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‘A capable controller with plenty of adjustments’: while this Nintendo Switch 2 and PC gamepad looks like an Xbox controller, it hides some serious upgrades — but there are a few sticking points you need to know about

Gulikit KK3 Max: One-minute review

The GuliKit KK3 Max might look like a standard controller, but it has plenty of extras and features on board.

Adopting the familiar form of the Xbox’s gamepad, the KK3 Max doesn’t exactly push the boundaries in terms of design. But given how comfortable and convenient the shape and layout are, it’s hard to complain about its lack of originality.

There are also a few extra flourishes that add some interest. The matte white finish of my review unit was rather fetching, while the front panel is incredibly smooth, smoother than any other I’ve felt before. Its construction also feels quite solid, rivaling the builds of the best PC controllers.

This premium feel extends to the buttons, since there’s very little wobble to any of them. The same can be said of the various sets of levers for the four back buttons, although a fair amount of force is required to insert them.

Hand holding GuliKit KK3 Max with pink wall in background

(Image credit: Future)

Despite the lack of software, there are still plenty of input-related customizations and settings available via various button combinations. These range from basic adjustments, such as the vibration intensity and stick sensitivity, to more advanced features, such as motion control and macro recording.

The overall performance of the KK3 Max is pretty good. Most of the buttons are responsive and satisfying to press. The triggers offer a fair amount of control, although I found their travel distance a little too short for my preferences. The sticks also lack the precision of the best, although they move easily and quickly. Motion controls are also inconsistent: I found they performed well with Nintendo Switch games, but were less effective on PC and mobile titles.

I’m happy to report that I had no issues with connectivity on any system I tried the KK3 Max with. Whether it was to my PC via the USB dongle or to my Switch and Android tablet via Bluetooth, the KK3 Max connected quickly to them all and I didn’t experience any dropouts or lag. Hotswitching between devices is also easy thanks to the dedicated button for this purpose, although it can take several presses for the button to respond.

The current multiplatform controller market is certainly a competitive one, with an increasing number of entrants offering increasingly better value. At $79.99 / £65.99 / AU$113.95, the KK3 Max is dangerously close in price to some real standouts, such as the Steam Controller and the GameSir G7 Pro 8K, and more expensive than the 8BitDo Pro 3, another highly capable controller. It mightn’t quite match up to its cohort, but the KK3 Max is still a gamepad to consider if you prefer onboard adjustments and like to have plenty of back buttons.

Back of GuliKit KK3 Max with back button attachments next to it, on desk with pink wall in background

(Image credit: Future)

Gulikit KK3 Max review: Price & availability

  • $79.99 / £65.99 / AU$113.95
  • Available now in various colorways
  • Premium pricing puts it against big hitters

The GuliKit KK3 Max costs $79.99 / £65.99 / AU$113.95 and is available now from Amazon. Three colorways are available: black, white, and grey.

This pricing places the KK3 Max at the premium end of the market. It comes close to some big names in this space, such as the new Steam Controller. This has the advantage of touchpads for controlling the mouse cursor, and we found its gyroscope controls performed very well, unlike the KK3 Max’s. It isn’t compatible with the Switch or Switch 2, though.

The KK3 Max is also more expensive than the 8BitDo Pro 3, which has class-leading performance. We particularly loved its smooth analog sticks and triggers, as well as its phenomenal D-pad. It’s very customizable, too, thanks to its accompanying software — something the KK3 Max lacks.

Gulikit KK3 Max review: Specs

Gulikit KK3 Max

Price

$79.99 / £65.99 / AU$113.95

Weight

9.7oz / 275g

Dimensions

6 x 4.3 x 1.3in / 154.7 x 108.1 x 32.4mm

Compatibility

PC, Switch, Switch 2, Android, iOS

Connection type

Wireless (2.4GHz, Bluetooth), Wired (USB-C)

Battery life

15-28 hours

Back of GuliKit KK3 Max with back button levers attached, on a desk with pink wall in background

(Image credit: Future)

Gulikit KK3 Max review: Design and features

  • Super smooth surface
  • No extra D-pad hats or stick caps
  • No software

The KK3 Max has a simple and conventional design, replicating the form and layout of the best Xbox controllers. This is no bad thing, though, since such gamepads are among the most ergonomic and comfortable out there. Along with many others, I’m also particularly fond of the asymmetric analog sticks, since this moves the D-pad to a position that makes it easier to use with either thumb.

What may prove more divisive, however, is the relatively small size of the entire unit. I don’t have particularly large hands, but both my thumbs and forefingers tended to overhang the sticks and triggers respectively. I was able to adjust my grip to compensate without sacrificing comfort or security, but others might find this more of a problem.

There are some extra touches to the KK3 Max’s design that set it apart from the crowd. The brilliant white matte finish of my review unit is quite eye-catching, as is the subtle yet effective RGB lighting around the sticks, which also has a practical function that I’ll come to later.

Close-up of right analog stick on GuliKit KK3 Max, on a grey desk

(Image credit: Future)

The front plate is incredibly smooth to the touch, smoother than any other controller I’ve experienced. However, this plate isn’t magnetically attached as it is on other gamepads, allowing for easy removal for the sake of customization and reordering or replacing buttons.

You can still remove the KK3 Max’s face buttons — you’ll just need to use the included puller to do so, which is thankfully easy to use. You can’t directly swap the X with the Y button or the A with the B, though, since they have different depths and curvatures. Rather, duplicates of each button are included in the box with the appropriate depth and curvature for swapping their position. This seems like a rather inefficient solution to me, and just means you have more bits of plastic in your life than you otherwise would.

I can’t complain about their quality, though. They’re pleasantly smooth and stable, with only a marginal amount of play, while their transparent design is quite fetching. The D-pad also feels stable, although it’s a shame you can't replace the hat, as different designs can make a real difference to feel and performance, and would cater to more preferences. Fortunately, I found it quite ergonomic; even though it adopts the traditional four-point shape, its rounded edges make it better for rolling between directions.

Close-up of left analog stick on GuliKit KK3 Max, on a grey desk

(Image credit: Future)

The triggers are also comfortable. They have rounded outside edges, which makes them soft on the finger, as well as a dotted texture to provide grip. The analog stick caps are reasonably small but have an ergonomic shape and a soft finish. Their edges are slightly textured, although this is less prominent than other examples, so those with sweaty thumbs might slip off them. They are removable, but GuliKit doesn’t provide any extra sets in the box, which is a shame. The sticks themselves are quite tall and suitably planted, with a negligible amount of play.

More solid are the back button levers. Despite how they look, they’re not made from metal, but they are reassuringly sturdy. They actually require a fair amount of force to insert in their slots, but once in place, I felt pretty confident that they weren’t going to come loose. They come in different shapes, with two sets of paddle-like levers and a set that looks more like bumpers.

Close-up of top of GuliKit KK3 Max, on a grey desk with pink wall in background

(Image credit: Future)

There’s no software for customizing the inputs of the KK3 Max, which is a shame. However, there are still plenty of adjustments you can make and features to enable using various button combinations. You can alter the sensitivity of the analog sticks, with three levels to choose from, as well as toggle Dead Zone mode for them. You can also enable the Motion Aim Assist mode, letting you assign gyroscopic controls when either the left stick or the left trigger is held. Again, there are three levels of sensitivity to choose from here.

Other settings include a toggle for the D-pad between four- and eight-direction modes, A and B and X and Y swaps, and a Rapid Trigger function with two modes to choose from: one where the chosen input triggers repeatedly when held, and the other when it’s merely pressed. An autopilot mode and a macro recorder are available, too.

All these adjustments are quite easy to make, and there are some useful indicators that let you know what settings have been selected. For instance, the sticks light different colors depending on which of the three sensitivity levels is set, and the pad rumbles once, twice, or thrice depending on which of the three sensitivities of the Motion Aim Assist is set. However, I still would’ve preferred software for convenience's sake; it’s always nice to see your settings represented graphically, and having to remember all the button combinations is a hassle I could do without.

Three-quarter view of GuliKit KK3 Max, on a desk with pink wall in background

(Image credit: Future)

Gulikit KK3 Max review: Performance

  • Solid button feel
  • Slightly imprecise sticks
  • Motion controls are mixed

In action, the KK3 Max acquits itself rather well. The face buttons are tactile and well-damped, and only require a light touch to press, which makes them feel snappy. However, they don’t provide the best feedback, and there are times when it can be difficult to feel them actually being pressed. Thankfully, however, this didn’t result in presses failing to register, in my experience.

The bumpers are more clicky, but still have enough dampening to make presses satisfying. However, I found their position a little too high, which can make reaching them a little difficult. I should say that I encounter this problem on quite a few gamepads, but here it’s particularly acute.

In fact, I found the back buttons more usable than the bumpers, which isn’t something I can say about a lot of other controllers with back buttons. Their travel might be shallow, no matter which lever you decide to attach, but there’s enough dampening and feedback to make them viable as replacements for other inputs. I didn’t accidentally trigger them when gripping the KK3 Max tightly, either. The shapes of the various levers are easy to use, although I did find that the lower paddles were best used with two fingers rather than one.

View of  top of GuliKit KK3 Max, leaning on plinth on desk with pink wall in background

(Image credit: Future)

The triggers are resistant enough to provide adequate control when performing graduated presses, something I especially appreciate when playing racing games such as Assetto Corsa that require precise acceleration and braking inputs. Their relatively shallow travel does negate this aspect somewhat, but I still found them just about up to the task. They’re also light enough to perform rapid inputs when needed, and to prevent fatigue from setting in during prolonged holds.

The sticks move freely and quickly, with a fast rebound that makes them feel snappy. Aiming was quite accurate when I played 007 First Light, although they don’t offer the smoothest motion, with small but frequent jumps and unexpected accelerations affecting my accuracy. Thankfully, their aforementioned height didn’t pose a problem when moving them around, although it did cause some instability when pressing in the L3 and R3 buttons, with accidental directional movements often accompanying them.

The gyroscopic motion controls are mixed in terms of their performance. When I played The Legend of Zelda: Tears of the Kingdom on my Switch, they were smooth when aiming the bow, and on a par with the best Nintendo Switch controllers. However, with games on other platforms, such as First Light on PC and Hitman Blood Money — Reprisal on Android, they were jerky and restrictive in terms of movement. No matter how many times I recalibrated them using the onboard function to do this, they didn’t improve on these systems.

I had no issues connecting the KK3 Max to my Windows 11 PC, Switch, or Android tablet via Bluetooth or the USB dongle. The handy button for hot-switching between devices is also useful, and hot-switching itself proved quick in my experience. However, the button doesn’t operate that well, taking a few too many presses to actually respond.

Should I buy the Gulikit KK3 Max?

Buy it if…

You want a comfortable gamepad
The ergonomic shape of the KK3 Max, combined with the super smooth front panel and rounded triggers, make it comfortable to use — although those with particularly large hands might struggle with it.

You want plenty of back buttons
With four back buttons and three different kinds of lever attachments for them, the KK3 Max is great for those who like to trigger inputs with their fingers rather than their thumbs.

Don't buy it if…

You want software
Even though you can customize the inputs of the KK3 Max, you’ll need to do this with button combinations, as there’s no companion app.

You want the best stick performance
The sticks aren’t quite as smooth or precise as those in the best gamepads.

Gulikit KK3 Max review: Also consider

GuliKit KK3 Max

8BitDo Pro 3

Valve Steam Controller (2026)

Price

$79.99 / £65.99 / AU$113.95

$59.99 / £40 (around AU$84)

$99 / £85 / AU$149

Weight

9.7oz / 275g

8.5oz / 242g

10.3oz / 292g

Dimensions

6 x 4.3 x 1.3in / 154.7 x 108.1 x 32.4mm

6.1 x 3.9 x 2.6in / 154 x 101 x 65mm

4.4 x 6.3 x 2.2in / 111 x 159 x 57mm

Compatibility

PC, Switch, Switch 2, Android, iOS

Switch, Switch 2, PC, Android, iOS

PC, Mac, Android, iOS

Connection type

Wireless (2.4GHz, Bluetooth), Wired (USB-C)

Wireless (2.4GHz, Bluetooth), Wired (USB-C)

Steam Controller Puck, USB, Bluetooth

Battery life

15-28 hours

15-20 hours

35+ hours

Valve Steam Controller (2026)
Valve’s latest iteration of the Steam Controller was highly anticipated, and in our view it didn’t disappoint. We found it offered great all-round performance, thanks to its TMR analog sticks and excellent gyro controls. Unlike other controllers, it also features touchpads for controlling cursor movement, making it a real boon for PC players. It doesn’t have the wide-ranging platform support of others, though.

Read our full Valve Steam Controller (2026) review.

8BitDo Pro 3
If you want to spend less on a controller but still want great performance, look no further than the 8BitDo Pro 3. We loved the performance of its sticks, triggers, and D-pad, and we found its shape supremely comfortable, while still staying faithful to the old SNES gamepad it’s keen to emulate. It also has great software with plenty of customizations.

Read our full 8BitDo Pro 3 review.

Side view of GuliKit KK3 Max on desk

(Image credit: Future)

How I tested the Gulikit KK3 Max

  • Tested consistently for a few days
  • Played a variety of games on multiple devices
  • Plenty of controller experience

I tested the Gulikit KK3 Max for a few days, during which time I played a number of games on most of the platforms the controller is compatible with. I used it on my Windows 11 PC via the 2.4GHz wireless USB dongle, and on my Switch and Samsung Galaxy Tab S11 tablet via Bluetooth.

I made sure to play a variety of games across these platforms to test every facet of the controller’s performance. I played 007 First Light on PC, which is a good test for the accuracy and precision of analog sticks, as well as Hitman: Blood Money — Reprisal on my tablet for the same purpose. I also played Assetto Corsa, which is not only a good test for the sticks but also for the control offered by the triggers. I also played The Legend of Zelda: Tears of the Kingdom on Switch, primarily to test the motion controls, as the game and console handle such controls very well.

I’ve been gaming for decades, and have used numerous gamepads with numerous systems in that time. I’ve also reviewed a number of other controllers, from budget offerings to high-performing premium models.

HP’s HyperX Omen 15 isn’t quite the budget-friendly gaming laptop its predecessor was

A HyperX Omen 15 gaming laptop on a wood table, in front of a splash of cyan colored light.
Tough sell. | Photo: Antonio G. Di Benedetto / The Verge

The HP HyperX Omen 15, which I first saw at CES, replaces the HP Victus 15, a longtime bestselling budget gaming laptop. The Victus cost just $800, or less when on sale, and was a good entry point to decent laptop gaming.

The Omen 15 has nice little upgrades over the Victus. Its RTX 5050 Laptop GPU can play 2026's latest games, albeit on low-ish settings. But it's also got a brighter 16:10 aspect ratio display with higher refresh rate, and a 1080p webcam to make it a little better for non-gaming stuff.

I'd call it a working-class gaming laptop, but thanks to RAMageddon, the Omen 15 starts at $1,200 - a far cry from the $800 that made its …

Read the full story at The Verge.

Prolific Team Fortress 2 collector is selling his in-game case arsenal for an estimated $100,000 — 1.7 million items collected over 10 years are enough to fund a house purchase

Team Fortress 2 cases are worth pocket change. There are a few select cases that scale up to a few dollars, and even fewer with a market price in the double digits, but the vast majority of cases are worth a few pennies, no more than a Steam Trading Card. But one player, Vincent Stech, started collecting cases nearly a decade ago, racking up over 1.7 million cases across several Steam accounts. And now, he’s selling the whole collection, with an estimated value of $100,000.

Stech started collecting cases around Team Fortress 2’s last major update, in late 2017, outside of annual Halloween events that persisted through 2022. In order to accumulate so many cases, Stech largely automated the process, noting that he was careful not to upset the string-pullers at Valve as he amassed a stash of seemingly innocuous digital assets.

“That’s always been one of my biggest fears over the past decade, is one day they wake up like ‘hey, we don’t like what this guy’s doing,’” Stech told Tom's Hardware. “Because I know people with accounts with like 50,000 items that won’t load, and Valve won’t delete the items off their account, so they just can’t access Team Fortress 2 inventory ever again on their main account.”

Before understanding Stech’s process, however, we have to start with how Team Fortress 2’s in-game economy works. Like other Valve titles, you’re able to list items you earn in-game on the Steam Community Marketplace, selling them for real dollars or spending real dollars of your own to buy other items. That’s the normal way of doing things, but this in-game economy has grown beyond the bounds of Steam. A lot of transactions happen off the platform.

Backpack

(Image credit: Backpack)

Websites like backpack.tf and stntrading.eu take trading off of Steam, allowing you to use in-game crafting materials (along with keys) to buy and sell items. There are several reasons for these third-party marketplaces to exist, not the least of which is bot automation, which is against Steam’s Terms of Service. This exchange of in-game currency for items happens through trades on Steam, creating a separate marketplace where real money doesn’t change hands.

That’s not where Stech started. “Team Fortress 2 cases, they weren’t worth anything. They were… people were just giving them away because they take inventory spots,” Stech said. “People were deleting things, and so I decided to scoop them up.”

The problem Stech quickly ran into was inventory space. You can only have a few thousand items in your inventory (Stech told me 4,000 for Team Fortress 2, others say it’s around 2,000). Regardless of the number, it’s far too low a limit to amass nearly 2 million items, even with dozens of alternative accounts. Stech bypassed this issue by using the community marketplace. He listed the cases at very high prices where they were unlikely to sell. That’s because you can have tens of thousands of items on the market “before Steam gets really angry at you.” It effectively multiplies inventory space.

Team fortress 2 inventory

(Image credit: Vincent Stech)

As his inventory began to grow, Stech started automating the process of taking inventory and accepting trades, the latter of which was handled through a simple batch file. At first, Stech was just buying cases in bulk at relatively low prices, but the inventory escalated once he started digging into Steam’s local pricing in different regions.

“In Venezuela and, like, Russian [Rubles]... they are very weak currencies compared to the U.S. dollar,” Stech said. “What I found out is the lowest you can sell an item on Steam for us is three cents. For them, it’s a 10th of a penny. So I found this one guy in Venezuela… he would buy almost every case off the Steam Community Market for their extremely low price, and then he would sell it to me, and I would just give him, like, keys. And he was actually a doctor in Venezuela, and they don’t make much at all by comparison to, like, what $50 would be in USD. So a large majority of his income was case money.”

For context, $50 is equivalent to just over 37,000 bolívares (the official currency of Venezuela).

Stech’s first cash-out from Steam was $50 when he was around 16 years old. A few years later, he cashed out $2,500 to buy his first car. Stech stopped collecting cases about three years ago, and now, he’s looking to sell off the entire collection, which he estimates is worth around $100,000.

Selling this collection is no easy feat, however. For starters, Steam can break when trades get too large, necessitating hundreds of trades across dozens of different accounts. Further, Stech controls quite a large portion of known cases. “At one point, I calculated I had, like, 17% of all TF2 cases that are publicly known… I would have an extremely hard time selling it off because I am a large [portion] of the market. It’s like, you know, Elon Musk couldn’t dump a lot of his stock.”

Stech has, apparently, found a buyer that wants the whole collection, however, and the selling process is already underway. “The transaction has kind of started… he has admin privileges on the trade offers he sends to my accounts, so my accounts just automatically accept any trade from him,” Stech said. “An option was for him to just buy the accounts, but we know that is very bannable, so we haven’t done that.”

Stech says he expects to have the process complete around October. Just as he used case money to buy his first car, he says he plans to use the money from the sale as a down payment on a house.

Ambitious gamer turns fanless Subway menu PCs into gaming rigs — passive Intel Core i3 units manage just 15 fps in GTA V and 25 fps in Minecraft

31 July 2026 at 11:20

An intrepid TechTuber has tested a trio of passive mini PCs from the Subway sandwich chain to check if they can be repurposed for gaming fun. In a recent video, Garkus indicates that the three Intel Skylake-powered mini PCs that had been displaying sandwich menus above the serving counters for a decade but were saved from scrap/landfill, alongside a matching set of LG digital signage TVs. Spoiler: they are too puny for mainstream AAA gaming in 2026, even after doubling the RAM installed.

Before getting on with the digital signage-to-gaming conversion, Garkus investigated the hardware in hand. Labeling indicated that the three slim mini PCs were all Advantech DS-081 models (official PDF link). Pondering over that data sheet, we see that the variant with the Intel Core i3 6100U, as these were, carries the full designation of DS-081GB-U21A1E.

The processor is now both long in the tooth and low powered, so immediately we know this 2C/4T @ 2.3 GHz CPU, configured to suck between 7.5W and 15W, won’t be ideal for modern AAA titles. Moreover, the iGPU is the Intel HD Graphics 520 with 24 EUs and clocks up to just 1.00 GHz, sharing the DDR4 system RAM.

A DS-081GB-U2A1E is quite expandable for such a small, low-powered set-it-and-forget-it unit. It has twin HDMI 1.4, twin Ethernet, four USB 3, audio in/out, and an RS-232 serial port accessible from the outside. Inside, users can configure the machine via twin DDR4-2133 SODIMM slots (up to 32GB total), a SATA III HDD/SSD, and an mSATA port that looked like it was an M.2 2242 slot in the video. This passive machine is designed to run signage 24/7 in environments with 0 ~ 40° C (32 ~ 104 ° F) ambient temperatures.

Advantech DS-081 passive mini PC for digital signage

(Image credit: Advantech DS-081)

Setup and gaming

These systems were found to actually come with just 4GB of RAM (one slot used) and with a 64GB SATA SSD installed. They booted to Windows and went straight to kiosk mode, displaying the Subway sandwich menu. We saw an extra 4GB DDR4 stick added to bring the test system(s) up to 8GB RAM in total.

After a bit of OS wrangling, Garkus decided to set up the salvaged trio of passive mini PCs as follows. One kept Windows 10, another got Bazzite Linux (because SteamOS balked at the SATA-only storage), then another went Hackintosh with macOS Monterey installed.

Gaming tests began with a very light test. The system ran Peggle, and this 2D puzzler posed no problems. After this modest victory, Garkus ambitiously leapt straight to GTA V. This legendary but now older title could only reach a frame rate of about 15 fps. But it was found to have defaulted to high settings, took ages to get ready to run on Bazzite, then crashed on exit.

Probably not following best benchmarking practice, the tech tinkerer appears to have decided to test Mario Kart Wii emulation performance while GTA V was still compiling shaders… Later, a test run in Minecraft delivered a wildly inconsistent but roughly 25 fps performance. As is now established as the Garkus testing MO, resolution, quality settings, and so on weren’t shared.

To conclude the gaming part of the video, the TechTuber suggests that these ex-kiosk machines are probably best suited to emulating older consoles up to the PS2 and original Xbox era. We think that for PS2 emulation, you will still need to restrict yourself to lighter titles and reduced settings for smooth action.

Valve's Steam Machine ships June 29 for $1,049, but you probably won't be able to buy one yet

22 June 2026 at 20:02

The Steam Machine is almost here. Valve chose possibly the worst time to announce new PC gaming hardware in late 2025, just as the AI boom sent storage and RAM prices through the roof. The upheaval delayed its new Steam Machine release, but Valve has announced its TV-friendly gaming PC will go on sale June 29 with a reservation-based system and a starting price of $1,049.

The Steam Machine will come in two variations: one with 512GB of storage and a more expensive one with 2TB. They'll retail for $1,049 and $1,349, respectively, and you'll be able to bundle a Steam Controller with either for an additional $79. Buying the 2TB model also gets you a pair of exclusive faceplates with red fabric and walnut finishes. Like the Steam Deck, the machine ships with the Linux-based SteamOS.

Both versions of the Steam Machine will run on a custom six-core AMD Zen 4 CPU with a peak clock speed of 4.8GHz. The integrated AMD RDNA3 GPU will feature 28 compute units and 8GB of dedicated DDR6 VRAM soldered to the board. The system will have its own 16GB allotment of DDR5 on the board. This should provide enough oomph (with upscaling tech) to play moderately demanding PC games on your TV.

Read full article

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© Valve

Valve is so behind on Steam Controller orders that some won’t ship until 2027

18 June 2026 at 21:26

Valve has some good news and bad news about Steam Controllers. The good news: If you make a reservation for a Steam Controller, the company will now show you one of three estimates of when you'll be able to actually order your gamepad: by September 2026, by December 2026, or sometime in 2027. The bad news: Any reservations made today "indicate a 2027 date for shipping," Valve says.

"We have no plans to stop making Steam Controller," according to Valve. "But as we look at the current demand compared to how many we know we can make by the end of the year, we want to manage expectations as much as we can with regards to when folks can expect t …

Read the full story at The Verge.

Roblox exec says ticking a box for age verification is ‘not enough anymore’

15 June 2026 at 16:52
Pixels of data over an obscured human face with a date entry form.

Roblox's vice president of safety product policy, Eliza Jacobs, told NBC News that Roblox is "optimistic" that its new facial age estimation tech will "continue to get better," saying, "Ticking a box to say you're 13 or older, it's not enough anymore." NBC invited a group of kids to try out Roblox's new video selfie age check process, but they weren't able to get around it with a fake mustache. Jacobs claims Roblox's facial age estimates can typically land "within 1.4 years of a child's exact age."

Roblox announced plans in April to begin using its video selfie age estimation tech to sort players into age brackets. Users under 16 and unde …

Read the full story at The Verge.

Valve just imported 13 tons of VR headsets in one day

13 June 2026 at 02:32
The Verge’s Jay Peters wearing Valve’s Steam Frame VR headset, from the side.

On June 10th, the German container ship Posen docked in Los Angeles after a two-week voyage from Shanghai. As Valve watcher Brad Lynch notes, it was almost certainly carrying the first mass production shipments of the Steam Frame, Valve's new gaming headset.

Import records show that Valve's distribution partner Ceva offloaded nearly 32 metric tons of "Virtual Reality Devices" on Valve's behalf - or roughly 13 tons of actual product, after you subtract the roughly 3,700 kilogram weight of five 40-foot shipping containers.

That's the same math we used to estimate that Valve imported 50 tons of game consoles in two days last month - and sin …

Read the full story at The Verge.

Valve is phasing out physical Steam gift cards due to scammers

10 June 2026 at 15:10
An illustration of the Steam logo.

After over a decade, Steam will no longer sell physical gift cards in stores. In a support page spotted earlier by Windows Central, Valve says it will no longer restock its gift cards once they run out, citing scammers who "continue to have an impact on Steam customers and other unsuspecting individuals."

In its post, Valve links to a Federal Trade Commission article outlining how gift card scammers attempt to convince victims to buy a gift card at a store and give them the code. Valve says it has responded to these scams by working with law enforcement, adding a warning to gift cards, and limiting their availability in stores, but "scammer …

Read the full story at The Verge.

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