On the Radar
Latest about on the radar

Moonlighter 2’s shop system solves the age-old RPG issue of your bag being filled with useless tat
By Rachel Watts published
Opinion Opinion | Retail work can be hell, but there are plenty of games that teach us why the satisfying rhythms and repetitions of selling items can be heaven.

After five hours, Moonlighter 2 already has me hooked thanks to these five features
By Oscar Taylor-Kent published
Feature Feature | Moonlighter 2's already impressed me after five hours with early access, and I can't wait to see it grow further

"We know that the players are the ones actually enjoying the game": Moonlighter 2 owes its existence to its devs' astonishingly in-depth approach to player feedback
By Ali Jones published
On the Radar Testing, testing, testing

After 2 roguelikes, an acclaimed strategy game, and a League of Legends spin-off all in just 7 years, the Moonlighter 2 devs explain how new ideas are key to their survival
By Ali Jones published
On the Radar Digital Sun is on an incredible run

Moonlighter 2: The Endless Vault review: "Dungeon delving, balancing sacks of loot, then hawking your wares is still a compelling loop – but the exchange rate between those pillars is wobbly in early access"
By Ali Jones published
Not yet ratedReview

On the Radar with The Outer Worlds 2 – going beyond our verdict with a deep dive on one of 2025's greatest RPGs
By Oscar Taylor-Kent published
On the Radar | Speaking with Obsidian Entertainment, our post-review coverage digs into the long-awaited sequel RPG and how it's shaping the genre

The Outer Worlds 2 is an RPG that's as much about what you can't do as what you can: "Everybody is going to have a different experience, and they may not see everything, and that's okay"
By Heather Wald published
Interview On the Radar | "We want the player to understand the breadth of what the game is, but also their place in that and where they could be going"

I love that the Flaw system calls me out on my RPG behavior in The Outer Worlds 2's and then asks me to double-down on it: "Because flaws are optional, we knew we could actually push them a little bit harder"
By Heather Wald published
Interview On the Radar | "We're always trying to look at and observe the player doing something"
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