><strong>Online modes:</strong> Horde and versus are in the build; Helios said they were not tested.</li>
<li><strong>How long it stays up:</strong> Microsoft has not issued a public removal of the ModDB listing, and that can change.</li>
<li><strong>Gears 3:</strong> No finished Windows campaign has shipped from Helios or from The Coalition.</li>
</ul>
<p>E-Day stays an Xbox and PC release, and <a href="https://winaddons.com/gears-of-war-e-day-ps5-canceled-xbox-exclusive-sharma/" target="_blank" rel="noopener">E-Day stays an Xbox console exclusive</a> against PlayStation. That PC courtesy does not reach backward to 2008. Hollow is still the Windows copy of Gears of War 2. E-Day, which rebuilds Horde as Siege, launches on October 6, 2026. Gears of War 3 still has no finished Windows campaign.</p>
]]></content:encoded>
					
					<wfw:commentRss>https://winaddons.com/gears-of-war-2-hollow-pc-port-recompilation/feed/</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
		
			</item>
		<item>
		<title>Ghost Recon Wildlands Returns at 4K as a Catalog Product</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[Harry]]></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[Ghost Recon Wildlands Definitive Edition adds free 4K 60 FPS and Last Rites, while the $99.99 Xbox SKU is a DLC bundle.]]></description>
										<content:encoded><![CDATA[<p>Ubisoft&#8217;s Ghost Recon Wildlands Definitive Edition is on Xbox Series X|S, PlayStation, and PC, with 4K and <strong>60 FPS</strong> inside a free Last Rites update. The Paris <a href="https://staticctf.ubisoft.com/8aefmxkxpxwl/6VdERr36o0sYNa8LRAfy36/c6f486cbe3d1656d776ee14e28bb61f6/GR25_PR_Announce_ENG.pdf" target="_blank" rel="noopener">25th anniversary press release</a> dated August 6, 2026, frames that patch as the franchise birthday gift, not a new numbered Ghost Recon.</p>
<p>The <strong>$99.99</strong> Definitive Edition is a catalog bundle of old passes plus two new skin packs. Anyone who already owned Wildlands received Last Rites, the frame-rate options, and the new settings menus at no charge.</p>
<h2>The Anniversary Gift Is a 2017 Patch</h2>
<p>Store pages for a Definitive Edition went up on July 6, 2026, which is how the 4K talk started. A month later Ubisoft Bordeaux shipped Last Rites as a title update on PlayStation 5, PlayStation 4, Xbox Series X|S, Xbox One, and PC through the Ubisoft Store, Epic Games Store, Steam, and Ubisoft+.</p>
<p>The company&#8217;s own <a href="https://store.steampowered.com/news/app/460930/view/683008485012539981" target="_blank" rel="noopener">free Last Rites patch notes</a> call 4K and 60 FPS one of the community&#8217;s most requested improvements, then list a new story mission, the return of the Predator hunt, and a pile of options in the pause menu. “It&#8217;s time for us to give something back,” the post said.</p>
<p><strong>FROM STORE PAGE TO LAST RITES</strong></p>
<ol>
<li><strong>July 6, 2026</strong>: Definitive Edition pages go live on Xbox, PlayStation, Steam, Epic, and the Ubisoft Store, listing Nightfall Protocol and Cold Eye for August.</li>
<li><strong>August 6, 2026</strong>: Last Rites launches as a free title update, with 4K and 60 FPS options on current-gen hardware.</li>
<li><strong>August 6 through 10, 2026</strong>: Wildlands and Breakpoint are free to play for five days, with progress carrying over if you buy later.</li>
</ol>
<p>Breakpoint, the 2019 follow-up, did not get the same picture-and-frame-rate pass. It sat in the free-play window and was promised a separate anniversary bundle in September.</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/2026/09/Ghost-Recon-Wildlands-Last-Rites-4K-60-FPS.webp" alt="Ghost Recon Wildlands Last Rites 4K 60 FPS" style="width:100%;max-width:800px;height:auto;border-radius:8px;display:block;margin:0 auto;" /><figcaption style="font-size:0.9em;color:#666;margin-top:0.5em;">Wildlands Definitive Edition 4K Last Rites update</figcaption></figure>
<h2>A $99.99 Bundle of Season Passes and Skins</h2>
<p>The Xbox product page still leads with “Discover or rediscover this classic, now in 60 FPS,” then prices the full stack at $99.99. That number is the list price on the <a href="https://www.xbox.com/en-US/games/store/tom-clancys-ghost-recon-wildlands-definitive-edition/9NT063MBZCBJ" target="_blank" rel="noopener">Xbox Series store listing</a>, which also marks the bundle Optimized for Xbox Series X|S. PlayStation files the same bundle as a PS4 Definitive Edition.</p>
<p><strong>THE WILDLANDS STOREFRONT SKUS</strong></p>
<table>
<thead>
<tr>
<th>SKU</th>
<th>List price</th>
<th>What you get</th>
</tr>
</thead>
<tbody>
<tr>
<td>Definitive Edition</td>
<td>$99.99</td>
<td>Base game, Season Pass, Year 2 Pass, Quick Start Pack, Deluxe Pack, Nightfall Protocol, Cold Eye</td>
</tr>
<tr>
<td>Definitive Edition Upgrade</td>
<td>$49.99</td>
<td>The same DLC stack for people who already own the base game</td>
</tr>
<tr>
<td>Nightfall Protocol Pack</td>
<td>$11.99</td>
<td>4 characters, 7 accessories, 2 parachutes, Mk 17 Nerd, SR25 Machinery, AC-AR, M60E4</td>
</tr>
<tr>
<td>Cold Eye Pack</td>
<td>$11.99</td>
<td>4 characters, 3 accessories, 1 parachute, Golden Vector, MSR Eagle Shot, M4A1 Explorer, Z93 AMR</td>
</tr>
<tr>
<td>Last Rites title update</td>
<td>$0</td>
<td>New story mission, 4K and 60 FPS options, Ghost Parameters, Predator return</td>
</tr>
</tbody>
</table>
<p>Ubisoft+ Premium carries the bundle on Xbox. Cloud play is listed with Game Pass Essential, Premium, or Ultimate, and the page still says a game purchase is required. Nightfall Protocol and Cold Eye can also be bought a la carte in the in-game store, which is the path the patch notes give long-time players who do not want the $49.99 Upgrade.</p>
<p>Early Steam reviews of that Upgrade sit at 7% positive across 14 posts, which is a thin sample with a clear gripe: the SKU is a DLC dump, including Season Pass and Year 2 material many owners already paid for between 2017 and 2019. The 4K toggle is not locked inside it.</p>
<h2>What Last Rites Adds in Bolivia</h2>
<p>Last Rites is a standalone story mission you can launch from a new main-menu button without finishing the original campaign. Ubisoft Bordeaux set it in a darker strip of Bolivia held by Los Penitentes, a cult tied together by faith, sacrifice, and violent justice, and the target is their leader, La Llorona.</p>
<p>The official launch trailer spells the name out in the first lines of briefing: “Your target goes by the name of La Llorona. It&#8217;s a moniker taken from a folk tale about a woman who drowns her own children.” Visibility is the design brief. Swamps, dense forest, and a hunt that is meant to keep the squad on the back foot.</p>
<p><iframe title="Tom Clancy&amp;apos;s Ghost Recon® Wildlands: Last Rites Official Launch Trailer" width="740" height="416" src="https://www.youtube.com/embed/67mRnQ-_qR0?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<p>Creative Director Olivier Leonardi, speaking with PlayStation&#8217;s team, pointed at one scene as the thing he wants players to remember.</p>
<blockquote>
<p>I think the moment at Varga&#8217;s villa, the reveal of La Llorona with her weeping widow mask, the confrontation with her Los Penitentes cultists, and what Nomad discovers there is both a strong gameplay and story moment.</p>
<p>Olivier Leonardi, Creative Director, Ubisoft Bordeaux, on PlayStation Blog</p>
</blockquote>
<p>The same <a href="https://blog.playstation.com/2026/08/06/ghost-recon-wildlands-last-rites-everything-you-need-to-know/" target="_blank" rel="noopener">Olivier Leonardi on Last Rites</a> interview says the team sat with community leads and turned that feedback into the mission and the new options. Completing the op unlocks two Operator Skins and one Iconic Skin. The Predator event, “The Jungle Moved,” is back in the Caimanes Province, and it stays locked while you are inside Last Rites.</p>
<h2>PlayStation Still Files It as a PS4 Game</h2>
<p>The live PlayStation Store page still labels Definitive Edition a PS4 Version with DualShock 4 vibration. It carries the standard backward-compat note about playing on PS5. Average rating there is 4.4 stars from 161,968 ratings, a figure that belongs to the long-running listing, not a fresh current-gen SKU.</p>
<p>Sony&#8217;s own blog copy is more generous. It advertises 4K and 60 FPS on PS5 and PS5 Pro. Xbox&#8217;s page uses the Series X|S Optimized badge and lists Xbox One, Series, and cloud. Steam&#8217;s notes add DualSense button icons on PC. None of that turned the PlayStation catalog entry into a PS5 product page.</p>
<p>The picture upgrade is also uneven in practice. Xbox captures of the patch look sharper at range. PlayStation sessions still show muddy terrain filtering, pop-in, and a 4K claim that reads more like an upscale of the old build than a new asset pass. The 60 FPS cap is the part that actually changes how Bolivia plays, especially in vehicles and long sightlines. The 2017 drone bugs, including launches that fail and charges that do not detonate, came through the patch untouched.</p>
<h2>Ubisoft Bordeaux Turned Community Notes Into Menus</h2>
<p>The quieter half of Last Rites is a settings overhaul. Hosts now control a World and Session list that used to live, in pieces, on the TacMap. Daily Challenges were pulled because they clashed with those toggles and with the crate teardown.</p>
<p><strong>GHOST PARAMETERS IN THE PAUSE MENU</strong></p>
<ul>
<li><strong>Team Composition:</strong> Choose how many AI teammates ride with you instead of a simple play-with-teammates switch.</li>
<li><strong>Difficulty sliders:</strong> Enemy firepower, endurance, perception, vehicle breakability, health regen delay, plus a Custom preset.</li>
<li><strong>Ghost rules:</strong> Reloading mode, how many primary weapons you carry, and how revives work.</li>
<li><strong>World and session:</strong> Time of day, weather and their durations, patrol density, Unidad alert cap, SAM launcher life, and toggles for mortars, alarms, jammers, and friendly fire.</li>
<li><strong>HUD cleanup:</strong> Trajectory previews and interaction shaders can be shut off so the screen matches the recon audio.</li>
<li><strong>Store cleanup:</strong> Battle Crates and Prestige Crates are off sale; old crate items moved into collections, free unlocks, or direct prices, and Ghost War classes are free to unlock.</li>
</ul>
<p>A “Ghost Recon Unit Est. 2001” set is unlocked in Character Smith for the anniversary, and a dirt-bike skin sits at Last Rites rally points. Twitch Drops and platform exclusives, including a La Llorona Iconic Skin, the P416 Micteca, and 4-SHUR glasses, are promised later as free unlocks for everyone. The in-game store also brought back the Predator Pack, helmet thermal vision included, with a $11.99 Predator Premium Pack on storefronts if you want the hunt rewards instantly.</p>
<h2>The Insider Program Opens Without a Sequel Trailer</h2>
<p>The other anniversary product is a signup form. Starting August 6, players could join a closed-test list for the next Ghost Recon on PlayStation 5, Xbox Series X|S, and Ubisoft Connect PC through the <a href="http://ghostrecon.com/insider" target="_blank" rel="noopener">Ghost Recon Insider Program page</a>. There was no title, no date, and no playable trailer, only the invitation to help shape whatever comes after Breakpoint.</p>
<p>That is why a <a href="https://winaddons.com/ghost-recon-wildlands-definitive-edition-ps5-xbox/" target="_blank" rel="noopener">4K remaster while the sequel stalls</a> already felt like the 2026 plan when the store pages leaked in July. The playable Ghost Recon of this anniversary is still Wildlands, nine years after the March 7, 2017 launch, running at 60 FPS with a new cult to hunt and two $11.99 skin packs on the board.</p>
<p>If you already own the game, Last Rites is the whole current-gen pitch. The $99.99 edition is for a library that never bought the old passes. The sequel remains a form you fill out.</p>
<h2>Frequently Asked Questions</h2>
<h3>Do Existing Wildlands Owners Need the Definitive Edition for 4K?</h3>
<p>No. Last Rites adds the 4K and 60 FPS graphical options to the game you already own on current-gen hardware, and the Definitive Edition is a DLC bundle aimed at new buyers. The Upgrade exists only if you want Season Pass, Year 2, Quick Start, Deluxe, Nightfall Protocol, and Cold Eye in one purchase.</p>
<h3>When Did Ghost Recon Wildlands Originally Release?</h3>
<p>Wildlands launched on March 7, 2017, for PlayStation 4, Xbox One, and PC, then ran paid support through Narco Road, Fallen Ghosts, and the Year 2 Pass into 2019. The 2026 Definitive Edition re-packages that catalog rather than replacing those original discs and licenses.</p>
<h3>Is the Last Rites Mission Locked Behind the Main Campaign?</h3>
<p>No. A Last Rites button on the main menu starts the op with no campaign completion required, which is how Ubisoft Bordeaux built it for lapsed players. Online play still needs a Ubisoft account and, on PlayStation, a Plus subscription for sessions of up to 4 players.</p>
<h3>What Is the Predator Content That Returned With Last Rites?</h3>
<p>The free mission “The Jungle Moved” is active again in the Caimanes Province and awards the Predator Bio-Mask plus older Predator tattoos and face paint. You cannot run it while you are inside Last Rites, and a separate $11.99 Predator Premium Pack on storefronts unlocks those hunt rewards immediately if you do not want to replay the encounter.</p>
<h3>Are Battle Crates Still for Sale After the Update?</h3>
<p>Battle Crates and Prestige Crates were removed from sale; crates you already own can still be opened. Items that used to sit in those boxes were either unlocked by default, bundled as cheaper Collections, or put on the open store, and Daily Challenges were retired because they clashed with the new session options.</p>
<p><script type="application/ld+json">{"@context":"https://schema.org","@type":"FAQPage","name":"Frequently Asked Questions: Ghost Recon Wildlands Definitive Edition","mainEntity":[{"@type":"Question","name":"Do Existing Wildlands Owners Need the Definitive Edition for 4K?","acceptedAnswer":{"@type":"Answer","text":"No. Last Rites adds the 4K and 60 FPS graphical options to the game you already own on current-gen hardware, and the Definitive Edition is a DLC bundle aimed at new buyers. The Upgrade exists only if you want Season Pass, Year 2, Quick Start, Deluxe, Nightfall Protocol, and Cold Eye in one purchase."}},{"@type":"Question","name":"When Did Ghost Recon Wildlands Originally Release?","acceptedAnswer":{"@type":"Answer","text":"Wildlands launched on March 7, 2017, for PlayStation 4, Xbox One, and PC, then ran paid support through Narco Road, Fallen Ghosts, and the Year 2 Pass into 2019. The 2026 Definitive Edition re-packages that catalog rather than replacing those original discs and licenses."}},{"@type":"Question","name":"Is the Last Rites Mission Locked Behind the Main Campaign?","acceptedAnswer":{"@type":"Answer","text":"No. A Last Rites button on the main menu starts the op with no campaign completion required, which is how Ubisoft Bordeaux built it for lapsed players. Online play still needs a Ubisoft account and, on PlayStation, a Plus subscription for sessions of up to 4 players."}},{"@type":"Question","name":"What Is the Predator Content That Returned With Last Rites?","acceptedAnswer":{"@type":"Answer","text":"The free mission The Jungle Moved is active again in the Caimanes Province and awards the Predator Bio-Mask plus older Predator tattoos and face paint. You cannot run it while you are inside Last Rites, and a separate $11.99 Predator Premium Pack on storefronts unlocks those hunt rewards immediately if you do not want to replay the encounter."}},{"@type":"Question","name":"Are Battle Crates Still for Sale After the Update?","acceptedAnswer":{"@type":"Answer","text":"Battle Crates and Prestige Crates were removed from sale; crates you already own can still be opened. Items that used to sit in those boxes were either unlocked by default, bundled as cheaper Collections, or put on the open store, and Daily Challenges were retired because they clashed with the new session options."}}]}</script></p>
]]></content:encoded>
					
					<wfw:commentRss>https://winaddons.com/ghost-recon-wildlands-definitive-edition-ps5-xbox/feed/</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
		
			</item>
		<item>
		<title>Waterpark Simulator Keeps the $12.99 Price After 1.0</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[Harry]]></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 shipped Waterpark Simulator 1.0 at $12.99 on Steam, PS5, and Xbox, then watched Steam concurrent players set a new peak.]]></description>
										<content:encoded><![CDATA[<p>CayPlay shipped Waterpark Simulator 1.0 on July 31, 2026, and left the price at <strong>$12.99</strong>. The same-day drop reached Steam, PlayStation 5, and Xbox Series X|S, and the studio dropped a planned rise to <strong>$19.99</strong>.</p>
<p>That wager is the part that still sits on the store. Five weeks of charts, patches, and a console save scare have not moved the sticker.</p>
<h2>The $12.99 List Price Did Not Move</h2>
<p>On July 17, two weeks before launch, CayPlay published the decision in its own Steam news hub. Co-founder and CEO Travis Richardson said the team had planned the usual simulator step-up, then killed it.</p>
<blockquote>
<p>WaterPark Simulator is NOT increasing in price at full release. It will stay $12.99 USD. We originally planned to raise it to $19.99 USD like most simulator games in the genre do once they leave early access. And to be clear, $19.99 would be a completely fair price for the size and quality of what we’ve built. 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 and allow us to keep building our future projects.</p>
<p>Travis Richardson, Co-Founder and CEO, CayPlay, Steam news post</p>
</blockquote>
<p>He signed the same math on his own account that afternoon: the game would <a href="https://store.steampowered.com/news/app/3293260/view/677376450273219178" target="_blank" rel="noopener">stay $12.99 USD at full release</a>, and “our players made this possible.” SteamDB still lists that figure as the current U.S. price. The Xbox store matches it. Steambase’s September 2026 row shows <strong>$12.99</strong> and zero sale days.</p>
<p>They did discount around the edges. SteamDB’s lowest recorded price is $9.87 on June 25, 2026, a 24% cut during the last Early Access weeks. Launch itself carried a 20% introductory offer that put the game at $10.39. That sale was a window, not a new list. By September the base price was back where Richardson put 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/2026/09/Waterpark-Simulator-stays-12-99-after-1-1.webp" alt="Waterpark Simulator stays $12.99 after 1.0" style="width:100%;max-width:800px;height:auto;border-radius:8px;display:block;margin:0 auto;" /><figcaption style="font-size:0.9em;color:#666;margin-top:0.5em;">CayPlay keeps Waterpark Simulator list price $12.99</figcaption></figure>
<h2>August Pushed Concurrent Players to a New Peak</h2>
<p>The bet only works if people keep showing up after the Early Access crowd has already bought in. Steam’s own badge did not wobble: Waterpark Simulator is still Overwhelmingly Positive at <strong>96%</strong>, across 13,047 reviews in all languages and 9,496 in English. Recent reviews (1,587 in 30 days) sit on the same 96%.</p>
<p>The concurrent chart is the louder tell. SteamDB timestamps an <a href="https://steamdb.info/app/3293260/charts/" target="_blank" rel="noopener">all-time peak of 13,126 players</a> on August 2, 2026, two days after 1.0. That sits well above the Early Access high of 9,103 in September 2025, the figure CayPlay itself confirmed for September 7 of that year.</p>
<p><strong>STEAMDB MONTHLY PEAKS</strong></p>
<table>
<thead>
<tr>
<th>Month</th>
<th>Peak concurrent players</th>
</tr>
</thead>
<tbody>
<tr>
<td>August 2025 (Early Access launch)</td>
<td>6,380</td>
</tr>
<tr>
<td>September 2025</td>
<td>9,103</td>
</tr>
<tr>
<td>June 2026</td>
<td>1,305</td>
</tr>
<tr>
<td>July 2026 (1.0 on the 31st)</td>
<td>7,826</td>
</tr>
<tr>
<td>August 2026</td>
<td>13,126</td>
</tr>
</tbody>
</table>
<p>Steam Charts, which publishes monthly averages rather than a single timestamp, put July’s average concurrent count at 768 and August’s at 6,238, a 712% jump once the first full 1.0 month was on the board. The Early Access fade that usually eats a simulator in its second and third quarters is visible in June’s 1,305 peak. Co-op and consoles reversed it.</p>
<p>On the money side, tracker Gamalytic, in an August 26, 2026 snapshot, <a href="https://gamalytic.com/game/3293260" target="_blank" rel="noopener">estimated 635,000 copies sold on Steam</a> (its range runs from 405,700 to 864,300) and about $7.1 million in base-game gross (range $4.5 million to $9.7 million). CayPlay said the game sold 250,000 copies in its first Early Access month. Those two figures come from different books, so they are not a clean multiplier, but they point the same way: the studio was not waiting on a $7 bump to stay open.</p>
<h2>What 1.0 Put in the Park</h2>
<p>The July 31 Steam post is short on speeches and long on systems. Writer-voice aside, it reads like a studio emptying a year of backlog in one build, then going to its “studio pizza party.”</p>
<p><strong>HEADLINE 1.0 SYSTEMS</strong></p>
<ul>
<li><strong>Online co-op:</strong> You can <a href="https://store.steampowered.com/news/app/3293260/view/714534317091455562" target="_blank" rel="noopener">join with up to three friends</a> or strangers, start a fresh park or load an old one, and turn on proximity voice if you want it.</li>
<li><strong>Beach map:</strong> A new seaside layout, Miami-neon on purpose, that needs a new save because old parks cannot move over.</li>
<li><strong>Custom slides:</strong> Players draw routes with curves, loops, and later a fire loop, and the physics decide whether guests fly or jam.</li>
<li><strong>Museum themes:</strong> Three NPCs open Aztec, Sea, and Pirate research trees, each ending in a large slide.</li>
<li><strong>Night and weather:</strong> Lights go on, payroll rises, cheaters pick up, and rain, heatwaves, and a Halloween weather flag each buff or nerf the day.</li>
<li><strong>New staff and tools:</strong> Security, mascots, a mafia loan quest, plunger and paint guns, a duck gun from Caymart, ziplines, and a duck-shaped water cannon.</li>
</ul>
<p>Early Access owners were already paid in kind. CayPlay added an exclusive Duck Slide to their parks and dropped the official soundtrack into Steam libraries for free; after launch the soundtrack is sold on its own. A free demo remains on the Steam page.</p>
<p>The launch trailer is the cleanest look at the tone they shipped, ragdoll guests and all.</p>
<p><iframe title="Waterpark Simulator - Official 1.0 Launch Trailer" width="740" height="416" src="https://www.youtube.com/embed/gHYxDNN5hXk?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<h2>Sony Signed Off, Then a Patch Rolled Back</h2>
<p>Console day one was the other half of the wager. Xbox lists the game at <a href="https://www.xbox.com/en-US/games/store/waterpark-simulator/9n055wd1vc99" target="_blank" rel="noopener">$12.99 on Xbox Series X|S</a>, published by Cayplay Studios LLC, with online co-op for two to four players and full controller support. PlayStation 5 launched on the same date. Steam had been the only store during Early Access, which ran from August 22, 2025.</p>
<p>Holding the PC price only works if the couch copies are the same game. CayPlay’s 1.0 notes treat the beach map, co-op, and themes as shared, not as a tourist cut. The support load did not match that promise in early September.</p>
<p><strong>FROM EARLY ACCESS TO THE SAVE SCARE</strong></p>
<ol>
<li><strong>August 22, 2025</strong>: Waterpark Simulator enters Steam Early Access at $12.99.</li>
<li><strong>July 17, 2026</strong>: Richardson’s post kills the $19.99 plan.</li>
<li><strong>July 31, 2026</strong>: Version 1.0 ships on Steam, PlayStation 5, and Xbox Series X|S at 15:00 UTC.</li>
<li><strong>August 2, 2026</strong>: Steam concurrent players hit 13,126.</li>
<li><strong>August 28, 2026</strong>: Version 1.0.75 adds custom park logos, arches, and signs on PC.</li>
<li><strong>September 3, 2026</strong>: @WaterParkSim says Sony approved a PlayStation achievement fix after “a bit of a battle.”</li>
<li><strong>September 4, 2026</strong>: The studio rolls the update back because it was “affecting previous saves,” then tells players to reinstall to recover files.</li>
</ol>
<p>PC owners, through August, got weekly toys: key rebinding, a free camera on F1, custom slide names, trading cards. Console owners got a cert delay on trophies and a save scare. The cheap 1.0 did not erase the cost of shipping three platforms at once. It just refused to pass that cost through as a $7 list-price tax.</p>
<p>https://x.com/WaterParkSim/status/2083210462208905460</p>
<h2>Caylus Built the Audience Before the Store</h2>
<p>The freeze is easier to understand once the distribution is in view. CayPlay was co-founded by Caylus Cunningham, who records as Caylus, and Richardson. The studio’s July 17 press release puts Cunningham’s YouTube reach above 50 million subscribers across his channels and says the game had passed a million downloads by the 1.0 announcement, a figure that includes more than paid Steam copies. CaseOh appears as an NPC in the launch trailer. The same release names Ironmouse, Daz Black, and Game Grumps among the people who already clipped the Early Access build.</p>
<p>That is why a $12.99 1.0 was solvent. The audience was trained on waterslide videos before the Steam page existed. Richardson’s founding line in the press kit was that nobody had made a dedicated waterpark management sim, so the team built one. First-person mopping, flyer-handing, and ragdoll ejections are the product YouTube already knew how to film. Planet Coaster 2 still runs from a top-down camera. This one puts the player in the splash.</p>
<p>The June 24 creator-access call on the game’s account, asking streamers to request 1.0 keys, drew the heaviest thread of the pre-launch period. Co-op with a trumpet, a megaphone, and walkie-talkies is a streamer kit. The $7 they declined to add was never the marketing plan. The keys were.</p>
<h2>Simulator 1.0s Usually Lose the Crowd</h2>
<p>Industry tracking of 2025 Early Access graduates, published by GameDiscoverCo from a set of 225 Steam games, found that only 20% (45 titles) did better in their 1.0 month than they had in Early Access. Median 30-day revenue at 1.0 sat at about 40% of the median Early Access 30-day take. Waterpark Simulator’s August concurrent average moving from 768 to 6,238 puts it in the thin group that got louder.</p>
<p>The price hike CayPlay refused is still the house style. VOID/BREAKER, another Early Access sim, told Steam owners on August 7 that its base price would rise from $19.99 to $29.99 on August 22, 2026, and stay there through 1.0. CayPlay had written the same play, then published the reversal. The Palworld comparison in its own press release is the closest analog it would own: ship the full thing, leave the sticker, let volume and clips do the rest.</p>
<p>Richardson’s July text said 1.0 should “support the studio naturally” and that CayPlay still wanted to hire artists and developers without “squeezing the community every chance we get.” The August peak, the held 96%, and a September store page that still reads $12.99 are the evidence that sentence has so far. The rolled-back save patch is the invoice for doing it on three platforms at once.</p>
<p>The list price did not move. The player count did.</p>
<h2>Frequently Asked Questions</h2>
<h3>How Long Was Waterpark Simulator in Early Access?</h3>
<p>It spent 343 days in Early Access, from August 22, 2025, to the 1.0 ship on July 31, 2026. The build runs on Unity, and Valve’s Steam Deck report marked it Playable after a test on August 27, 2025, with notes about on-screen keyboard use and small text.</p>
<h3>How Many Players Can Share a Park in Co-Op?</h3>
<p>Online sessions hold four people in total, friends or strangers, with optional proximity voice. The 1.0 notes also add a trumpet, a megaphone, and walkie-talkies as multiplayer tools, and they disable the spray can in co-op so players cannot grief a park with paint.</p>
<h3>What Rating Does Waterpark Simulator Carry on Xbox?</h3>
<p>The Xbox listing is rated Teen for Violence and Crude Humor. Online multiplayer on console requires Xbox Game Pass Essential, Premium, or Ultimate, which Microsoft sells separately from the $12.99 game.</p>
<h3>Is a Waterpark Simulator Demo Still on Steam?</h3>
<p>Yes. The Steam store still offers a demo download next to the $12.99 purchase button, and the full Windows build lists 20 GB of available storage as the install requirement.</p>
<p><script type="application/ld+json">{"@context":"https://schema.org","@type":"FAQPage","name":"Frequently Asked Questions: Waterpark Simulator 1.0","mainEntity":[{"@type":"Question","name":"How Long Was Waterpark Simulator in Early Access?","acceptedAnswer":{"@type":"Answer","text":"It spent 343 days in Early Access, from August 22, 2025, to the 1.0 ship on July 31, 2026. The build runs on Unity, and Valve’s Steam Deck report marked it Playable after a test on August 27, 2025, with notes about on-screen keyboard use and small text."}},{"@type":"Question","name":"How Many Players Can Share a Park in Co-Op?","acceptedAnswer":{"@type":"Answer","text":"Online sessions hold four people in total, friends or strangers, with optional proximity voice. The 1.0 notes also add a trumpet, a megaphone, and walkie-talkies as multiplayer tools, and they disable the spray can in co-op so players cannot grief a park with paint."}},{"@type":"Question","name":"What Rating Does Waterpark Simulator Carry on Xbox?","acceptedAnswer":{"@type":"Answer","text":"The Xbox listing is rated Teen for Violence and Crude Humor. Online multiplayer on console requires Xbox Game Pass Essential, Premium, or Ultimate, which Microsoft sells separately from the $12.99 game."}},{"@type":"Question","name":"Is a Waterpark Simulator Demo Still on Steam?","acceptedAnswer":{"@type":"Answer","text":"Yes. The Steam store still offers a demo download next to the $12.99 purchase button, and the full Windows build lists 20 GB of available storage as the install requirement."}}]}</script></p>
]]></content:encoded>
					
					<wfw:commentRss>https://winaddons.com/waterpark-simulator-xbox-ps5-price-freeze/feed/</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
		
			</item>
		<item>
		<title>Nurix Puts NuPlay on Microsoft Marketplace to Reach Azure Buyers</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[Harry]]></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[NuPlay went live on Microsoft Marketplace in June, then Nurix bought Verloop and rebranded, using Azure’s store as the billing path for a larger agent stack.]]></description>
										<content:encoded><![CDATA[<p>Nurix listed NuPlay on Microsoft Marketplace on <strong>June 15, 2026</strong> as a SaaS offer for production voice and chat agents. The card sits in Azure’s catalog under the publisher name Nurix AI, with a Get It Now button and no public price on the overview page.</p>
<p>Twenty-four days later the same firm bought chat vendor Verloop.io, then rebranded as NuPlay AI. The store listing was the billing door for that roll-up, not a product debut.</p>
<h2>Nurix Puts NuPlay on Microsoft&#8217;s Public Cloud Store</h2>
<p>The June release, issued from Mountain View, presented Nurix as an agentic AI services company and NuPlay as the platform that deploys those agents against CRM, ERP, and Azure services. Mukesh Bansal, the Myntra and Cult.fit founder who started Nurix in 2024, treated the listing as a way for Microsoft customers to reach agents that already sit in live workflows.</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. NuPlay was built to help enterprises deploy real-time conversations agents with the latency, orchestration, and operational control required in production.</p>
<p>Mukesh Bansal, founder, Nurix AI, June 15, 2026 announcement</p>
</blockquote>
<p>Cyril Belikoff, vice president of Microsoft Azure Product Marketing, welcomed the offer with a stock Marketplace line about connecting organizations to trusted solutions in one place. The SaaS card is <a href="https://winaddons.com/nuplay-nurix-microsoft-marketplace-ai-agents/">NuPlay&#8217;s path onto Microsoft Marketplace</a>, still published under Nurix AI even after the later name change.</p>
<p>That gap between the press line and the catalog is ordinary. Microsoft’s store is where a vendor becomes something an Azure buyer can invoice, not where a demo gets a trophy.</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/2026/09/Nurix-NuPlay-listed-on-Microsoft-Azure-Marketplace.webp" alt="Nurix NuPlay listed on Microsoft Azure Marketplace" style="width:100%;max-width:800px;height:auto;border-radius:8px;display:block;margin:0 auto;" /><figcaption style="font-size:0.9em;color:#666;margin-top:0.5em;">NuPlay SaaS offer live in Azure catalog June 2026</figcaption></figure>
<h2>Azure Commit Dollars Are the Quiet Buyer</h2>
<p>Large Azure customers often sign a Microsoft Azure Consumption Commitment, a contract to spend a set amount on Azure over a term. Microsoft’s own rules say eligible Marketplace buys can <a href="https://learn.microsoft.com/en-us/marketplace/azure-consumption-commitment-benefit" target="_blank" rel="noopener">count toward an Azure consumption commitment</a>, and that <strong>100%</strong> of the pretax amount applies when the invoice is issued.</p>
<p>The offer must be <a href="https://learn.microsoft.com/en-us/marketplace/macc-frequently-asked-questions" target="_blank" rel="noopener">Azure benefit-eligible at purchase time</a>, the buy has to close in the Azure portal on a subscription tied to the agreement, and the term has to be active. A credit-card checkout on the public storefront does not decrement the commit. Purchases made before an offer gains the badge do not count retroactively.</p>
<p><strong>HOW A MARKETPLACE BUY COUNTS AGAINST MACC</strong></p>
<table>
<thead>
<tr>
<th>Rule</th>
<th>What has to be true</th>
</tr>
</thead>
<tbody>
<tr>
<td>Badge</td>
<td>The offer is Azure benefit-eligible on the day of purchase</td>
</tr>
<tr>
<td>Checkout</td>
<td>The buyer completes the sale in the Azure portal, not by card on the public site</td>
</tr>
<tr>
<td>Timing</td>
<td>The purchase falls inside an active MACC term</td>
</tr>
<tr>
<td>Amount</td>
<td>100% of the pretax invoice counts when Microsoft bills it</td>
</tr>
</tbody>
</table>
<p>The live NuPlay overview does not display that badge in the text Microsoft publishes on the page, so this article does not treat the SKU as eligible. The listing still matters because that is the pipe vendors use when they want Azure account teams to sell them as commit burn rather than as a net-new software line.</p>
<p>Private offers sit on the same pipe. A negotiated SaaS deal accepted in the portal can be sized to leftover commit, which is why a two-year-old agent shop fights for a transactable card before it goes shopping for other vendors.</p>
<h2>Verloop&#8217;s Chat Book Landed 24 Days Later</h2>
<p>On <strong>July 9, 2026</strong>, Bansal’s firm bought Verloop.io, a conversational AI company founded in 2015. He said the deal would expand Nurix’s footprint by four times and that the combined entity would run at just over <strong>$10 million</strong> in annual recurring revenue. He described the structure as cash plus equity and did not give a price.</p>
<p>Verloop founder Gaurav Singh joined the leadership team to work on product and enterprise sales. Bansal said Nurix had been heavier on voice, and that buyers now want one platform for customer engagement, including chat and Arabic-language coverage for the Middle East. Singh said enterprises already understand what AI can do and still struggle to run it at scale.</p>
<p><strong>FROM LISTING TO ROLL-UP</strong></p>
<ol>
<li><strong>June 15, 2026</strong>: NuPlay goes live on Microsoft Marketplace as a Nurix AI SaaS offer.</li>
<li><strong>July 9, 2026</strong>: Nurix buys Verloop.io; Bansal puts combined ARR at just over $10 million.</li>
<li><strong>August 3, 2026</strong>: The company rebrands as NuPlay AI and says it is scouting another deal in 6 to 12 months.</li>
</ol>
<p>The August 3 statement, issued from Bengaluru, aligned the corporate name with the flagship platform after the chat purchase. Bansal said the job had moved past whether agents can handle customer interactions, and onto whether those agents improve the longer they run without engineers rewriting them every week. He also said the next purchase is about region and customer footprint, not a science project.</p>
<p>A two-year-old voice shop buying a 2015 chat specialist is consolidation. Indian conversation vendors have spent a decade selling point tools; this sequence packages them as one invoice an Azure buyer can sign.</p>
<h2>What the Microsoft Marketplace SKU Includes</h2>
<p>The public card, titled Nurix Platform &#8211; Nuplay, sells infrastructure for <a href="https://marketplace.microsoft.com/en-us/product/saas/nurixai.123?tab=overview" target="_blank" rel="noopener">orchestrating real-time voice and chat agents</a> in production. It names engineering teams, AI product teams, and companies that need low latency, session state, observability, and control, rather than a standalone chatbot. The June release also listed email and SMS, plus CRM and ERP hooks beside Azure.</p>
<p><strong>WHAT THE SAAS CARD SAYS IT RUNS</strong></p>
<ul>
<li><strong>Runtime:</strong> Orchestrate, deploy, and operate real-time voice and chat agents, not a single bot template.</li>
<li><strong>Control layer:</strong> Latency, reliability, session state, and observability for production traffic.</li>
<li><strong>Hooks:</strong> Speech stacks, language models, CRM, ERP, and Azure services.</li>
<li><strong>Channels:</strong> Voice, chat, email, and SMS in the June release, with Verloop adding chat depth after July 9.</li>
<li><strong>Jobs:</strong> Customer support, sales, HR, IT, retail, and vendor management, including back-office workflows Bansal later called the real product.</li>
</ul>
<p>Company materials after the rebrand put more than 100 enterprises on the platform and more than <strong>20 million</strong> conversations a month, with some live deployments above <strong>82%</strong> containment. Those figures are the vendor’s own operating claims, not a Microsoft audit of the Marketplace card.</p>
<h2>Accel, General Catalyst, and a $67 Million Round</h2>
<p>Nurix raised <strong>$27.5 million</strong> in a 2024 seed and Series A co-led by Accel and General Catalyst, with Meraki Labs, Bansal’s incubator, in the round. Abhishek Asawa is a co-founder. In March 2026, filings described a new round that valued the company at <strong>$67 million</strong> before the fresh money. Prosus invested $3.3 million, or 28 crore rupees, inside a 135 crore rupee round that also drew existing holders.</p>
<p>The June Marketplace notice named Accel and General Catalyst and pointed readers to nurix.ai. The August rebrand added Prosus on the investor line and pointed the corporate story at nuplay.ai. The About page now says the firm exists to <a href="https://www.nuplay.ai/company" target="_blank" rel="noopener">shape the autopilot enterprise</a>, with agents taking work so teams keep the exceptions.</p>
<p>Bansal has used that phrase since the first raise. Conversational AI, he said after the Verloop deal, was the measurable front door. Vendor onboarding at a large e-commerce firm and an end-to-end marketing stack at a global insurer were the examples the company would name. Named deployments in company materials include Myntra and Cult.fit, businesses he already knows from the inside.</p>
<h2>Bansal Wants the US to Supply 80% of Sales</h2>
<p>In early August he set a <strong>$100 million</strong> revenue target for 2029 and said the United States should contribute nearly 80% of the business over the next three to four years. The same remarks put a near-term aim of lifting average deal size to $250,000 to $300,000. Another acquisition, he said, should close in 6 to 12 months, aimed at geography and customers.</p>
<p><strong>THE SCALE NUPLAY CLAIMS NOW</strong></p>
<ul>
<li><strong>Run rate:</strong> Just over $10 million ARR after the Verloop close, per Bansal on July 9, 2026.</li>
<li><strong>Volume:</strong> More than 20 million conversations a month across the combined voice and chat stack.</li>
<li><strong>Containment:</strong> Above 82% in some production deployments, according to the August 3 statement.</li>
<li><strong>Horizon:</strong> $100 million in revenue by 2029, with the US mix near 80% in three to four years.</li>
</ul>
<p>That US share does not arrive because a logo appears in a catalog. It arrives if Azure field teams can sell a combined voice-and-chat contract into accounts that already buy through Microsoft, and if leftover commit can pay the invoice. The Marketplace card is the artifact that makes that conversation legal inside procurement.</p>
<p>The next buy, if it lands in that 6-to-12-month window, will test the same idea. Bansal said unique capabilities matter and that footprint comes first. A US-heavy target on a Bengaluru payroll, with a Mountain View dateline on the original listing, is the split the store is supposed to close.</p>
<h2>The Live Listing Still Brands the Offer Nurix</h2>
<p>As of the public catalog page, the product is still Nurix Platform &#8211; Nuplay by Nurix AI. The company that answers the phone is NuPlay AI. Microsoft did not rewrite Belikoff’s welcome, and the publisher ID on the offer remains nurixai.123.</p>
<p>For an Azure buyer that is not a branding riddle. It is a transactable SaaS line that can be subscribed in the portal, mapped to an Azure subscription, and, if Microsoft later flags it as benefit-eligible, counted against commit. For Nurix it is the Western invoice path that the Verloop book and the next deal are supposed to fill.</p>
<p>The storefront still says Nurix. The pitch, the ARR, and the shopping list already say NuPlay.</p>
]]></content:encoded>
					
					<wfw:commentRss>https://winaddons.com/nuplay-nurix-microsoft-marketplace-ai-agents/feed/</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
		
			</item>
		<item>
		<title>Xbox Studio Leaders Detest Game Pass for Devaluing $40 Games</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[Harry]]></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[Studio leaders inside Xbox say Game Pass wrecked $40 game prices, even as the service survives and Call of Duty leaves day one.]]></description>
										<content:encoded><![CDATA[<p>Several leaders of Xbox-owned studios detest Game Pass because it turned their <strong>$40</strong> games into a monthly-fee extra, Jason Schreier said. The games industry reporter was speaking after Xbox began cutting about <strong>3,200</strong> jobs and moving four studios out.</p>
<p>He does not expect Microsoft to kill the service. He expects it to stop putting many of its biggest games on the Pass on day one, a shift that already started with Call of Duty.</p>
<h2>Studio Leaders Say Game Pass Destroyed a $40 Price</h2>
<p>The comments came in <a href="https://maximumfun.org/episodes/triple-click/xbox-layoffs-and-the-playstation-disc-disaster/" target="_blank" rel="noopener">episode 313 of Triple Click</a>, posted July 16, 2026, as Schreier, Kirk Hamilton, and Maddy Myers went through the Xbox reset. His example was Compulsion Games’ South of Midnight, a $40 game that people who loved it really loved, and that still sat in Game Pass for a monthly charge he remembered as $15 or $20 at launch.</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, think it has taken away from the value of all games in general just as a service, and just has contributed a lot of just&#8230; It’s been a detriment to the games industry and those people’s views because of how it devalues games.</p>
<p>Jason Schreier, games industry reporter, Triple Click episode 313</p>
</blockquote>
<p>He compared that to Netflix, where a title such as Electric State cannot be bought separately. Xbox games can. Once a $40 campaign is in the catalog on day one, he said, a lot of players will not pay $40 for the same file.</p>
<p>Moon Studios CEO Thomas Mahler has made a related point from outside the first-party roster: a subscription still needs smash hits, and Xbox never delivered enough of them. Schreier’s version is bleaker. Hits that do ship, in this view, get their price broken on the way out the door.</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/2026/09/Xbox-studio-leaders-detest-Game-Pass-40-games-1.webp" alt="Xbox studio leaders detest Game Pass $40 games" style="width:100%;max-width:800px;height:auto;border-radius:8px;display:block;margin:0 auto;" /><figcaption style="font-size:0.9em;color:#666;margin-top:0.5em;">Schreier says Xbox bosses hate Game Pass value</figcaption></figure>
<h2>Call of Duty Already Left the Day-One Slot</h2>
<p>The first tentpole Xbox was willing to protect was Call of Duty. On April 21, 2026, Xbox CEO Asha Sharma <a href="https://news.xbox.com/en-us/2026/04/21/xbox-game-pass-update/" target="_blank" rel="noopener">dropped Ultimate from $29.99 to $22.99</a> and said future Call of Duty titles would join the following holiday season, about a year after launch. PC Game Pass moved from $16.49 to $13.99. Games already in the library stayed.</p>
<p>https://x.com/asha_shar/status/2046619416427950442</p>
<p>Black Ops 6 and Black Ops 7 had gone into Ultimate on day one. The April note ended that run. Sharma wrote that Ultimate had become too expensive for too many players, and that Xbox would keep changing Game Pass to match what players actually pay for.</p>
<p>The public argument on that post was not a defense of a $70 box. Replies treated the cheaper monthly bill as the win and treated a year without a new Call of Duty as a fair swap. That is the split inside Xbox in one scene. Studio heads want the old price of a game restored. A lot of Pass users will take $22.99 and wait.</p>
<p>Schreier said the next people in line to panic are studios still being asked to sell a full-price exclusive. If he were The Coalition with Gears of War: E-Day coming, he said, he would be freaking out about missing millions of copies by staying off PlayStation, on top of the Pass.</p>
<h2>The Studio Behind South of Midnight Is Independent Again</h2>
<p>South of Midnight is a nasty exhibit because of what Xbox did with Compulsion a few days before Schreier spoke. In her July 6, 2026 staff memo, Sharma said Compulsion Games and Double Fine Productions would return to their own management as independent studios, with their IP, catalog, and runway for the next games. Ninja Theory and Undead Labs were headed to new owners, with money to finish Senua and State of Decay 3. Arkane in France opened a works-council process.</p>
<p>About 1,600 roles went that day. The rest of the 3,200 run through fiscal 2027. Sharma called it the most significant restructure in Xbox history and said the business was not healthy. She also wrote that in a typical year Xbox lost 64 cents for every dollar it invested in that expanded studio slate.</p>
<p>Double Fine head Tim Schafer later told Schreier the original deal was simple. The studio would put its games on Game Pass, and Xbox would have that catalog. Then the mission changed. He said he could not imagine any amount of profit, short of a Minecraft-scale breakout that year, that would have kept Double Fine inside the company.</p>
<p>Compulsion had already shipped the $40 game Schreier used on the podcast. Spinning the studio out does not put a $40 sticker back on South of Midnight. It does show what the reckoning looks like for the mid-budget first-party slate that was supposed to make the Pass feel full.</p>
<h2>30 Million Members Against a 77 Million Target</h2>
<p>The Pass was supposed to pay for that slate with volume. It did not. Then-Xbox president Sarah Bond’s last official figure, in February 2024, was <strong>34 million</strong> members. A person familiar with the 2026 books put the total at about <strong>30 million</strong>, a drop of 4 million. Internal documents from the U.S. Federal Trade Commission’s Activision Blizzard review had set a 2026 goal of <strong>77 million</strong> and a 2030 goal of 100 million paid members.</p>
<p>That leaves Game Pass <a href="https://winaddons.com/xbox-studio-leaders-detest-game-pass-shortfall/" target="_blank" rel="noopener">47 million members short of its target</a> for this year. Thirty million is less than half of 77 million. Microsoft has not published a fresh official count since Bond’s 2024 number.</p>
<p><strong>GAME PASS MEMBERSHIP VERSUS THE OLD TARGET</strong></p>
<table>
<thead>
<tr>
<th>Measure</th>
<th>Figure</th>
<th>When / origin</th>
</tr>
</thead>
<tbody>
<tr>
<td>Last official members</td>
<td>34 million</td>
<td>Sarah Bond, February 2024</td>
</tr>
<tr>
<td>Reported members</td>
<td>about 30 million</td>
<td>Person familiar, 2026</td>
</tr>
<tr>
<td>Change</td>
<td>down 4 million</td>
<td>34 million minus 30 million</td>
</tr>
<tr>
<td>2026 internal target</td>
<td>77 million</td>
<td>FTC Activision documents</td>
</tr>
<tr>
<td>Shortfall vs 2026 target</td>
<td>47 million</td>
<td>77 million minus 30 million</td>
</tr>
<tr>
<td>2030 internal target</td>
<td>100 million paid</td>
<td>Same FTC documents</td>
</tr>
</tbody>
</table>
<p>Sharma’s own July memo named the miss without a headcount. “To grow, we bet on Game Pass, multi-platform, and a broader portfolio of content,” she wrote. “While those businesses have created meaningful value, they did not grow at the pace we expected.”</p>
<h2>Spencer Would Not Take No for an Answer</h2>
<p>That bet is Phil Spencer’s. He took over Xbox in 2014, announced Game Pass in February 2017 at $9.99 a month, and built the rest of the decade around it, including day-one first-party games. Former Xbox staffer Richard Irving, who spent 12 years at the division and left in 2016, said colleagues walked into meetings with reasons the idea would fail. Publishers might not join. It might eat profit. Irving said Spencer would not take no for an answer and kept looking for a way to make it work.</p>
<p>Sharma took the CEO job in February 2026 with none of that history to defend. On June 10 she and content chief Matt Booty told staff Xbox would end the fiscal year at a <a href="https://news.xbox.com/en-us/2026/06/10/next-100-days-xbox-reset/" target="_blank" rel="noopener">3% accountability margin, down year-over-year</a>. Excluding Activision Blizzard King, they wrote, Xbox had spent over $20 billion in five years on content, platform, and hardware subsidy, while annual revenue fell by nearly half a billion. “Going forward, this cannot continue.”</p>
<p><strong>HOW DAY-ONE BECAME THE FIGHT</strong></p>
<ol>
<li><strong>February 2017</strong>: Spencer announces Xbox Game Pass at $9.99 a month.</li>
<li><strong>October 2025</strong>: Ultimate jumps 50%, from $19.99 to $29.99.</li>
<li><strong>February 2026</strong>: Sharma becomes Xbox CEO.</li>
<li><strong>April 21, 2026</strong>: Ultimate falls to $22.99; new Call of Duty titles wait about a year.</li>
<li><strong>June 10, 2026</strong>: Sharma and Booty put the margin at about 3% and say Game Pass has started to grow again after 8+ months of decline.</li>
<li><strong>July 6, 2026</strong>: Sharma starts the 3,200-job reset and moves four studios out.</li>
<li><strong>July 16, 2026</strong>: Schreier says studio leaders detest Game Pass for wrecking game prices.</li>
<li><strong>September 3, 2026</strong>: Xbox says Game Pass cloud play will be capped in November at 15, 10, or 5 hours by tier, a change it expects will hit 4% of members.</li>
</ol>
<p>The June note is the hinge. After the price cut, Sharma said the Game Pass team had stopped an 8+ month slide. Growth returning is not the same thing as 77 million members, and it is not the same thing as a $40 game getting its price back.</p>
<h2>A Race to Zero on $40 Games</h2>
<p>A former Xbox studio lead, speaking after Schreier’s episode, put the cultural damage in one line. Giving games away for “free” on day one, that person said, tells players the games do not have inherent market value, and almost creates an assumption they could not sell on their own. “It felt like a race to zero.”</p>
<p>Another former lead described the original theory: as more players drifted into free-to-play or waited for Steam sales, Game Pass would give core games a steadier check. Xbox has an engagement formula that sends Pass money back to studios. People inside those studios have said the formula is opaque, and that bonuses still follow old retail sales more than hours played on the service.</p>
<p><strong>WHAT STUDIO LEADERS ARE ACTUALLY MAD ABOUT</strong></p>
<ul>
<li><strong>The $40 tag:</strong> A South of Midnight-class game still asks $40 at retail while the same build is a line on a $22.99 month.</li>
<li><strong>The day-one signal:</strong> Launching on the Pass reads, to some leads, as a confession the game would not sell by itself.</li>
<li><strong>The bonus math:</strong> Studio pay still tracks copies sold more than engagement hours, so a Pass hit can look like a miss on the spreadsheet that matters to staff.</li>
<li><strong>The tentpole split:</strong> Call of Duty now gets a year of full-price sales; the $40 games that stocked the catalog do not.</li>
</ul>
<p>Ryan T. Brown, who runs Lost In Cult, said publishers have been saying this quietly to each other for years, and that most industry people think it. Former PlayStation boss Shawn Layden has been blunter about the service itself, arguing Xbox keeps trying to will Game Pass into health after a grim prognosis.</p>
<p>None of that requires Xbox to unplug the servers. It requires Xbox to stop using first-party $40 games as the cheap proof that the catalog is generous.</p>
<h2>Why Game Pass Still Ships Day-One Titles</h2>
<p>It has not stopped. The April Xbox Wire note still promised “major day one releases” on Ultimate. Forza Horizon 6 and Subnautica 2 went out that way in May. In early September, Xbox was still dating day-one additions such as Once Human, and smaller games were still advertising a day-one Pass slot as a selling point. Schreier’s own January 2026 prediction, that Xbox would announce first-party games would no longer be day one on Game Pass, has come true only for Call of Duty.</p>
<p>The next cut is not a $40 price. It is time. On September 3, Xbox said that from November, Ultimate would include 15 hours of cloud play a month, Premium 10, and Essential 5, after which extra hours go on sale. Xbox said it expects that to affect 4% of subscribers. The Pass is being trimmed at the edges, not converted back into a shop window for South of Midnight.</p>
<p><strong>WHAT WE KNOW</strong></p>
<ul>
<li><strong>CoD window:</strong> New Call of Duty games join Ultimate about a year after launch, starting with the 2026 entry.</li>
<li><strong>Price floor:</strong> Ultimate is $22.99 a month after the April cut from $29.99.</li>
<li><strong>Studio exits:</strong> Compulsion and Double Fine are independent; Ninja Theory and Undead Labs are leaving with their next games funded.</li>
<li><strong>The charge:</strong> Schreier said many Xbox studio leaders detest Game Pass for destroying the value of their games.</li>
</ul>
<p><strong>WHAT IS UNCONFIRMED</strong></p>
<ul>
<li><strong>A full day-one end:</strong> Xbox has not said Halo, Gears, Forza, or The Elder Scrolls VI will leave launch-day Game Pass.</li>
<li><strong>Named dissenters:</strong> Schreier did not identify the studio leaders, so the revolt is real as reporting and still anonymous as a list of names.</li>
<li><strong>The 30 million count:</strong> Microsoft has not confirmed the 2026 membership figure.</li>
</ul>
<p>Xbox can keep Game Pass, and it is keeping it. The bill for using $40 first-party games as day-one bait is already on the ledger: a 3% margin, 3,200 jobs, four studios gone, and a catalog whose own makers say the price of their work is broken. Call of Duty gets a year to sell. South of Midnight already did its time on the Pass, and Compulsion is no longer there to argue about the next one.</p>
]]></content:encoded>
					
					<wfw:commentRss>https://winaddons.com/xbox-studio-leaders-detest-game-pass-shortfall/feed/</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
		
			</item>
		<item>
		<title>Xbox Still Will Not List Platforms for Fallout 5</title>
		<link>https://winaddons.com/xbox-fallout-5-exclusivity-still-unclear/</link>
					<comments>https://winaddons.com/xbox-fallout-5-exclusivity-still-unclear/#respond</comments>
		
		<dc:creator><![CDATA[Harry]]></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 confirmed Fallout 5, remasters, and an Obsidian game on July 17, 2026, while Xbox’s own date rule left every platform box blank.]]></description>
										<content:encoded><![CDATA[<p>Bethesda confirmed Fallout 5 is in preproduction on July 17, 2026, and studio director Todd Howard would not say whether it is an Xbox console exclusive. The same note listed remasters of Fallout 3 and Fallout: New Vegas, plus a new Obsidian Entertainment Fallout game, and named no platforms for any of them.</p>
<p>Xbox had spent June telling players it was returning to console exclusives, with a new rule that platforms would be named when a date was named. Bethesda named no dates.</p>
<h2>Bethesda Named Four Fallout Projects and Zero Platforms</h2>
<p>The <a href="https://bethesda.net/en-US/news/a-note-from-bethesda-game-studios" target="_blank" rel="noopener">Bethesda Game Studios roadmap note</a> put Fallout among its biggest priorities and called Fallout 5 the “long-range destination,” now in preproduction on Creation Engine 3. The Elder Scrolls VI remains the studio’s primary job, with most of the team on that sequel. Howard told interviewer Jez Corden it was too early to comment on Xbox exclusivity for either numbered RPG.</p>
<p>The Fallout pile is larger than one sequel. Obsidian, the studio behind Fallout: New Vegas, is back on a new Fallout project with Bethesda. Remasters of Fallout 3 and New Vegas are in the works with no windows attached. Fallout 76 gets a 2027 expansion, Raven Rock, written as a prequel to Fallout 3. None of those lines carried an Xbox, PlayStation, or PC label.</p>
<p><strong>THE FALLOUT SLATE WITHOUT PLATFORMS</strong></p>
<table>
<thead>
<tr>
<th>Project</th>
<th>Status in the July 17 note</th>
<th>Date named</th>
<th>Platforms named</th>
</tr>
</thead>
<tbody>
<tr>
<td>Fallout 5</td>
<td>Preproduction at Bethesda Game Studios</td>
<td>None</td>
<td>None</td>
</tr>
<tr>
<td>Fallout 3 remaster</td>
<td>In development</td>
<td>None</td>
<td>None</td>
</tr>
<tr>
<td>Fallout: New Vegas remaster</td>
<td>In development</td>
<td>None</td>
<td>None</td>
</tr>
<tr>
<td>Obsidian Fallout game</td>
<td>Confirmed collaboration, details later</td>
<td>None</td>
<td>None</td>
</tr>
<tr>
<td>Fallout 76: Raven Rock</td>
<td>Major expansion, prequel to Fallout 3</td>
<td>2027</td>
<td>None</td>
</tr>
</tbody>
</table>
<p>Raven Rock is the only line with a year on it, and it is an add-on to a live game that already exists on more than one console. The numbered sequel, the remasters, and the Obsidian game are the ones Xbox fans wanted sorted, and those three still have empty platform boxes.</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/2026/09/Fallout-5-platforms-unnamed-Bethesda-Xbox.webp" alt="Fallout 5 platforms unnamed Bethesda Xbox" style="width:100%;max-width:800px;height:auto;border-radius:8px;display:block;margin:0 auto;" /><figcaption style="font-size:0.9em;color:#666;margin-top:0.5em;">Bethesda Fallout 5 no platforms named</figcaption></figure>
<h2>The Date Rule Xbox Wrote for Itself</h2>
<p>Xbox used the <a href="https://winaddons.com/xbox-games-showcase-2026-start-time-what-to-expect/" target="_blank" rel="noopener">Xbox Games Showcase 2026 lineup</a> to put Gears of War: E-Day and Clockwork Revolution in a new exclusive column. Live-service and big multiplayer games, Xbox said, would keep shipping on other machines. Everything else would be decided case by case, and the public signal would be a date.</p>
<p><strong>XBOX&#8217;S THREE RELEASE BUCKETS</strong></p>
<ul>
<li><strong>Permanent exclusives:</strong> Gears of War: E-Day launches October 6, 2026, and Clockwork Revolution is dated 2027, both kept off PlayStation.</li>
<li><strong>Live-service multiplayer:</strong> Large live-service titles stay multiplatform, a line chief strategy officer Matthew Ball repeated in July 2026.</li>
<li><strong>Older promises:</strong> Games already committed to PlayStation 5 or Switch 2, Ball said, still go to those systems.</li>
</ul>
<p>Chief content officer Matt Booty told the same July conversation not to “overly fixate on single-player,” calling that “a good rule of thumb, but it certainly isn’t something that’s carved in stone.” He also named the only test players can actually use.</p>
<blockquote>
<p>Something you should look for from us going forward is that when we put a date on a game, we will also announce what platforms it is coming to.</p>
<p>Matt Booty, Xbox chief content officer, July 2026 interview</p>
</blockquote>
<p>Ball conceded the process “is not obvious to all of our players” and said Xbox is “committed to making this clearer.” The Fallout note arrived days later with a slate of flagship games and a deliberate refusal to date them. Under Xbox’s own test, there was nothing to clear.</p>
<h2>Why Fallout 5 Still Has No Platform List?</h2>
<p>Howard’s answer tracks the production calendar. Fallout 5 is in preproduction. The Elder Scrolls VI is the daily build, and Bethesda wrote that the team is “where we planned to be, loving how it looks, and playing it every day.” A studio that will not put a landing strip on TES VI is not going to freeze Fallout 5’s store pages either.</p>
<p>That is also how the date rule behaves in practice. Announce the worlds, hold the calendar, and the platform question stays legally unanswered. Xbox can keep PlayStation owners hoping and Xbox owners assuming, because neither group has a sentence to quote.</p>
<p><strong>WHAT WE KNOW</strong></p>
<ul>
<li><strong>The games:</strong> Fallout 5, two remasters, an Obsidian project, and Raven Rock are all on the record as of July 17, 2026.</li>
<li><strong>The rule:</strong> Booty said a date and a platform list would arrive together.</li>
<li><strong>The silence:</strong> Howard said it was too early to comment on exclusivity for TES VI and Fallout 5.</li>
</ul>
<p><strong>WHAT IS UNCONFIRMED</strong></p>
<ul>
<li><strong>Console lock:</strong> No Xbox, PlayStation, or PC list exists for Fallout 5, the remasters, or the Obsidian game.</li>
<li><strong>Timed window:</strong> Nobody in leadership has offered a timed exclusive, despite that compromise coming up constantly around the games.</li>
<li><strong>Engine for Obsidian:</strong> Howard would not say whether the Obsidian Fallout game uses Creation Engine or Unreal.</li>
</ul>
<p>Senior officials, speaking in that July feature, said decisions were still being made on TES VI and other unannounced Activision, Bethesda, Blizzard, and Xbox Game Studios titles. The fog is not a leak. It is the current state of the call.</p>
<h2>The 65 Million Copy Problem on PlayStation</h2>
<p>Fallout did not become a living-room franchise on Xbox alone. Fallout 3, New Vegas, Fallout 4, and Fallout 76 all shipped on PlayStation, and the audience those machines built is the one Xbox now has to price against a hardware lock.</p>
<p><strong>THE AUDIENCE ALREADY ON THE BOOKS</strong></p>
<ul>
<li><strong>Fallout 4:</strong> The July 17 note said the game recently passed over 35 million copies and had just marked its 10-year anniversary.</li>
<li><strong>Skyrim:</strong> Bethesda put Skyrim at over 65 million copies, with players still in it 15 years later.</li>
<li><strong>Fallout Shelter:</strong> More than 250 million players, with new Seasons and an unscripted Amazon Studios show in the works.</li>
<li><strong>Starfield:</strong> Over 17 million players and almost a billion hours, still in Year 3, with more than 40% already using Creations.</li>
</ul>
<p>Those figures are why a hard Xbox lock is expensive. Skyrim did not reach over 65 million copies on one console family, and Fallout 4’s 35 million copies sit on the same multiplatform habit. A lock grows the reason to buy an Xbox and cuts the reason PlayStation owners keep paying for the next wasteland. Timed exclusives keep looking like the least ugly math, because they sell a window without throwing away the installed base that made these RPGs rich.</p>
<p>Xbox is not shy about sitting on other people’s day-one lists. It can take a <a href="https://winaddons.com/final-fantasy-resonance-trailer-xbox-day-one/" target="_blank" rel="noopener">day-one seat on a Square Enix RPG</a> while its own Fallout games still have no store row. That mix is coherent as a publisher and muddy as a console maker.</p>
<h2>Gears of War Already Broke the Live-Service Line</h2>
<p>The live-service bucket was supposed to be the clean one. Ball said large live-service titles would stay multiplatform. Gears of War: E-Day is still a console exclusive, and it is also a game with a 12-player Horde Siege mode and 4v4 Versus, plus an open beta that ran in August 2026.</p>
<p>The official <a href="https://news.xbox.com/en-us/2026/06/08/gears-of-war-e-day-collectors-edition-xbox-games-showcase-2026/" target="_blank" rel="noopener">E-Day Xbox, PC, and Steam listing</a> names Xbox Series X|S, Xbox on PC, cloud, Game Pass, Play Anywhere, and Steam. PlayStation is the machine that is missing. “Console exclusive,” in this era, means the living-room fight with Sony, not a PC blackout.</p>
<p>If a Gears campaign-plus-Horde game can sit in the exclusive column, a single-player Fallout remaster can go either way, and so can Fallout 5. Booty’s warning not to treat single-player as carved in stone was the giveaway. The rule of thumb is marketing copy. The date is the only switch players can see, and Bethesda has not flipped it.</p>
<p>Fallout 76 points the other direction. It is already a live multiplayer game with nearly 70 free updates, so Raven Rock, dated 2027, almost certainly follows the host game onto every platform 76 already occupies. The live Fallout stays everywhere. The expensive, single-player Fallout is the one Xbox has not classified.</p>
<h2>A Special Night in Washington, D.C.</h2>
<p>Microsoft closed the $7.5 billion purchase of ZeniMax, Bethesda’s parent, in 2021, and sold that deal as a way to own Fallout and The Elder Scrolls as Xbox software. In 2023 testimony, then-gaming chief Phil Spencer said Xbox had been “a little unclear” on TES VI’s platforms because the game was far out. Three years later Howard used the same distance to leave Fallout 5 unlabeled. Five years after the closing date, the numbered sequels still fail Booty’s date-and-platforms test.</p>
<p>The July 17 note did not arrive in a calm week. Xbox had just outlined cuts of around 3,200 jobs, and Bethesda was part of that reset. Howard called the departures “really personally very difficult” for people who had worked together for decades. The roadmap was also a reassurance memo: Starfield keeps getting Starborn content, creators have already earned more than $10 million in royalties, Fallout Season 2 collected 10 Emmy nominations, and Season 3 is already shooting.</p>
<p><strong>THE YEAR THE PLATFORM LIST STAYED BLANK</strong></p>
<ol>
<li><strong>February 20, 2026</strong>: Microsoft says <a href="https://blogs.microsoft.com/blog/2026/02/20/asha-sharma-named-evp-and-ceo-microsoft-gaming/" target="_blank" rel="noopener">Asha Sharma named Xbox CEO</a>, with Matt Booty as chief content officer over nearly 40 studios, Fallout included.</li>
<li><strong>June 2026</strong>: Xbox Games Showcase names Gears of War: E-Day and Clockwork Revolution as permanent console exclusives and sketches the date-plus-platforms rule.</li>
<li><strong>July 17, 2026</strong>: Bethesda confirms the Fallout slate and still names no platforms.</li>
<li><strong>July 2026</strong>: Booty and Ball restates the buckets, and Booty says a date will bring a platform list.</li>
<li><strong>August 14, 2026</strong>: The TES VI and Fallout 5 lock is still an open argument, with no new sentence from Xbox or Bethesda.</li>
<li><strong>October 6, 2026</strong>: Gears of War: E-Day launches as the first big test of the exclusive column.</li>
</ol>
<p>Sharma’s brief is to give people a reason to buy an Xbox. Booty said the same thing in plain language: “There has to be a reason for people to buy an Xbox.” Ball said a platform needs exclusive games and services if it wants consistent growth. Fallout 5 is one of the few remaining games that could still do that job, which is exactly why Xbox has not spent the call in a blog post.</p>
<p>Bethesda will not hold a traditional Fallout Day broadcast in 2026. It is saving the 30th anniversary for 2027, with Fallout Day celebrated live in Washington, D.C. Xbox’s own rule says the platform list arrives with the date. That night in Washington is the next date already printed on the calendar.</p>
]]></content:encoded>
					
					<wfw:commentRss>https://winaddons.com/xbox-fallout-5-exclusivity-still-unclear/feed/</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
		
			</item>
		<item>
		<title>Sony&#8217;s Cheap Japan PS5 Still Lost Ground to the PS4</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[Harry]]></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[Sony's Japan-only PS5 Digital sells at 55,000 yen, yet VGChartz still has the PS5 975,520 units behind the PS4 after 68 aligned months.]]></description>
										<content:encoded><![CDATA[<p>Japan’s PlayStation 5 fell another <strong>71,410</strong> units behind the PlayStation 4 on VGChartz’s aligned sales clock in June 2026, stretching the gap to <strong>975,520</strong>. Analyst William D’Angelo’s monthly comparison lines the two machines up by months on sale, not by calendar year, and month 68 still belonged to the older box.</p>
<p>Sony already sells a cheaper, language-locked Digital Edition in Japan, and Hideaki Nishino, president and CEO of Sony Interactive Entertainment, has called that SKU a strategic investment it will recoup across the whole business. The June tally landed anyway.</p>
<h2>How Far Is the PS5 Behind the PS4 in Japan?</h2>
<p>The VGChartz aligned tally for June 2026, the 68th month of Japanese PS5 sales, puts the machine at 7,629,786 units against 8,605,306 for the PS4 at the same age, a 975,520-unit lead for the older console after the gap grew 71,410 that month. Over the trailing 12 months the PS4’s aligned pace still beat the PS5 by 640,565 units.</p>
<p>May had already left the PS5 904,110 behind, after a 14,228-unit swing to the PS4. June was the ugly follow-through, not a one-week blip. D’Angelo’s series has tracked that hole as it opened, and the June cut is the widest monthly step in this stretch of the ledger.</p>
<p><strong>THE ALIGNED RACE THROUGH MID-2026</strong></p>
<table>
<thead>
<tr>
<th>Month</th>
<th>PS5 Japan total</th>
<th>PS4 at same age</th>
<th>PS4 lead</th>
<th>Gap change</th>
</tr>
</thead>
<tbody>
<tr>
<td>May 2026 (month 67)</td>
<td>7,582,576</td>
<td>8,486,686</td>
<td>904,110</td>
<td>14,228 to PS4</td>
</tr>
<tr>
<td>June 2026 (month 68)</td>
<td>7,629,786</td>
<td>8,605,306</td>
<td>975,520</td>
<td>71,410 to PS4</td>
</tr>
<tr>
<td>July 2026 (month 69)</td>
<td>7,670,162</td>
<td>8,638,535</td>
<td>968,373</td>
<td>7,147 to PS5</td>
</tr>
</tbody>
</table>
<p>Those three months are the same dataset, not three trackers glued together. June’s PS5 add of 47,210 is also the Japan hardware figure D’Angelo posted for the month, so the comparison and the shelf count agree on the current machine.</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/2026/09/Japan-PS5-trails-PS4-by-975-520-units.webp" alt="Japan PS5 trails PS4 by 975,520 units" style="width:100%;max-width:800px;height:auto;border-radius:8px;display:block;margin:0 auto;" /><figcaption style="font-size:0.9em;color:#666;margin-top:0.5em;">Sony cheap Japan PS5 still behind PS4 June 2026</figcaption></figure>
<h2>Month 68 Is When the PS4 Crossed 8.5 Million</h2>
<p>June 2026 is month 68 for the PS5 in Japan. For the PS4, month 68 was September 2019, and VGChartz’s earlier cuts in this series mark that age as the point the PS4 crossed 8.5 million Japanese units. The PS5, at the same birthday, is still 7,629,786.</p>
<p>The PS4 then kept climbing. It crossed 9 million in month 72 and 9.5 million in month 84, and D’Angelo puts its Japanese lifetime at 9.68 million. The PS5 is 2.05 million behind that finished total, with four months still to go before it even reaches the age when the PS4 first touched 9 million.</p>
<p><strong>THE HOME-MARKET CLOCK</strong></p>
<ol>
<li><strong>February 2014</strong>: The PlayStation 4 goes on sale in Japan.</li>
<li><strong>November 2020</strong>: The PlayStation 5 launches in Japan, so the two holiday seasons never sit on the same month.</li>
<li><strong>November 21, 2025</strong>: The <a href="https://blog.ja.playstation.com/2025/11/12/20251112-ps5/" target="_blank" rel="noopener">Japanese-language Digital Edition launched</a> at 55,000 yen, locked to Japanese as the system language.</li>
<li><strong>June 2026</strong>: Month 68; the aligned PS4 lead stands at 975,520 after a 71,410-unit swing.</li>
<li><strong>July 2026</strong>: Month 69; the PS5 trims 7,147 off that lead, which is still 968,373.</li>
</ol>
<p>Nishino told Famitsu that last fiscal year’s global PS5 run was 16 million units, and that PlayStation Plus is still growing. Japan is the market where that global machine has not copied the last PlayStation’s local curve.</p>
<h2>Switch 2 Moved 137,891 Japanese Consoles in June</h2>
<p>The aligned PS4 comparison is a history test. The June shelf was a Nintendo month. VGChartz’s Japan hardware estimates put Switch 2 at <strong>137,891</strong> units, the PS5 at <strong>47,210</strong>, the original Switch at 36,216, and Xbox Series consoles at 2,897. Switch 2’s Japanese lifetime in that cut is 6,164,532, already within shouting distance of the PS5’s 7,629,786 after a little more than a year on sale.</p>
<p><strong>JAPAN HARDWARE IN JUNE 2026</strong></p>
<table>
<thead>
<tr>
<th>Platform</th>
<th>June 2026</th>
<th>Lifetime (VGChartz)</th>
</tr>
</thead>
<tbody>
<tr>
<td>Switch 2</td>
<td>137,891</td>
<td>6,164,532</td>
</tr>
<tr>
<td>PlayStation 5</td>
<td>47,210</td>
<td>7,629,786</td>
</tr>
<tr>
<td>Switch (original)</td>
<td>36,216</td>
<td>36,957,129</td>
</tr>
<tr>
<td>Xbox Series</td>
<td>2,897</td>
<td>705,244</td>
</tr>
</tbody>
</table>
<p>Against the PS4’s own June 2019 month, which sold 98,485 Japanese units, the PS5 was down by just over 51,000. Year on year the PS5 itself was down 9,723 units, or 17.1%. Switch 2 was coming off its first birthday hangover and still more than doubled the PS5. The same estimates left <a href="https://winaddons.com/xbox-japan-sales-ps5-ps4-comparison/" target="_blank" rel="noopener">Xbox&#8217;s thinner Japan hardware base</a> under 3,000 units for the month and 705,244 for the generation.</p>
<p>Famitsu’s weekly mix shows where PS5 volume actually sits. In the week of June 15 to 21, the digital SKU sold 8,024 units, the Pro sold 1,165, and the disc PS5 sold 260. Switch 2 sold 26,435 that week and passed the disc PS5’s Japanese lifetime, 5,940,500 to 5,920,682. The PS5 family still totaled 9,449, because the cheap digital box is doing the work the disc model no longer does.</p>
<h2>Sony Is Selling a Japan-Locked PS5 at 55,000 Yen</h2>
<p>The volume SKU is not the global Digital Edition. It is a Japan-only model, CFI-2200B01, with 825GB of storage, and Sony lists the <a href="https://www.playstation.com/ja-jp/ps5/buy-now/ps5-digital-edition-Japanese-only/" target="_blank" rel="noopener">Japan-only Digital Edition at 55,000 yen</a> including tax, about $340, which undercuts the language-locked Switch 2 at 59,980 yen after Nintendo’s 10,000 yen rise. The multi-language Digital Edition on the same shelves is 89,980 yen, the disc PS5 is 97,980 yen, and the PS5 Pro is 137,980 yen.</p>
<p>That 55,000 yen box is 34,980 yen cheaper than the multi-language Digital, and it is the one Nishino has to defend in a memory-price crunch. Famitsu sat him down in mid-May 2026, then published the interview on June 25, while June’s hardware month was still being counted.</p>
<blockquote>
<p>We view the PS5 Digital Edition (Japanese-Language Only) model as a strategic investment. While I won’t disclose specific figures, we plan to recoup the costs through our overall business operations. Although the business situation differs from that of overseas markets, I’d like you to understand that this is an important and necessary investment for the Japanese market.</p>
<p>Hideaki Nishino, President and CEO, Sony Interactive Entertainment, Famitsu interview</p>
</blockquote>
<p>He said the locked model exists because a weak yen was sending region-free Japanese units overseas, and a Japan-account SKU let Sony set a local price. He also said the company is putting money into Japan because it wants more PlayStation users there, not because it ranks the country above the United States or Europe. He called the early sales “a certain response” and said Sony would keep selling at that price to reach new buyers.</p>
<p><strong>WHAT THE LOCKED DIGITAL ACTUALLY IS</strong></p>
<ul>
<li><strong>The language gate:</strong> The system language is Japanese only, and the unit is sold for domestic use.</li>
<li><strong>The account gate:</strong> Support pages limit the model to <a href="https://www.playstation.com/ja-jp/support/hardware/ps5-digital-japanese-only/" target="_blank" rel="noopener">Japanese language and Japan accounts only</a>, so a foreign PSN login will not run it.</li>
<li><strong>The disc catch:</strong> It ships without a drive, but Sony says a separately sold drive can be attached, the same as other Digital units.</li>
<li><strong>The date:</strong> Street date was November 21, 2025, with the GO! GO! PS5! promo around the fifth anniversary.</li>
</ul>
<p>Nishino has been CEO since April 1, 2025. He also pointed to a Japan-only State of Play and said a global software pitch does not automatically work in a market whose charts move differently. The June aligned gap is what that pitch is up against.</p>
<h2>The Holiday Calendars Still Do Not Line Up</h2>
<p>D’Angelo flags the method’s built-in warp every month: the PS5 launched in November 2020 in Japan, the PS4 in February 2014, so Christmas never sits in the same numbered month. Anyone using the comparison as a courtroom exhibit has to hold that caveat. It does not invent the 640,565-unit trailing-year hole, and it does not explain why June, a non-holiday month on both clocks, still swung 71,410 toward the PS4.</p>
<p>Month 68 on the PS4 clock was a September. Month 68 on the PS5 clock was a June. If the missing Japanese New Year were the whole story, the 12-month aligned total would be the place it would show. That total still favors the PS4. The locked Digital has been on sale since November 2025, so June was not a pre-discount month either.</p>
<h2>July Trimmed the Lead by 7,147 Units</h2>
<p>July 2026, month 69, is the first later cut in the same series. The PS5’s Japanese total moved to 7,670,162 and the aligned PS4 total to 8,638,535, so the lead shrank by 7,147 to 968,373. The trailing 12 months still favor the PS4 by 575,249. One modest catch-up month does not rewrite June, and it leaves the PS5 2.01 million behind the PS4’s 9.68 million lifetime.</p>
<p>Month 72, when the PS4 crossed 9 million, is October 2026 on the PS5 clock. At July’s rate the current machine is not on a path that makes that mark look routine. Sony can still have a strong software quarter. The hardware comparison will keep printing the same columns either way.</p>
<h2>Physical Charts Still Put Nintendo First</h2>
<p>The locked Digital is a download box in a country that still treats Famitsu’s physical software list as the public scoreboard. Late summer did not change the hardware order. Famitsu’s week of August 24 to 30, 2026, put Switch 2 at 22,265, the original Switch at 8,847, the PS5 family at 7,351, and Xbox Series consoles at 298. The last-generation Nintendo handheld outsold Sony’s current living-room machine.</p>
<p><strong>LATE SUMMER SHELF, WEEK OF AUGUST 24-30</strong></p>
<ul>
<li><strong>Switch 2:</strong> 22,265 units, still the weekly leader after the price rise.</li>
<li><strong>Original Switch:</strong> 8,847 units, ahead of the entire PS5 family.</li>
<li><strong>PS5 family:</strong> 7,351 units, with the cheap Digital still carrying most of that total in earlier June weeks.</li>
<li><strong>Xbox Series:</strong> 298 units, a rounding error on the same chart.</li>
</ul>
<p>That mix is why a loss-leading Digital is a strange home-market bet. Japan still buys boxed games in public, families still default to Nintendo, and the PS5’s local volume SKU is the one without a drive in the carton. Sony will get some of those buyers if they add a drive later. The June aligned clock, and the August weekly order, both say most of them have not.</p>
<p>Nishino can keep calling 55,000 yen an investment. VGChartz’s month 68 still has the PS4 ahead by 975,520 units, and the original Switch can still beat the PS5 in a quiet week in Sony’s own market.</p>
]]></content:encoded>
					
					<wfw:commentRss>https://winaddons.com/xbox-japan-sales-ps5-ps4-comparison/feed/</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
		
			</item>
		<item>
		<title>Windows 11 on the Steam Machine Still Wipes SteamOS</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[Harry]]></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[Windows 11 on Valve’s Steam Machine stays within 6 fps of SteamOS and leads Geekbench by 22.1%, but official install still erases SteamOS.]]></description>
										<content:encoded><![CDATA[<p>ETA PRIME put Windows 11 on Valve’s Steam Machine and measured game frame rates within <strong>6 fps</strong> of SteamOS. Geekbench 6 multi-core jumped <strong>22.1%</strong> on the same box.</p>
<p>Valve posted <a href="https://help.steampowered.com/en/faqs/view/6121-ECCD-D643-BAA8" target="_blank" rel="noopener">official Windows drivers for Steam Machine</a> on July 7, 2026, a week after the cube began reaching buyers. Installing Windows still wipes SteamOS, and the dual-boot wizard Valve described had not shipped by early September 2026.</p>
<h2>Valve Posted Windows Drivers a Week After Launch</h2>
<p>The 2026 Steam Machine is a six-inch living-room PC that ships with SteamOS 3. Valve sells it as a PC, not a locked console, and the company said Steam Deck and Steam Machine can run other operating systems. The <a href="https://store.steampowered.com/hardware/steammachine" target="_blank" rel="noopener">512GB Steam Machine starts at $1,049</a>, and the 2TB model is $1,349.</p>
<p>Inside is a semi-custom AMD Zen 4 chip with 6 cores and 12 threads, up to 4.8 GHz, at a 30W TDP. Graphics are semi-custom RDNA 3 with 28 compute units, a 2.45 GHz sustained clock, 110W TDP, and 8GB of GDDR6. Valve says that is over six times the horsepower of Steam Deck. Stock memory is one 16GB DDR5 stick.</p>
<p>Windows identifies that CPU as AMD 1772 and the GPU as a Radeon RX 7600-series part. Valve engineer Pierre-Loup Griffais said the company worked with AMD so owners would get current graphics fixes instead of a frozen launch build. The files went up on Steam Support on July 7, 2026.</p>
<p><strong>THE WINDOWS PATH ON STEAM MACHINE</strong></p>
<ol>
<li><strong>June 29, 2026</strong>: Valve begins shipping the Steam Machine with SteamOS 3.</li>
<li><strong>July 7, 2026</strong>: Steam Support lists graphics, Wi-Fi, Bluetooth, and SD reader drivers for Windows.</li>
<li><strong>July 15, 2026</strong>: ETA PRIME publishes Windows 11 versus SteamOS benches on a 64GB unit.</li>
<li><strong>Early September 2026</strong>: Valve still has not shipped the SteamOS dual-boot wizard.</li>
</ol>
<p>The drivers are offered as-is. Valve says it cannot support Windows on Steam hardware, and the recovery path back to SteamOS is the owner’s job.</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/2026/09/Windows-11-Steam-Machine-still-wipes-SteamOS.webp" alt="Windows 11 Steam Machine still wipes SteamOS" style="width:100%;max-width:800px;height:auto;border-radius:8px;display:block;margin:0 auto;" /><figcaption style="font-size:0.9em;color:#666;margin-top:0.5em;">Valve Steam Machine Windows 11 drivers no dual-boot</figcaption></figure>
<h2>A 22% CPU Lead That Games Barely Feel</h2>
<p>ETA PRIME ran Geekbench 6.7.1 in SteamOS desktop mode and in Windows 11. Single-core moved from 2,424 to 2,503, a 3.3% gain. Multi-core moved from 7,986 to 9,750, a 22.1% gain, the widest gap in the video.</p>
<p><strong>GEEKBENCH 6 ON THE SAME BOX</strong></p>
<ul>
<li><strong>Single-core:</strong> SteamOS 2,424, Windows 11 2,503, a 3.3% lead for Windows.</li>
<li><strong>Multi-core:</strong> SteamOS 7,986, Windows 11 9,750, a 22.1% lead for Windows.</li>
<li><strong>Cinebench 2024:</strong> Windows only, 99 single-core and 554 multi-core.</li>
<li><strong>Time Spy:</strong> 9,245 on the Steam Machine versus 10,310 on a Ryzen 5 5600X plus Radeon RX 7600 desktop.</li>
</ul>
<p>He was clear about the asterisk. SteamOS desktop mode does not treat the chip the way game mode does, so the CPU may not sit in its highest power state unless a task demands it.</p>
<blockquote>
<p>With Steam OS in desktop mode, it’s not handled like game mode. So, the CPU isn’t going to go into the highest performance mode in desktop mode, unless it really needs it.</p>
<p>ETA PRIME, Windows 11 On The Steam Machine</p>
</blockquote>
<p>That 22.1% is still a real desktop result on the software Valve ships for browsing and file work. It is a weak predictor of in-game frames. Cinebench 2024, which ran only on Windows, put the 30W Zen 4 part 5.3% ahead of a Ryzen 5 5600X in single-core and 14.1% behind it in multi-core. Time Spy landed 10.3% under that 5600X plus RX 7600 desktop.</p>
<p>The Windows desktop also felt snappier in basic navigation, which matches what owners report after they strip the install down. The living-room shell is still SteamOS. The mouse-and-keyboard shell is where Windows pulls away.</p>
<h2>Frame Rates Flip by a Couple of Frames</h2>
<p>The gaming pass used built-in benches in three titles, Very High or Ultra, with no FSR, at 1080p, 1440p, and 4K. The two operating systems trade <a href="https://winaddons.com/steam-machine-windows-11-vs-steamos-benchmark/" target="_blank" rel="noopener">frame-rate wins across those three games</a>, and the largest gap is 6 fps in Cyberpunk 2077 at 1080p.</p>
<p><strong>ETA PRIME’S RASTER FRAME RATES</strong></p>
<table>
<thead>
<tr>
<th>Game</th>
<th>Resolution</th>
<th>SteamOS</th>
<th>Windows 11</th>
<th>Leader</th>
</tr>
</thead>
<tbody>
<tr>
<td>Shadow of the Tomb Raider (Very High)</td>
<td>1080p</td>
<td>118 fps</td>
<td>120 fps</td>
<td>Windows, +2 fps</td>
</tr>
<tr>
<td>Shadow of the Tomb Raider (Very High)</td>
<td>1440p</td>
<td>86 fps</td>
<td>84 fps</td>
<td>SteamOS, +2 fps</td>
</tr>
<tr>
<td>Shadow of the Tomb Raider (Very High)</td>
<td>4K</td>
<td>44 fps</td>
<td>46 fps</td>
<td>Windows, +2 fps</td>
</tr>
<tr>
<td>Cyberpunk 2077 (Ultra)</td>
<td>1080p</td>
<td>74 fps</td>
<td>68 fps</td>
<td>SteamOS, +6 fps</td>
</tr>
<tr>
<td>Cyberpunk 2077 (Ultra)</td>
<td>1440p</td>
<td>45 fps</td>
<td>43 fps</td>
<td>SteamOS, +2 fps</td>
</tr>
<tr>
<td>Cyberpunk 2077 (Ultra)</td>
<td>4K</td>
<td>18 fps</td>
<td>20 fps</td>
<td>Windows, +2 fps</td>
</tr>
<tr>
<td>Horizon Zero Dawn Remastered (Very High)</td>
<td>1080p</td>
<td>58 fps</td>
<td>59 fps</td>
<td>Windows, +1 fps</td>
</tr>
<tr>
<td>Horizon Zero Dawn Remastered (Very High)</td>
<td>1440p</td>
<td>48 fps</td>
<td>47 fps</td>
<td>SteamOS, +1 fps</td>
</tr>
<tr>
<td>Horizon Zero Dawn Remastered (Very High)</td>
<td>4K</td>
<td>26 fps</td>
<td>28 fps</td>
<td>Windows, +2 fps</td>
</tr>
</tbody>
</table>
<p>Windows takes every 4K line, always by 2 fps. Those 4K percentages look loud (4.5%, 11.1%, 7.7%) because the base rates are already in the 18 to 46 fps band, where two frames are a rounding error you can feel as stutter, not as a new preset. None of the three titles is a comfortable native 4K target on this GPU without upscaling.</p>
<p>SteamOS holds 1440p in all three games and keeps Cyberpunk’s 1080p Ultra run, 74 fps against 68 fps. Tomb Raider and Horizon stay within 1.7% at 1080p. Extra Windows-only testing put Forza Horizon 6 at about 74 fps at 1440p High with no FSR, which is a playable 1440p point on this box, not a comparison.</p>
<p><iframe title="Windows 11 On The Steam Machine! Is It Faster Than SteamOS?" width="740" height="416" src="https://www.youtube.com/embed/nA2NUqTEm6E?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe></p>
<h2>64GB of Dual-Channel Memory in the Test Rig</h2>
<p>ETA PRIME did not bench a stock Steam Machine. He upgraded the unit from the factory 16GB stick to 64GB of DDR5-5600 in dual-channel. Both operating systems ran on that kit, so the OS gap is still a fair OS gap. It is not a fair picture of the $1,049 SKU.</p>
<p>Valve ships one 16GB SODIMM to keep the bill of materials down. The board has two slots, and owners can add a second stick. Dual-channel can move some CPU-bound games a lot and most GPU-bound games a little, which is why a 64GB kit is the wrong memory map for a buyer who has not opened the cube.</p>
<p>Read the table as “Windows versus SteamOS on a maxed memory config,” not as a review of the boxed 16GB machine. The OS delta stays small either way. The absolute fps would drop on the single stick, and some titles would drop more than others.</p>
<h2>Why Anyone Would Wipe SteamOS Anyway</h2>
<p>The switch is for software SteamOS cannot run cleanly, not for a higher average frame rate. Game Pass through the Xbox app, Windows-only launchers, and multiplayer titles whose anti-cheat blocks Proton are the jobs that justify a full conversion. A 2 fps swing at 4K is not.</p>
<p><strong>THE CASES THAT SURVIVE A WIPE</strong></p>
<ul>
<li><strong>Game Pass:</strong> The Xbox app runs as a native Windows client, with no Proton translation layer in the way.</li>
<li><strong>Anti-cheat multiplayer:</strong> Several online shooters still refuse SteamOS, which is the practical reason people install Windows on Steam Deck as well.</li>
<li><strong>Desktop apps:</strong> Creative tools, overlay software, and Windows-only utilities load without a compatibility shim, and the desktop itself feels quicker.</li>
<li><strong>VR and odd peripherals:</strong> Owners have already used Windows on an external SSD to run PSVR 2 on this hardware without touching the internal SteamOS drive.</li>
</ul>
<p>That last path is the unofficial dual-boot Valve has not productized. An external drive keeps SteamOS on the internal SSD, burns a USB port, and avoids the wipe. It is also slower than a partition on the internal NVMe, which is why people keep asking for the wizard.</p>
<p>Linux-side owners treat the fps tie as the point. SteamOS is free, the Big Picture shell is the product they paid for, and a 6 fps loss in one Ultra preset is cheaper than giving that shell up. Windows fans who already cleaned the install say the desktop is simply easier to live in. Both can be true on the same cube.</p>
<h2>Dual-Boot Still Means a One-Way Door</h2>
<p>Valve’s own support text is blunt. The hardware can dual-boot. The SteamOS installer cannot do it yet. Until that wizard ships with SteamOS, the documented path is a full wipe.</p>
<blockquote>
<p>Installing Windows requires you to wipe your Steam hardware, and dual-boot with SteamOS is not currently available. While Steam Deck and Steam Machine are fully capable of dual-boot, the SteamOS installer that provides a dual-boot wizard isn’t ready yet. This will ship alongside SteamOS once it’s complete.</p>
<p>Valve, Steam Hardware Windows Resources</p>
</blockquote>
<p>Steam Deck owners have heard that sentence for years. The Machine inherited the same gap on day one. Manual partitions, rEFInd, and a second disk all work for people who will edit a boot menu. That is not the living-room flow Valve sells with the Steam Controller.</p>
<p>Storage makes the missing wizard worse. The 512GB model barely holds two operating systems plus two game libraries. The 2TB model can, if someone splits the NVMe by hand. Valve also notes you can put an OS on a microSD card, which is a poor place for Windows game installs.</p>
<p>Valve’s other line is the support ceiling: the company provides the files as-is and is not able to offer Windows-on-Steam-hardware support. If the install goes badly, the way home is the <a href="https://help.steampowered.com/en/faqs/view/65B4-2AA3-5F37-4227" target="_blank" rel="noopener">SteamOS installer and recovery image</a>, not a ticket to Valve.</p>
<h2>Four Drivers and a Wired Ethernet Cable</h2>
<p>The Windows pack is four files, not a full OEM image. Everything else is meant to come from Windows Update. Setup still has a few traps that are easy to miss if you treat this like a normal desktop install.</p>
<p><strong>WHAT THE WINDOWS SETUP ACTUALLY NEEDS</strong></p>
<ul>
<li><strong>Graphics:</strong> Run Setup.exe from Valve’s AMD package after Windows is on the drive.</li>
<li><strong>Wi-Fi:</strong> Right-click qcwlan64.inf and install it; wireless is missing until that step.</li>
<li><strong>Bluetooth:</strong> Right-click BtFilter.inf and install it the same way.</li>
<li><strong>SD reader:</strong> Run Setup.exe for the card reader if you want microSD in Windows.</li>
<li><strong>Boot menu:</strong> Power the Machine fully off, then tap Escape on a keyboard while it comes back up.</li>
<li><strong>Product key:</strong> Windows wants internet for activation, and Wi-Fi is dead until the inf file is in, so Ethernet is the clean path.</li>
</ul>
<p>Copying the driver folder onto the install USB before you start saves a second reboot. Skipping the product key until Ethernet or Wi-Fi is up avoids a stuck OOBE screen. Secure Boot can also get in the way of USB media, which is a BIOS toggle, not a Valve setting.</p>
<p>Once those four packages land, ETA PRIME said the hardware came up clean: display, wireless, Bluetooth, and the reader all worked. The pain is the door in, not the driver quality after you are through it.</p>
<h2>The Living Room Still Runs on SteamOS</h2>
<p>ETA PRIME’s own close matches the numbers. Swapping operating systems is a lot of work if the goal is a few extra frames. It is a short job if the goal is a Windows-only app. SteamOS remains the better default for a TV, a Steam Controller, and a library that already runs on Proton.</p>
<p>Windows 11 is now a first-class guest on this AMD cube in the only way Valve knows how to ship: a driver zip, a wipe warning, and a recovery link. Game frames stay inside a 6 fps band. The desktop and Geekbench multi-core scores move more, with that desktop-mode asterisk attached. The missing piece is still the wizard that would let both systems sit on the same SSD without a leap of faith.</p>
<p>Until that installer ships, the official Windows 11 path on Steam Machine is a conversion, not a feature. Owners who want both keep using a second drive. Owners who want SteamOS leave the drivers on the Support page and stay in game mode.</p>
]]></content:encoded>
					
					<wfw:commentRss>https://winaddons.com/steam-machine-windows-11-vs-steamos-benchmark/feed/</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
		
			</item>
		<item>
		<title>Spain&#8217;s Record World Cup Cheque Is a Thinner Slice</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[Harry]]></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[Spain banked a record $50 million from FIFA's $871 million World Cup pot, a bigger cheque and a smaller share after the 48-team floor was raised.]]></description>
										<content:encoded><![CDATA[<p>Spain collected a record <strong>$50 million</strong> for winning the 2026 World Cup, $8 million more than Argentina earned in Qatar in 2022.</p>
<p>FIFA paid the 48 national associations a combined <strong>$871 million</strong> after raising every team&#8217;s floor in April. Ferran Torres&#8217; extra-time goal at MetLife Stadium on July 19 settled who cashed the top line.</p>
<h2>Spain&#8217;s $50 Million Is a Smaller Slice of a Bigger Pot</h2>
<p>Torres scored in the 106th minute as Spain beat Argentina 1-0 after extra time in East Rutherford, New Jersey, for a second world title. Argentina finished with 10 men after Enzo Fernández picked up a second yellow in stoppage time of the 90.</p>
<p>The performance prize for that win is <strong>$50 million</strong>, the figure the FIFA Council locked in on December 17, 2025. Runner-up Argentina takes $33 million. The $17 million swing is the gap between lifting the trophy and standing beside it.</p>
<p>Set against the full $871 million package, Spain&#8217;s cheque is 5.7%. Argentina&#8217;s $42 million in 2022 was 9.5% of a $440 million prize pool. The winner got paid more in dollars and less of the pie.</p>
<p>England collected $29 million for third after beating France 6-4 in Miami. France takes $27 million for fourth. Those four cheques still leave most of the money with the other 44 associations.</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/2026/09/Spain-50-million-World-Cup-winner-cheque-thinner-slice-1.webp" alt="Spain $50 million World Cup winner cheque thinner slice" style="width:100%;max-width:800px;height:auto;border-radius:8px;display:block;margin:0 auto;" /><figcaption style="font-size:0.9em;color:#666;margin-top:0.5em;">Spain $50 million 5.7 percent of FIFA $871 million pot</figcaption></figure>
<h2>The Vancouver Vote Paid Every Squad the Same Extra</h2>
<p>On April 28, 2026, 44 days before kick-off, the FIFA Council met in Vancouver and <a href="https://inside.fifa.com/organisation/fifa-council/media-releases/council-increases-record-financial-distribution-member-associations-world-cup-2026" target="_blank" rel="noopener">raised the team pot to $871 million</a>. That is $144 million above the $727 million package approved in December.</p>
<p>The December scale already called itself 50% more than Qatar. The April add-on did not retune the knockout ladder. It lifted the parts every qualified nation receives.</p>
<p><strong>THE ROAD TO $871 MILLION</strong></p>
<ol>
<li><strong>December 17, 2025</strong>: FIFA Council sets a $727 million package, including $655 million in finishing prizes and a $1.5 million preparation grant per team.</li>
<li><strong>April 28, 2026</strong>: Council raises preparation money to $2.5 million and qualification money to $10 million, and adds team subsidies of over $16 million.</li>
<li><strong>June 11, 2026</strong>: The 48-team tournament kicks off across the United States, Mexico and Canada.</li>
<li><strong>July 19, 2026</strong>: Spain beats Argentina in the final and banks the $50 million top prize.</li>
</ol>
<p>Preparation money rose by $1 million per squad. Qualification money rose by $1 million. Together that is $2 million extra on those two lines for each of the 48 teams, paid whether a side lasted three group games or seven weeks.</p>
<blockquote>
<p>FIFA is proud to be in its most solid financial position ever, enabling us to help all our Member Associations in an unprecedented way. This is one more example of how FIFA&#8217;s resources are reinvested back into the game.</p>
<p>Gianni Infantino, FIFA President, FIFA Council meeting in Vancouver</p>
</blockquote>
<p>Infantino tied the raise to commercial success at the expanded finals. That same commercial cycle put a <a href="https://winaddons.com/ea-sports-fc-26-world-cup-mode-xbox-game-pass/" target="_blank" rel="noopener">World Cup mode on Xbox Game Pass</a>. Federations had also flagged travel, tax and lodging costs across three countries. The Council&#8217;s answer was a flat floor, not a fatter trophy cheque.</p>
<h2>Where the $871 Million Went</h2>
<p>FIFA still pays by finishing place. The December rungs for the knockout rounds stayed at $50 million, $33 million, $29 million, $27 million, $19 million, $15 million and $11 million. The April decision moved the group-stage line from $9 million to $10 million.</p>
<p>Those finishing prizes add up to $671 million. On top, every association received a $2.5 million preparation grant, $120 million in all, plus the extra delegation and ticket subsidies.</p>
<p><strong>PERFORMANCE PRIZES BY FINISH</strong></p>
<table>
<thead>
<tr>
<th>Finish</th>
<th>Teams</th>
<th>Per team</th>
<th>Total</th>
</tr>
</thead>
<tbody>
<tr>
<td>Champion (Spain)</td>
<td>1</td>
<td>$50 million</td>
<td>$50 million</td>
</tr>
<tr>
<td>Runner-up (Argentina)</td>
<td>1</td>
<td>$33 million</td>
<td>$33 million</td>
</tr>
<tr>
<td>Third (England)</td>
<td>1</td>
<td>$29 million</td>
<td>$29 million</td>
</tr>
<tr>
<td>Fourth (France)</td>
<td>1</td>
<td>$27 million</td>
<td>$27 million</td>
</tr>
<tr>
<td>Quarterfinals</td>
<td>4</td>
<td>$19 million</td>
<td>$76 million</td>
</tr>
<tr>
<td>Round of 16</td>
<td>8</td>
<td>$15 million</td>
<td>$120 million</td>
</tr>
<tr>
<td>Round of 32</td>
<td>16</td>
<td>$11 million</td>
<td>$176 million</td>
</tr>
<tr>
<td>Group stage</td>
<td>16</td>
<td>$10 million</td>
<td>$160 million</td>
</tr>
</tbody>
</table>
<p>The 16 sides that never left the groups take <strong>$160 million</strong> on the performance line, more than three times Spain&#8217;s winner prize and nearly double the $83 million paid to the two finalists.</p>
<p>Add the 16 teams knocked out in the round of 32, at $11 million each, and the 32 associations that missed the last 16 take $336 million. That is the 48-team math. Sixteen extra nations, a new knockout round, and a floor that now clears $10 million before anyone kicks a ball in the knockout bracket.</p>
<p>Quarterfinalists Switzerland, Norway, Belgium and Morocco each collect $19 million. The round-of-16 line, $15 million each, covers Canada, Paraguay, the United States, Portugal, Brazil, Mexico, Colombia and Egypt.</p>
<h2>Curaçao&#8217;s First World Cup Came With a $12.5 Million Floor</h2>
<p>Every qualified association was assured at least <strong>$12.5 million</strong> before the tournament began: $10 million in qualification money plus the $2.5 million preparation grant. For a debutant, that floor is the story, not the trophy photograph.</p>
<p>Cape Verde, Curaçao, Jordan and Uzbekistan all played a men&#8217;s World Cup for the first time. Cape Verde reached the round of 32 and moves up to $11 million on the performance line. The other three went out in the groups and stay on $10 million, plus the grant.</p>
<p><strong>THE TEAMS ON THE $10 MILLION GROUP LINE</strong></p>
<ul>
<li><strong>Debutants:</strong> Curaçao, Jordan and Uzbekistan each leave with the $10 million group prize plus the $2.5 million grant.</li>
<li><strong>Cape Verde:</strong> The fourth debutant reached the round of 32 and collects $11 million on the performance scale.</li>
<li><strong>Also on the floor:</strong> Haiti, Panama, Scotland, Czechia, Qatar, Tunisia, Iran, New Zealand, Uruguay, Saudi Arabia, Iraq, South Korea and Turkey sit on the same $10 million group line.</li>
</ul>
<p>That money lands with the member association, which then covers camps, travel and player bonuses under its own rules. FIFA&#8217;s circulars do not publish those splits. For an association the size of Curaçao&#8217;s, a $12.5 million FIFA floor is a budget event. For Spain it is a line item next to the $50 million winner prize.</p>
<p>The April subsidies, more than $16 million for delegation costs and extra tickets, were also framed as applying across the 48-team field. Cost pressure in US host cities does not scale with how far a team goes. A group-stage camp still needs hotels, internal flights and match-day seats.</p>
<h2>A $355 Million Side Pot for the Clubs That Lent Players</h2>
<p>The $871 million is the association pot. Clubs that released players were paid from a separate <a href="https://inside.fifa.com/organisation/media-releases/landmark-club-benefits-programme-world-cup-2026" target="_blank" rel="noopener">record $355 million club benefits fund</a>, 70% more than the 2022 edition.</p>
<p>FIFA split that fund in two. Some $100 million goes to clubs that released players for 905 qualifying matches, at about $2,360 per player per match. A further $250 million covers the finals, from June 11 to July 19, at a minimum of about $5,000 per player per day. Five million dollars sits in reserve after admin costs.</p>
<p>Gianni Infantino said the qualifier money, included for the first time, would send a share of World Cup income to more clubs than before. Nasser Al-Khelaïfi, chairman of European Football Clubs, called the qualifier cover the piece that brings in clubs of all sizes, not only the squads that lasted into July.</p>
<p>A player who went home after the groups still generated days of release pay from the mandatory window in late May. A player who stayed through July 19 generated more. FIFA said exact per-day sums would be calculated after the finals, once every player-day is counted. That work sits outside the $50 million headline and outside the association cheques.</p>
<h2>The Champion&#8217;s Share Has Been Sliding Since South Africa</h2>
<p>Spain has now cashed two winner prizes, 16 years apart, and the second one buys a smaller piece of FIFA&#8217;s published pot. In 2010 the champion&#8217;s $30 million was 8.6% of a $348 million pool. In 2026 the champion&#8217;s $50 million is 5.7% of $871 million.</p>
<p><strong>WINNER CHEQUE AGAINST THE PUBLISHED POT</strong></p>
<table>
<thead>
<tr>
<th>Edition</th>
<th>Winner prize</th>
<th>Published pot</th>
<th>Winner share</th>
</tr>
</thead>
<tbody>
<tr>
<td>2010 South Africa</td>
<td>$30 million</td>
<td>$348 million</td>
<td>8.6%</td>
</tr>
<tr>
<td>2014 Brazil</td>
<td>$35 million</td>
<td>$358 million</td>
<td>9.8%</td>
</tr>
<tr>
<td>2018 Russia</td>
<td>$38 million</td>
<td>$400 million</td>
<td>9.5%</td>
</tr>
<tr>
<td>2022 Qatar</td>
<td>$42 million</td>
<td>$440 million</td>
<td>9.5%</td>
</tr>
<tr>
<td>2026 USA/Canada/Mexico</td>
<td>$50 million</td>
<td>$871 million</td>
<td>5.7%</td>
</tr>
</tbody>
</table>
<p>The 2026 pot is a broader package than the $440 million prize pool of 2022, because it folds in preparation grants and team subsidies. That is the point of the comparison. FIFA grew the envelope by adding teams and by lifting the floor, then sold the top line as a record.</p>
<p>Compiled <a href="https://datahub.io/football/worldcup-prize-money" target="_blank" rel="noopener">World Cup prize pools since 2010</a> show the winner&#8217;s dollar cheque rising in a straight line, $30 million to $50 million, while the share only jumped once the field went to 48. The public argument after the final still treats $50 million as the story and FIFA&#8217;s commercial take as the rest. The ledger says the rest was the design.</p>
<p>Spain&#8217;s football association now splits a $50 million performance prize and a $2.5 million grant. FIFA is still counting player-days for the $355 million club fund. The 16 group-stage associations already know their performance line is $10 million each, $160 million in all, a larger combined cheque than the new world champion&#8217;s.</p>
<h2>Frequently Asked Questions</h2>
<h3>How much prize money did Spain win at the 2026 World Cup?</h3>
<p>FIFA&#8217;s performance prize for the champion is $50 million, paid to Spain&#8217;s football association rather than to the 26-man squad as individual cheques. The association also received the $2.5 million preparation grant paid to every qualified nation, and it sets its own player and staff bonuses on top of those FIFA lines.</p>
<h3>How much did a group-stage team earn at the 2026 World Cup?</h3>
<p>A side that finished 33rd through 48th received $10 million in qualification money, up from the $9 million FIFA listed in December 2025, plus the $2.5 million preparation grant, for a $12.5 million floor before any extra ticket and delegation subsidies.</p>
<h3>How does the 2026 World Cup prize money compare with 2022?</h3>
<p>Qatar 2022 paid Argentina $42 million from a $440 million prize pool and gave group-stage teams $9 million plus a $1.5 million preparation grant across 32 nations. The 2018 winner, France, received $38 million from a $400 million pool, so the dollar cheque has risen for three cycles while the 2026 field grew by 16 teams.</p>
<h3>Do World Cup players receive FIFA prize money directly?</h3>
<p>No. FIFA pays member associations for finishing place and preparation, then each association applies its own bonus rules. A second stream, the Club Benefits Programme, pays the clubs that released those players, so a Spain international can generate a federation bonus and a club release fee from the same tournament.</p>
<h3>What is the FIFA Club Benefits Programme for 2026?</h3>
<p>It is a $355 million fund split into about $2,360 per player for each of 905 qualifying matches and a minimum of about $5,000 per player per day at the finals, with $100 million reserved for qualifiers, $250 million for the June 11 to July 19 tournament, and $5 million held back after admin costs.</p>
<p><script type="application/ld+json">{"@context":"https://schema.org","@type":"FAQPage","name":"Frequently Asked Questions: 2026 World Cup prize money","mainEntity":[{"@type":"Question","name":"How much prize money did Spain win at the 2026 World Cup?","acceptedAnswer":{"@type":"Answer","text":"FIFA's performance prize for the champion is $50 million, paid to Spain's football association rather than to the 26-man squad as individual cheques. The association also received the $2.5 million preparation grant paid to every qualified nation, and it sets its own player and staff bonuses on top of those FIFA lines."}},{"@type":"Question","name":"How much did a group-stage team earn at the 2026 World Cup?","acceptedAnswer":{"@type":"Answer","text":"A side that finished 33rd through 48th received $10 million in qualification money, up from the $9 million FIFA listed in December 2025, plus the $2.5 million preparation grant, for a $12.5 million floor before any extra ticket and delegation subsidies."}},{"@type":"Question","name":"How does the 2026 World Cup prize money compare with 2022?","acceptedAnswer":{"@type":"Answer","text":"Qatar 2022 paid Argentina $42 million from a $440 million prize pool and gave group-stage teams $9 million plus a $1.5 million preparation grant across 32 nations. The 2018 winner, France, received $38 million from a $400 million pool, so the dollar cheque has risen for three cycles while the 2026 field grew by 16 teams."}},{"@type":"Question","name":"Do World Cup players receive FIFA prize money directly?","acceptedAnswer":{"@type":"Answer","text":"No. FIFA pays member associations for finishing place and preparation, then each association applies its own bonus rules. A second stream, the Club Benefits Programme, pays the clubs that released those players, so a Spain international can generate a federation bonus and a club release fee from the same tournament."}},{"@type":"Question","name":"What is the FIFA Club Benefits Programme for 2026?","acceptedAnswer":{"@type":"Answer","text":"It is a $355 million fund split into about $2,360 per player for each of 905 qualifying matches and a minimum of about $5,000 per player per day at the finals, with $100 million reserved for qualifiers, $250 million for the June 11 to July 19 tournament, and $5 million held back after admin costs."}}]}</script></p>
]]></content:encoded>
					
					<wfw:commentRss>https://winaddons.com/ea-sports-fc-26-world-cup-mode-xbox-game-pass/feed/</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
		
			</item>
		<item>
		<title>CloudFront VPC Origins Tied Unrelated Apps to One Fault</title>
		<link>https://winaddons.com/aws-cloudfront-outage-azure-front-door-pattern/</link>
					<comments>https://winaddons.com/aws-cloudfront-outage-azure-front-door-pattern/#respond</comments>
		
		<dc:creator><![CDATA[Harry]]></dc:creator>
		<pubDate>Mon, 20 Jul 2026 03:16:22 +0000</pubDate>
				<category><![CDATA[NEWS]]></category>
		<category><![CDATA[SOFTWARE]]></category>
		<guid isPermaLink="false">https://winaddons.com/aws-cloudfront-outage-azure-front-door-pattern/</guid>

					<description><![CDATA[CloudFront VPC Origins spent 3 hours 33 minutes on 5xx errors, taking Canvas, Blackboard, and a lottery down together while other origin types kept serving.]]></description>
										<content:encoded><![CDATA[<p>AWS CloudFront spent <strong>3 hours 33 minutes</strong> on July 16, 2026, returning 5xx errors to every customer on VPC Origins. Canvas, Blackboard, Hugging Face, and the UK National Lottery went dark together. Distributions that still used public origins kept serving.</p>
<p>The rest of CloudFront was not down. A connection-management fleet in Frankfurt’s euc1-az2 zone stopped loading routing updates, and every edge node that needed those updates failed in the same window. That is a feature-level pile-up, and it is the part campus IT still cannot see on a vendor spreadsheet.</p>
<h2>Canvas, PayPay, and a Lottery Shared One Path</h2>
<p>IncidentHub founder Hrishikesh Barua’s monitors caught the cascade in real time. Instructure, which runs Canvas, put CloudFront on its status page. Anthology’s Blackboard page did the same. Hugging Face told users the model hub was unreachable from most regions. None of those products share a parent company. They shared a CloudFront feature that launched in late 2024.</p>
<p>Rutgers University’s Office of Information Technology posted at 6:08 a.m. ET that Canvas was unreachable and called it “a vendor-driven, nationwide event affecting multiple institutions.” Students at Rutgers do not hold an AWS account. They still sat in the blast radius of a private-origin routing table in Germany.</p>
<p><strong>THE JULY 16 BLAST RADIUS</strong></p>
<table>
<thead>
<tr>
<th>Service</th>
<th>Category</th>
<th>What users lost</th>
</tr>
</thead>
<tbody>
<tr>
<td>Canvas (Instructure)</td>
<td>Higher-ed LMS</td>
<td>Course sites across US campuses</td>
</tr>
<tr>
<td>Blackboard</td>
<td>Higher-ed LMS</td>
<td>Learning portals at remaining holdouts</td>
</tr>
<tr>
<td>Hugging Face</td>
<td>AI model hub</td>
<td>Downloads and hosted apps from most regions</td>
</tr>
<tr>
<td>UK National Lottery</td>
<td>Gambling</td>
<td>Public website during the window</td>
</tr>
<tr>
<td>Frontegg</td>
<td>Identity</td>
<td>Logins for apps that were otherwise healthy</td>
</tr>
<tr>
<td>Doxy</td>
<td>Telehealth</td>
<td>Clinic video visits</td>
</tr>
<tr>
<td>Ubiquiti</td>
<td>Networking</td>
<td>Cloud device services</td>
</tr>
<tr>
<td>Coda</td>
<td>Docs</td>
<td>Workspace access</td>
</tr>
<tr>
<td>TigerData</td>
<td>Data</td>
<td>Analytics plane</td>
</tr>
<tr>
<td>Tailscale</td>
<td>Networking</td>
<td>Admin console and package repo</td>
</tr>
<tr>
<td>Hatena Blog</td>
<td>Publishing</td>
<td>504 errors on public posts</td>
</tr>
</tbody>
</table>
<p>Japanese payment, live-stream, and blogging sites failed in the same hours, including PayPay and Niconico Live. Downdetector logged about <strong>350</strong> AWS reports, against more than 6.5 million during the October 20, 2025, US-EAST-1 DNS failure. The July event was smaller on that meter and wider in what it revealed: products that look diverse still concentrated on one origin type.</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/2026/09/CloudFront-VPC-Origins-5xx-errors-July.webp" alt="CloudFront VPC Origins 5xx errors July 16" style="width:100%;max-width:800px;height:auto;border-radius:8px;display:block;margin:0 auto;" /><figcaption style="font-size:0.9em;color:#666;margin-top:0.5em;">Canvas Blackboard Hugging Face CloudFront outage 5xx</figcaption></figure>
<h2>What CloudFront VPC Origins Locks Down</h2>
<p>AWS <a href="https://aws.amazon.com/about-aws/whats-new/2024/11/amazon-cloudfront-vpc-origins/" target="_blank" rel="noopener">CloudFront as the single front door</a> when it announced VPC Origins on November 20, 2024. Before that, an Application Load Balancer, Network Load Balancer, or EC2 origin needed a public IP so CloudFront could reach it. Anyone who found that IP could skip the CDN, the WAF, and the geo rules.</p>
<p>The new path puts a service-managed elastic network interface in the customer’s private subnet. Edge servers connect to that ENI. The origin never needs a public address or an internet-gateway route for return traffic. AWS also attaches a managed security group named CloudFront-VPCOrigins-Service-SG, which the origin can trust and nothing else has to.</p>
<p>The developer guide tells teams to <a href="https://docs.aws.amazon.com/AmazonCloudFront/latest/DeveloperGuide/private-content-vpc-origins.html" target="_blank" rel="noopener">keep load balancers in private subnets</a> and then strip public access after a staging distribution is promoted. That last step is the lock. Once the subnet is private, CloudFront is the only ingress. If the VPC Origins routing layer stops, there is no leftover public hostname to fail over to unless someone built one in advance.</p>
<p>AWS’s live workaround on July 16 was to change the origin type. That is a security step backward, and it only works if the public origin, the DNS, and the firewall rules still exist. Teams that adopted the feature to close an attack surface had also closed the hatch they needed at 12:45 a.m. PDT.</p>
<h2>The Health Dashboard Logged 3 Hours 33 Minutes</h2>
<p>AWS dated impact from 12:45 a.m. to 4:18 a.m. PDT, which is 07:45 to 11:18 UTC. The first public note on the Health Dashboard landed at 1:44 a.m. PDT, about an hour after errors started. AWS Support posted on X at 1:57 a.m. PDT.</p>
<p><strong>JULY 16 ON THE AWS CLOCK (PDT)</strong></p>
<ol>
<li><strong>12:45 a.m.</strong>: VPC Origins customers start seeing elevated 5xx errors.</li>
<li><strong>1:44 a.m.</strong>: Health Dashboard opens an investigation for VPC Origins connectivity.</li>
<li><strong>1:57 a.m.</strong>: AWS Support repeats the 5xx alert and points at the dashboard.</li>
<li><strong>2:57 a.m.</strong>: Engineers identify an internal constraint on the fleet that manages connections to private VPC origins.</li>
<li><strong>3:18 a.m.</strong>: Update blames a packet-processing subsystem that routes edge requests into customer VPCs, and repeats the origin-type workaround.</li>
<li><strong>3:52 a.m.</strong>: Multiple mitigation actions go out.</li>
<li><strong>4:18 a.m.</strong>: Retrospective summary calls full recovery; live notes at 4:27 a.m. and 4:57 a.m. PDT still said recovery was in progress.</li>
</ol>
<p>Blackboard’s status page opened an investigation at 4:33 a.m. ET, confirmed CloudFront at 5:40 a.m. ET, and only logged recovery signs at 8:57 a.m. ET, after AWS had already marked the CDN healthy at 7:18 a.m. ET. Downstream status pages lagged the control plane that broke them.</p>
<p>AWS Support posted the resolution the same morning. The company has not named the resource behind the “internal constraint,” and it has not said whether that ceiling moved.</p>
<p>https://x.com/AWSSupport/status/2077733500732522882</p>
<h2>Two Campus Platforms Sat on the Same Feature</h2>
<p>Canvas and Blackboard had already gone down together during the October 20, 2025, US-EAST-1 DNS incident. IncidentHub timed that one at more than <strong>17 hours</strong> for both learning platforms. July 16 was shorter and narrower, and it still took both of them, because both still sit on CloudFront without a second CDN in the default setup.</p>
<p>Axiom Flow’s August 15, 2026, pass over 3,400 US colleges and universities, starting from an <a href="https://collegescorecard.ed.gov/data/" target="_blank" rel="noopener">Education Department College Scorecard file</a> of 5,291 schools, is the clearest public headcount since the outage. It classified 64 percent of that starting list with enough public evidence to name an LMS.</p>
<p><strong>US HIGHER ED LMS SHARE IN 3,400 SCHOOLS</strong></p>
<table>
<thead>
<tr>
<th>LMS</th>
<th>Institutions</th>
<th>Share</th>
</tr>
</thead>
<tbody>
<tr>
<td>Canvas</td>
<td>1,814</td>
<td>53.4%</td>
</tr>
<tr>
<td>Blackboard</td>
<td>534</td>
<td>15.7%</td>
</tr>
<tr>
<td>Canvas and Blackboard combined</td>
<td>2,348</td>
<td>69%</td>
</tr>
<tr>
<td>D2L Brightspace</td>
<td>451</td>
<td>13.3%</td>
</tr>
<tr>
<td>Moodle</td>
<td>428</td>
<td>12.6%</td>
</tr>
</tbody>
</table>
<p>Brian Watkins, Instructure’s communications director, said during the October 2025 outage that half of US college and university students use Canvas, and 38 percent of K-12 students do too. Institution count and student count are different meters. Both still put Canvas, and Canvas plus Blackboard, in the path of a single CDN feature.</p>
<p>Mayur Upadhyaya, CEO of API observability firm APIContext, put the wider pattern in one line: the industry is “increasingly consolidating around a small number of providers because they’re the most convenient and economically attractive choice,” and “a fault that might once have affected a handful of organizations can now impact thousands simultaneously because so many businesses depend on the same infrastructure.” Campus IT cannot multi-home Canvas. The correlation sits one layer below the LMS contract.</p>
<h2>AWS Kept Extending VPC Origins After July</h2>
<p>The feature did not freeze after Frankfurt. AWS added cross-account sharing in November 2025 through Resource Access Manager, so a distribution in one account can point at a private origin in another. On May 1, 2026, it opened <a href="https://aws.amazon.com/about-aws/whats-new/2026/05/amazon-cloudfront-websockets-vpc-origins/" target="_blank" rel="noopener">WebSockets traffic through VPC origins</a> for chat, collaborative editors, live dashboards, and IoT, with no extra charge for that traffic.</p>
<p><strong>HOW AWS GREW THE PRIVATE ORIGIN PATH</strong></p>
<ul>
<li><strong>November 20, 2024:</strong> VPC Origins launches for private ALB, NLB, and EC2 origins in commercial Regions.</li>
<li><strong>November 2025:</strong> Cross-account VPC Origins lets teams split the distribution and the origin across accounts.</li>
<li><strong>May 1, 2026:</strong> WebSockets join HTTP on the same private front door.</li>
<li><strong>July 15, 2026:</strong> An AWS networking post by Salman Ahmed and Sandeep Panda walks through a private AI agent streaming over WebSocket VPC Origins.</li>
<li><strong>July 16, 2026:</strong> The connection-management fleet in euc1-az2 hits its constraint and VPC Origins 5xx goes global.</li>
<li><strong>August 26, 2026:</strong> AWS publishes a guide on multi-region active-active designs that still use CloudFront VPC Origins.</li>
</ul>
<p>Each expansion puts more application types, and more account layouts, onto the same control plane that failed to load a routing table. Chat and live dashboards that moved off public subnets in May inherited the July failure mode. The July 15 how-to landed the day before the outage. The August 26 architecture post landed six weeks after it.</p>
<p>Engineering teams that lived through that night have been writing the boring version of a fix: keep the private origin, and keep a tested public-origin switch ready. Origin failover by itself did not save them. Classmethod engineer Ryo Suzuki documented a bypass that used a public ALB in US-EAST-1 plus inter-region peering; that build took about 39 minutes, which is only useful if someone is awake and already knows the pattern.</p>
<h2>No Help From a Second AWS Region</h2>
<p>Standard zonal advice says fail away from euc1-az2. That advice assumes the broken piece is in the data plane of one zone. CloudFront’s connection-management fleet distributes routing configuration to network processors at the edge, worldwide. When that load failed, Tokyo, São Paulo, and Chicago edges still accepted requests and still could not route them to a VPC origin.</p>
<p>AWS was explicit that other origin types were unaffected. S3 origins, public ALBs, and custom HTTP origins were on a different path. Region failover, the usual answer to a Frankfurt hardware problem, does not move a global configuration loader. That is <a href="https://winaddons.com/aws-cloudfront-outage-azure-front-door-pattern/" target="_blank" rel="noopener">the same control-plane pattern Azure already hit</a> when incompatible metadata went out across an edge network in October 2025.</p>
<p>IncidentHub lined the July 16 mode up with three 2025 events: Google Cloud’s June 12 authorization-config push, Azure’s October 29 edge-metadata change, and Cloudflare’s November 18 bot-management file. Those incidents shipped a bad config everywhere. AWS’s variant never loaded the good config. Users saw the same thing, a global edge running without valid instructions.</p>
<p>IncidentHub also logged a separate AWS event on July 15, 2026, from 11 p.m. UTC, limited to euc1-az2 in eu-central-1, the same availability zone named in the CloudFront write-up. AWS has not tied the two nights together. The overlap is on the record; the causal link is not.</p>
<p><strong>WHAT WE KNOW</strong></p>
<ul>
<li><strong>The fleet:</strong> AWS said an internal constraint on the fleet that manages connections to private VPC origins stopped routing configuration from loading.</li>
<li><strong>The zone:</strong> The constraint was associated with euc1-az2 in EU-CENTRAL-1 (Frankfurt).</li>
<li><strong>The blast:</strong> Only VPC Origins connectivity returned 5xx; other origin types stayed up.</li>
<li><strong>The clock:</strong> Impact ran 12:45 a.m. to 4:18 a.m. PDT, 3 hours 33 minutes.</li>
</ul>
<p><strong>WHAT IS UNCONFIRMED</strong></p>
<ul>
<li><strong>The meter:</strong> AWS has not said whether the ceiling tracked connections, threads, memory, or another resource.</li>
<li><strong>The fix:</strong> There is no public note that the limit was raised or that a circuit breaker was added.</li>
<li><strong>The night before:</strong> A same-zone event on July 15 is logged; AWS has not called it a precursor.</li>
</ul>
<p>Without those details, a customer cannot tell whether its own traffic could trip the fleet again, or whether the ceiling sits entirely outside any one account. Barua’s advice stays operational: pre-stage the origin-type change in Terraform, map identity providers that sit on the same CDN path, and watch CloudFront’s Health Dashboard instead of waiting for students to mail the help desk.</p>
<h2>A Public Origin Switch Only Helps If It Is Ready</h2>
<p>Identity is the second-order cut. Frontegg’s outage could lock users out of applications that were themselves healthy. A university that “only” uses Canvas still depends on whatever CDN Canvas chose, and on whatever identity broker sits in front of it. Multi-cloud on first-party workloads does not follow the student into that SaaS.</p>
<p>The docs still describe VPC Origins as a way to make CloudFront the single point of entry. That sentence is accurate, and on July 16 it was also the failure report. Until AWS publishes the constraint it hit in euc1-az2, the teams that already staged a public origin are the ones who have a move at 12:45 a.m.</p>
<h2>Frequently Asked Questions</h2>
<h3>How long does AWS take to deploy a VPC origin?</h3>
<p>The CloudFront console asks you to wait until the VPC origin status is Deployed, and AWS says that wait can take up to 15 minutes. You also need at least one free private IPv4 address in the subnet so the managed ENI can be created. That address carries no extra IPv4 charge.</p>
<h3>Can a Network Load Balancer with a TLS listener be a VPC origin?</h3>
<p>No. AWS blocks Gateway Load Balancers entirely, and it also blocks Network Load Balancers that use TLS listeners. A Network Load Balancer that you do use must have a security group attached, which is not the default NLB setup.</p>
<h3>Does CloudFront VPC Origins support gRPC or IPv6?</h3>
<p>VPC Origins does not support gRPC traffic, and it does not support IPv6. AWS also withholds Lambda@Edge origin request and origin response triggers on this origin type. Inbound NACL rules are not evaluated on the CloudFront-to-origin path; outbound NACLs still must allow ephemeral TCP ports 1024 to 65535.</p>
<h3>Do you still need an internet gateway in a VPC that only uses private origins?</h3>
<p>Yes. AWS requires an internet gateway on the VPC so the VPC can be treated as internet-reachable, even though that gateway is not used to route CloudFront traffic to the private origin and you do not add it to the origin subnet’s route table. The actual hop is the managed ENI.</p>
<h3>Which CloudFront origin types stayed up on July 16, 2026?</h3>
<p>AWS said customers using origin types other than VPC Origins were not affected and could ignore the workaround. The live guidance was only for teams that could temporarily change a VPC origin to a public origin type, then revert after 4:18 a.m. PDT.</p>
<p><script type="application/ld+json">{"@context":"https://schema.org","@type":"FAQPage","name":"Frequently Asked Questions: CloudFront VPC Origins outage","mainEntity":[{"@type":"Question","name":"How long does AWS take to deploy a VPC origin?","acceptedAnswer":{"@type":"Answer","text":"The CloudFront console asks you to wait until the VPC origin status is Deployed, and AWS says that wait can take up to 15 minutes. You also need at least one free private IPv4 address in the subnet so the managed ENI can be created. That address carries no extra IPv4 charge."}},{"@type":"Question","name":"Can a Network Load Balancer with a TLS listener be a VPC origin?","acceptedAnswer":{"@type":"Answer","text":"No. AWS blocks Gateway Load Balancers entirely, and it also blocks Network Load Balancers that use TLS listeners. A Network Load Balancer that you do use must have a security group attached, which is not the default NLB setup."}},{"@type":"Question","name":"Does CloudFront VPC Origins support gRPC or IPv6?","acceptedAnswer":{"@type":"Answer","text":"VPC Origins does not support gRPC traffic, and it does not support IPv6. AWS also withholds Lambda@Edge origin request and origin response triggers on this origin type. Inbound NACL rules are not evaluated on the CloudFront-to-origin path; outbound NACLs still must allow ephemeral TCP ports 1024 to 65535."}},{"@type":"Question","name":"Do you still need an internet gateway in a VPC that only uses private origins?","acceptedAnswer":{"@type":"Answer","text":"Yes. AWS requires an internet gateway on the VPC so the VPC can be treated as internet-reachable, even though that gateway is not used to route CloudFront traffic to the private origin and you do not add it to the origin subnet’s route table. The actual hop is the managed ENI."}},{"@type":"Question","name":"Which CloudFront origin types stayed up on July 16, 2026?","acceptedAnswer":{"@type":"Answer","text":"AWS said customers using origin types other than VPC Origins were not affected and could ignore the workaround. The live guidance was only for teams that could temporarily change a VPC origin to a public origin type, then revert after 4:18 a.m. PDT."}}]}</script></p>
]]></content:encoded>
					
					<wfw:commentRss>https://winaddons.com/aws-cloudfront-outage-azure-front-door-pattern/feed/</wfw:commentRss>
			<slash:comments>0</slash:comments>
		
		
			</item>
	</channel>
</rss>
