Skip to toolbar

Jumanji is getting a 4-player video game tie-in

Get ready to play as the video game incarnations of Dwayne “The Rock” Johnson, Jack Black, Kevin Hart, and Karen Gillan in Jumanji: The Video Game.

Bandai Namco Entertainment Europe, Outright Games, and Funsolve have teamed up with Sony Pictures to make a video game based on the latest Jumanji movies. Jumanji: The Video Game will be released Nov. 15, one month before the release of the third, still untitled Jumanji movie.

Video game Jumanji will allow up to four players to play together online or in split-screen mode. Players will help each other and combine unique abilities to stay alive and discover the Jumanji jewels. The timing of a Jumanji game seems fitting given the more recent movie, Jumanji: Enter the Jungle centered its plot around a video game, instead of a board game.

No gameplay has been released, but there is an official teaser. The game clearly draws visual inspiration from Fortnite and shows us Dr. Smolder Bravestone, Ruby Roundhouse, Franklin “Mouse” Finbar, and Professor Shelly Oberon dropping into jungle. For some reason, the video game avatar doesn’t seem to capture the full beefiness of The Rock, but we’ll just have to make do with what we got.

Jumaniji: The Video Game will be released on Nintendo Switch, PlayStation 4, Xbox One, and PC.


Destiny 2 Ascendant Challenge Week 4 Guide (June 4-11)

The Season of Opulence is here. As is usually the case with new content drops in Destiny 2, this one comes with an increase in the total Power level you can reach with your weapons and armor. The best way to climb to the new Power cap of 750 is with Powerful gear drops, and one route you can take to get them is the weekly Ascendant Challenge in the Dreaming City. As always, we’ve continued to rotate through the available Ascendant Challenges; the specifics of what you have to do are the same, but it’s not immediately obvious where you need to go or what’s going to happen inside. Below, you’ll find a guide to help you out.

Before you try to tackle the Ascendant Challenge, the same requirements as always hold true; most notably, you need a Tincture of Queensfoil. This is a consumable item that you’ll happen upon while playing in the Dreaming City, although you can also buy them. Using a Tincture gives you the Ascendance buff, which allows you to see a Taken portal. It’s this portal you must go through to complete the Ascendant Challenge. Along with a Tincture, you have to grab the Ascendant Challenge bounty from Petra in the Dreaming City; it’s through this that you actually get your Powerful gear.

For the current challenge, the portal is located in Rheasilvia. In the northeast corner, head inside a building and go straight as far as you can. Turn right, and then go left in the next area to reach Harbinger’s Seclude. Go up a set of stairs and out the doorway on the right. Head straight through this area, through another doorway, and continue straight in the next zone. At the end of a bridge you’ll see a statue covered in Taken Blight balls; look for hidden Ascendant platforms to appear in the big open area in front of the statue starting on the right side of the room that will take you to the top, or jump up the blights themselves to reach the portal on top of the statue’s head. Check out the video above for a walkthrough. If you struggle to get up, take out your ghost and you’ll see some invisible platforms just off the slide of the area that can help you get up.

No Caption ProvidedGallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7

Going through the portal transports you to the Keep of Honed Edges in the Ascendant Plane. Platform your way across a series of rocks and you’ll find an area with three knights who are immune to damage. Kill all of the other enemies and the barrier protecting a sword will go away, allowing you to pick up the relic.

At this point, more enemies spawn in and one knight will begin attacking you. Kill the knight, and the other two will join the fray along with additional enemies. Take them all out, and you’ll again have to platform across a series of rocks, now with enemies to make things more challenging. There is debris moving through the area, and at least certain things you step on will disappear after a short period of time, so make sure not to linger. Make your way toward a platform with a large blue object on it to complete the challenge.

As in previous weeks, the chest you receive at the end of the Ascendant Challenge isn’t anything special. But the bounty you get from Petra offers Powerful gear for completing it; this can help to boost your Power level, so ensuring you have the bounty is essential.

Meanwhile, the quest for Thorn should keep players busy for a bit. It also represents another step forward in one of the biggest, most interesting running stories in all of Destiny lore–check out our lore catch-up guide for everything you need to know about the famous gun, its famous wielder, and what’s going on with the Drifter as the Season of the Drifter continues.


Destiny 2 Pre-E3 Leak Says New Shadowkeep Expansion Goes Back To The Moon

The final content expansion of Destiny 2‘s current annual pass, Penumbra, drops today along with the Season of Opulence, which means the future of Bungie’s live service shooter is currently unknown to players. Or at least, that was the case before dataminers started digging through the game’s new patch, Update, and discovered what they say are details about Destiny 2’s next expansion, which is potentially being revealed as part of a pre-E3 event later this week.

According to a post on Reddit, the next new content to come to Destiny 2 is called Shadowkeep, and it’s due to drop this fall. The expansion will take players back to the moon, a Destiny 1 location that hasn’t been included in Destiny 2 so far, where they’ll fight new variations of the Hive. Here’s the full description on the image Redditors say they pulled from the new update’s files:

“The next chapter in the Destiny experience arrives this fall as terrifying shadows descend upon a forgotten moon. Return to the lunar surface. Journey deep into a mysterious enemy citadel. Become a slayer of nightmares.”

No Caption Provided

Bungie recently announced it plans to lay out the “next chapter” of Destiny 2 on Thursday, June 6, seemingly in a livestream. It’s one of the many things happening this week, along with a Pokemon-focused Nintendo Direct and a Google Stadia Connect event.

Returning to the moon tracks with Destiny 2’s story ever since Forsaken. In that expansion, the Hive attacked the Dreaming City and are responsible for a time loop that keeps the location locked in a three-week cycle–something players have ostensibly been trying to break since the expansion was released. The Hive have a major presence on the moon in Destiny 1, so returning to that location would make sense as part of wrapping up the Dreaming City story.

The question is, what exactly is Bungie’s plan for Destiny 2 going forward? One assumes the developer still means to release a Destiny 3, as was the plan before its split with Activision. Holding that game until the release of a new console generation would also make sense. But does that mean Bungie means to launch a new annual pass that would carry the game into 2020? Or is there another, larger expansion on the way, more akin to Forsaken? And just how big will Shadowkeep end up being, anyway?

The leak might tell us what to expect, but it seems we’ll still be waiting for Thursday’s announcement from Bungie for the full details of Destiny 2’s next chapter.


Destiny 2 Leak Reveals Shadowkeep Expansion, Set On The Moon

A spanking hot new leak has revealed the next Destiny 2 expansion, and it’s set in the place from which wizards come. Shadowkeep, which will take Destiny players back to the moon, will go live this fall.

Bungie plans to officially reveal Shadowkeep during a livestream on Thursday afternoon, but word has leaked out today thanks to dataminers digging through the PC files in today’s big Destiny 2 update, Season of Opulence. (The above screen is likely meant to pop up when you log into the game after Shadowkeep is unveiled on Thursday.) The moon was one of Destiny 1‘s major locations, but has not yet made an appearance in the sequel, which came out in 2017.

The pre-E3 leaks never end! More coming during Bungie’s stream on Thursday.


Jumanji Video Game Welcomes You To The Jungle

A new Jumanji video game is coming from Bandai Namco, based on the movie franchise with a new sequel coming this fall. Jumanji: The Video Game will hit PC, PlayStation 4, Xbox One, and Nintendo Switch on November 15.

The game follows the four heroes introduced in 2017’s Jumanji movie: Dr. Smolder Bravestone, Ruby Roundhouse, Franklin “Mouse” Finbar, and Professor Shelly Oberon. Each one has their own special set of skills to contribute to the team. You’ll be seeking the Jewels of Jumanji and fighting through creatures, traps, and marauders to find your way back home.

In Jumanji: Welcome to the Jungle, four teenagers entered the world of a retro video game–as opposed to the board game concept of the original film. And each in-game avatar had their own special abilities, like martial arts expertise or zoology. A sequel is coming in December. A teaser released alongside the announcement doesn’t show much, but does reveal characters in the likenesses of the actors who played them in the movie: Jack Black, Dwayne “The Rock” Johnson, Karen Gillan, and Kevin Hart.

The Jumanji video game is being developed by Outright Games, which has worked on several recent licensed games including Adventure Time: Pirates of the Enchiridion, Paw Patrol: On a Roll, and Dragons: Dawn of the New Riders.

“Jumanji is a property we have been eager to work with for a long time,” said Outright CEO Terry Malham, in the announcement. “Our specialty as a video game publisher is in producing high-quality interactive-entertainment for the whole family to enjoy and there is no brand more exciting for families right now than Jumanji.”

Gallery image 1Gallery image 2Gallery image 3Gallery image 4


Next Destiny 2 expansion is Shadowkeep, set on the moon

With the Destiny 2: Season of Opulence data, players have datamined the announcement art for an upcoming Destiny 2 expansion: Shadowkeep.

The image datamined from the new patch is likely for a in-game announcement prompting players to pre-order. The announcement refers to Shadowkeep as the “next chapter” in the Destiny experience coming this fall. This comes ahead of Bungie’s planned announcement for Destiny’s next chapter, scheduled for this Thursday, June 6.

The image claims that players will return to the Earth’s moon to take on “terrifying shadows.” Players will “descend into a mysterious enemy citadel” and become a “slayer of nightmares.”


The moon was a fan-favorite location in the original Destiny, where players first encountered the Hive race. The key art for the expansion depicts a giant fortress on the moon, with Earth and the Traveler hovering in the background.

The datamine also reveals that Shadowkeep will have a Collectors Edition. Destiny’s smaller Year 3 expansion, Rise of Iron, didn’t offer a Collectors Edition. The inclusion of one for Shadowkeep could mean it’s a full-fledged expansion like The Taken King and Forsaken.

Bungie will likely reveal more details about Destiny 2: Shadowkeep during its stream on June 6.


Outer Wilds’ Time Loop Is Beautiful

Kotaku Game DiaryDaily thoughts from a Kotaku staffer about a game we’re playing.  

In Outer Wilds, you have 22 minutes to launch into space before your sun goes supernova. The objective isn’t to avoid this fate—no one knows it’s coming. Instead, you, a four-eyed alien from the peaceful planet of Timber Hearth, are merely doing what your culture prizes above all else: exploring. After those 22 minutes are up, everything ends and you start all over, somehow retaining the memory of your past life. You don’t know why, but maybe you can find out. There’s a lot to discover, but you only have so much time.

Players sometimes find time limits in games stressful. I’ve spoken to people who’ve avoided The Legend of Zelda: Majora’s Mask—one of the very best games in that series—simply because they didn’t like the idea of being stuck in a time loop. But Majora’s Mask effectively uses its timer as a tragic narrative device. Dead Rising 2 used a timer to make the central zombie-killing loop much more fun by adding tension that its easy-to-kill zombies intentionally lacked.

In Outer Wilds, the timer is beautiful. It makes me think of fragility.

The solar system Outer Wilds is compressed. It takes moments to get from your home planet of Timber Hearth to its moon. Once you get a hang of controlling your vessel, you can get to any other planet in the system in just a couple of minutes. While your character’s life doesn’t start at the beginning of the loop, one cycle of the loop, and what you do during it, can be read as a metaphor for a life.

A single exploration attempt by your character is brief, but its impact can be massive. You can learn something that fundamentally shifts your culture’s understanding of the ancient Nomai civilization that seems to be at the heart of the time loop mystery. You can learn the dangers and hidden wonders of a far-off planet. All of what you do is recorded in your ship’s log, a record that remains through every time loop. A testament to the things you tried to do and what you learned.

Or maybe you won’t learn anything. Maybe, like I did my first time out, you’ll accidentally fly into the sun. Then the loop begins anew, and you don’t feel like you’ve accomplished much of anything, except maybe learning how easy it is to fly into the damn sun. That’s not nothing, though.

Seen through this lens, Outer Wilds becomes a game about using time well. Twenty-two minutes isn’t a lot of time—you’ll find yourself deep in the heart of planet with answers to questions seemingly within reach, and then it’s over. You wake up by a campfire, and you start again.

Outer Wilds may have a set time loop, but in one of its best design decisions, it doesn’t tell you about it, nor does it ever display how much time is left. It’s an inversion of how we usually think of time: limited in a way that we can’t fully grasp, always running out, spent well or wasted. You could set a timer if you wanted to, but it would rob you of something beautiful—the feeling that in this moment, you are writing a story. It may or may not be remembered, but it is yours.

The end is coming, but in this moment, it has not. In this moment, there is so much time.


Telltale-like Vampire: The Masquerade game on the way

After years sitting on the shelf, the Vampire: The Masquerade franchise is picking up steam again.

First came the release of the fifth edition of the classic tabletop role-playing game, then the announcement of a sequel to the cult classic Vampire: The Masquerade: Bloodlines. Now a small team of developers out of Poland has announced Vampire: The Masquerade — Coteries of New York, a narrative adventure inspired by Telltale Games.

Coteries will allow players to choose from one of three iconic vampire clans from the ruling Camarilla to take into conflict against the upstarts Anarchs. Set against the background of modern-day New York City, players will have to gather together a party — also known as a “coterie” in the parlance of Vampire — in order maintain the Masquerade and consolidate power among the city’s undead population.

The developers at Draw Distance (formerly iFun4all, makers of Serial Cleaner among others) say in a press release that the game is heavily inspired by Telltale-style narrative adventures.

Vampire: The Masquerade — Coteries of New York aims to translate the complex and fascinating world of vampires, their nightly struggles for power and attempts to hold on to their humanity, to a format previously unexplored by the brand — an atmospheric narrative experience,” it says on its Steam page.

Draw Distance

Draw Distance

Draw Distance

Draw Distance

Actually, this isn’t the first time the franchise has delved into this format. There was a narrative digital game released by White Wolf, Vampire’s original developers, in 2017. Called Vampire The Masquerade: We Eat Blood, it was developed by Asmodee Digital for mobile devices and was also available on PC. That game took the form of a series of text messages between vampires and, at times, their hosts. One of that game’s writers was Zak Sabbath, also known as Zak Smith. Smith was recently scrubbed from multiple role-playing projects following disturbing allegations of an elaborate history of sexual and emotional abuse. The game is no longer available, but its Steam page still exists

This time around, Draw Distance says its expanding the possibilities that a narrative format can allow.

“Think interactive story meets choices-that-matter,” says the Steam page, “dark, atmospheric, emotional narration meets Telltale-like way of creating morally challenging dilemmas, answers to which are entirely up to the players, allowing them to reach one of a variety of possible endings.”

Along with its resurrection, the Vampire franchise has courted plenty of controversy of late. The team at White Wolf committed multiple unforced errors on the way to publishing the fifth edition of the tabletop game. Owners Paradox Interactive ultimately cleaned house, turning the entire organization into a licensing division.

Day-to-day operations and content creation for the tabletop franchise are now handled by Modiphius Entertainment under license from Paradox. The team at Draw Distance says it will be working closely with them to adhere to the game’s new set of canonical lore.

“The game does justice to the mature themes of the World of Darkness,” says the Vampire: The Masquerade — Coteries of New York Steam page, “and takes advantage of the excellent atmosphere of the source material. It also creates new stories, which, thanks to the full creative license, will be incorporated as official lore of Vampire: The Masquerade 5th edition.”

Vampire: The Masquerade — Coteries of New York is heading to Linux, Mac, and Windows PCs, as well as the Nintendo Switch in the fourth quarter of 2019. No pricing information has been released.


Sony Is Testing 16-Person Parties For PS4

The new 16-person party option being tested for PS4.
Screenshot: Sony

Party chat on PS4 may be doubling, if an upcoming test by Sony is a success. The platform-holder announced today that users can sign up to beta test 16-person parties, up from the current limit of eight.

Over on Xbox One, players can have 12-person parties, a quantity Microsoft bumped up from eight in 2015. (Note that you can currently invite 15 people to an Xbox party, a feature we haven’t tested and only have seen reports that the max is 12)

If PS4 winds up supporting the biggest party group, that’ll be quite the turnaround from the previous generation, when the Xbox 360 supported party chat and the PS3 did not. At the time, Sony cited the system’s memory limitations for the lack of that feature.

Sony is also testing a new accessibility feature that would turn party chat to text on the PlayStation mobile app and would also convert typed text to speech. Xbox One has this feature among its suite of options. On either platform, the feature would allow more people to communicate with each other.


Destiny 2 Patch Notes: Season Of Opulence Begins With Major Nerfs

The next expansion of Destiny 2, the Season of Opulence and its annual pass content drop, Penumbra, are finally here. Bungie hasn’t just dropped new activities, new loot, and a new raid on players with the kickoff of the new season, though–it also has dropped a big patch to the game that reworks a bunch of weapons.

Update brings all the new Season of Opulence content to the game, along with a host of changes, bug fixes, and most specifically, weapon “nerfs.” Bungie first discussed weapon changes on its blog in May, kicking off an intense but brief backlash from players. That’s mostly because the update weakens a lot of guns that have become essential to how lots of people play the game.

Probably the biggest standout is the change to Whisper of the Worm, a tough-to-get secret sniper rifle that’s great for melting big-time enemies, such as raid bosses. The thing that made Whisper so great was a perk called White Nail, which gave the gun infinite ammo so long as you were landing precision hits. The new patch changes that, causing White Nail to draw ammo from your reserves rather than generating fresh ammo. Bungie increased the amount of Whisper ammo players can carry, but the result is that, eventually, Whisper runs out of bullets, which pretty much removes the element that made the gun so useful.

Other weapon nerfs affect Destiny 2’s competitive multiplayer mode, the Crucible. Two major favorite weapons for competition, Luna’s Howl and Not Forgotten (both of which are extremely tough for players to earn), have also been weakened. The guns’ fire rates have been reduced, making them shoot more slowly, and their signature perk, Magnificent Howl, has been weakened as well. It used to be that landing two precision shots with the guns would increase their damage for a short time until your next kill or missed shot; going forward, Magnificent Howl will only increase the damage of one shot after landing two precision shots.

This is also the update that changes Exotic armor that generates Super energy. Several pieces of armor, when used correctly, can give players most or all of their Super energy back every time they use one of these powerful abilities. Bungie has said it didn’t like that these effects made those pieces of armor basically must-use items for much of the game, so it’s weakened pretty much all of them.

It’s not all bad news, though. Bungie is strengthening Fusion Rifles pretty much across the board, with a few extra buffs going to Exotic fusions such as Merciless and Jotunn. Other Exotics, such as the Aeon Cult armor pieces, have been buffed as well, which should make them much more viable in different situations. In general, it looks like Bungie’s goal is to decrease players’ reliance on a particular set of weapons and armor, while making things a lot of people ignore more useful. We’ll have to see if these changes actually accomplish those goals.

That’s not all that’s about to come to Destiny 2, though. On Thursday, June 6, Bungie is set to announce the “next chapter” for the game. Speculation has it that Thursday will see the announcement of new expansion content now that the current annual pass has come to an end.

Check out the full patch notes below.

Update Notes

Season of Opulence Begins

Imperial Summons

All players who have completed Forsaken may acquire an Imperial Summons from Benedict 99-40 in the Tower. This quest grants Power Surge gear. Crown of Sorrow raid begins at 4 PM PDT.



Ace of Spades

    • No longer two-taps when paired with One-Eyed Mask’s Vengeance perk if the victim has at least 4 resilience.
    • Memento Mori restored to 6 bullets, but bullets are now lost on stow.

Lord of Wolves

    • Release the Wolves perk can now be activated on special reload instead of on kill.
    • Normal burst damage decreased by 20%.
    • Release the Wolves non-precision damage decreased by 23%; precision damage decreased by 34%.

Sleeper Simulant

    • Reduced bounce damage against bosses, minibosses, and vehicles by 95%.
    • Reduced precision multiplier, but increased base damage by 66%.
      • This change results in precision shots dealing approximately the same damage as before, but you are punished less for landing non-precision shots.

Sturm and Drang

    • Storm and Stress max overcharge rounds increased to 99.
    • “Sturm Overcharge” buff text now displays the number of overcharge rounds.
    • Overcharge damage increased by 100% in PvE.
    • Fixed an issue where a 10% precision damage bonus remained on Sturm when it had used all its overcharge rounds.

Whisper of the Worm

    • White Nail perk now loads the magazine from reserves.
    • Increased ammo reserves to max 18 without armor perks.
    • Fixed an issue where White Nail would fail to activate under certain network conditions.

Luna’s Howl/Not Forgotten

    • RPM changed to 150; damage was adjusted to match other 150 RPM (lightweight) Hand Cannons.
      • These weapons still retain the Precision sub-archetype benefits and firing animation.
    • Magnificent Howl has been reworked.
      • Rapidly landing two precision hits now increases damage and range on your next shot.
      • The damage increase affects only non-precision damage, but the bonus range is applied regardless.
    • Fixed an issue where Magnificent Howl would be slow to activate under certain network conditions.

Fusion Rifles (Non-Exotic)

Damage increased against PvE combatants:

    • High-impact increased by 30%.
    • Precision increased by 44%.
    • Adaptive increased by 44%.
    • Rapid-fire increased by 47%.

Exotic Fusion Rifles

Note: Changes to Exotic Fusion Rifles are due to archetype tweaks and not direct changes; most of these are minor.


    • Changes affect PvE damage only.
    • Impact damage increased by 10%.
    • Detonation damage reduced by 15%.
    • DOT damage increased by 10%.
    • This results in an overall 5% increase in total damage.


    • Damage of first bullet at slowest charge time increased by 30%, which decreases as the weapon reaches its fastest charge time. Damage at the fastest charge time is unchanged.


    • Impact damage increased by 49%.
    • Detonation increased by 3%.
    • This is an overall damage increase of 4%.

Submachine Guns

    • Minor adjustment to idle pose for SMG archetype to help set it apart from the rifle archetypes.
    • Updated firing animations to better reflect the shooting experience of an SMG.

Dev Commentary: These changes apply to hipfire only, and do not impact accuracy. The goal of this change was to enhance the feeling of shooting an SMG. We’ve added a random fire pose that will add variation and make the gun feel a little more unstable and lively in your hands. We’ve also added a progressive fire animation that will give your Guardian a feeling of gripping and controlling the more active weapon during sustained fire.


    • General
      • Ammo capacity increased to a max of 70.
      • Starting ammo increased by 10.
    • Black Talon
      • Ground and aerial projectile ammo cost increased from 3 to 4.
    • Adaptive Frame
      • Ground uppercut ammo cost increased from 3 to 4.
    • Aggressive Frame
      • Now lunge at target with their aerial light attack.
      • Light attack consolidated into a single damage event.
      • Slam attack consolidated into a single damage event.
      • Slam attack ammo cost increased from 3 to 4.
    • Lightweight Frame
      • Tuned damage output.
      • Ground light attack increased by 17%.
      • Aerial light attack decreased by 21%.
      • Ground dash attack increased by 87%.
      • Aerial dash attack increased by 78%.
      • No ammo aerial light attack decreased by 49%.
      • All other no-ammo attacks decreased by 15%.
      • Ground dash attack ammo cost increased from 2 to 3.


  • Fixed an issue where magazine-size indicators didn’t display the proper arrows when changing magazine perks on the Breath of the Dragon and Trackless Waste SMGs.
  • Truesight’s “weakened” enemy highlight or glowing will no longer appear to flicker erratically.


Super-Generating Exotic Armor

  • Skull of Dire Ahamkara, Orpheus Rigs, and Phoenix Protocol now grant Super energy back on diminishing returns, making it rarer to get a full Super back.
  • Shards of Galanor and Ursa Furiosa had their Super gain caps reduced to be in parity with other Super Exotic changes.
  • Adjusted amount of Spectral Blade Super restoration when defeating enemies with Gwisin Vest.
    • 1 PvP kill = 11.1% → 8.3%
    • 2 PvP kills = 19.1% → 12.5%
    • 3 PvP kills = 20.8% → 14.2%
    • 4 PvP kills = 21% → 15.8%
    • 5 PvP kills = 21% → 16.7%
    • 1 Dreg kill = 7% → 11.1%
    • 2 Dreg kills = 17.7% → 14.3%
    • 3 Dreg kills = 20% → 16.5%
    • 4 Dreg kills = 20.9% → 16.9%
    • 5 Dreg kills = 21% → 17.1%
  • Minor adjustments to the Heavy Ammo Finder perk.

Gemini Jester

  • Increased duration of disorient and no-radar effects by 0.5 seconds.

Aeon Gauntlets

  • Potency of energy given by Aeon Arms increased for all classes.
  • Titans now trigger Aeon Arms off of melee kills instead of barricade, and they receive melee energy.
  • Visual effects on Aeon Gauntlets altered for all classes to distinguish between a player whose energy is full or not.


  • Fixed an issue where “Six-Shooter” refunds a bullet when destroying Titan barricades.
  • Fixed an issue where “Entropic Pull” melee and “Devour” melee were applying a physics impulse that pushed enemies away.
  • Fixed an issue where using Chaos Reach with Geomag Stabilizers could sometimes lead to weapons disappearing.
  • Fixed an issue where players could gain full grenade energy when canceling out of a Nova Warp Super.
  • Fixed an issue where Combination Blow’s melee damage buff was buffing the Arc Staff Super in PvP environments.
  • Note: This was addressed for PvE in a previous update.
  • Moving between overlapping Wells of Radiance no longer lead to removing the buff earlier than expected.



  • Clan XP has been reset for Season 7 start.
  • A new weekly bonus bounty has been added for Season 7. This bounty is available at the max clan rank.


  • The Luxurious Toast emote now allows players to sit for as long as they desire.


  • The Eververse storefront has been updated.
  • Cayde’s Exotic Stash items have been added to Eververse’s Bright Dust inventory for weeks 1–4.

Rewards UI/UX

  • The Pursuits inventory has been moved to the Director menu.
  • Players may now hold up to 63 pursuits at a given time.
  • Catalysts are now tracked on the Triumphs page.
  • Updated Taken and Fallen armor mods to follow the same naming convention.
  • All shader items have had their icons updated.
  • Fixed an issue where the action for applying shaders, ornaments, holograms, or using consumables was getting cancelled and not applying on the first attempt.

Note: There are still actions that will cancel the apply function, such as hitting the “Preview” button, exiting Inventory early, letting up on the “Apply” button too early, or completely moving the cursor off of the item being applied.Vendors

  • Benedict 99-40
    • Relocated to the Annex in the Tower.
  • The Gunsmith
    • Now offers three daily and two weekly weapon-focused bounties, rewarding Enhancement Cores, mod components, and mods.
    • Scrapper bounties will no longer drop when dismantling gear.
    • Existing scrapper bounties will remain in your inventory until expiration or completion.
  • Xûr
    • Now properly offers random rolls on Exotic armor after refusing to do so in Destiny 2 Update 2.2.1.
      • We’ve had a chat with him; if something like this happens again, he’ll be in trouble.
  • Drifter/Vanguard
    • Weekly reward packages from the Allegiance quest have been retired with the conclusion of Season of the Drifter.
  • Fixed an issue where some players wouldn’t see updated vendors and bounty lists after the weekly reset occurred.


  • The Sony-exclusive Hunter armor set “Red Moon Phantom Suit” should no longer appear in Collections for Xbox and PC players.
  • Fixed an issue where weapon engrams were incorrectly appearing as Masterworked in the loot stream if a player’s inventory was full when walking over them.
  • Fixed an issue where Arbalest could not be acquired by players who do not own the Annual Pass.



  • Further addressed GUITAR errors that could occur in the Last Wish raid.


  • Players can no longer win Crucible matches by getting kills after the timer has expired.
  • Fixes an issue where a player could hear the audio for a 20-kill streak but not receive the medal if the 20th kill happened after the match ended.
  • The Triumph “We Ran Out of Medals” (20-kill streak) will be rewarded if the final kills happen before the match timer ends.


  • After activating the totem, killing the weekly wanted targets will now correctly complete the activity and bounty.

Heroic Adventures

  • Fixed an issue where players would sometimes load into a different Heroic Adventure on Mars than what was being displayed on the Totem.


  • Fixed issues with two Ghost scannables in the Tower
    • “The one about the Speaker’s quarters…” was moved to outside his door along the walkway.
    • “The one about Banshee-44 and his old location…” was moved and placed on the ground in the corner.

Niobe Labs/Bergusia Forge

  • Fixed an issue where players on PC were experiencing crashes traversing Niobe Labs and Bergusia Forge spaces.

Commando/Zero Hour

  • Fixed bug where players could freeze the activity timer in Zero Hour mission.
  • Fixed bug where the Heroic version of Zero Hour would be available only on the first character to complete the activity on each account.


  • Fallen mines are no longer impervious to being destroyed while on the ground.