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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.

Há exatamente 20 anos, o primeiro Mac Pro era anunciado!

7 August 2026 at 18:57

Já tendo completado a passagem para o mundo dos mortos, o icônico Mac Pro (antigo desktop topo-de-linha da Apple) foi revelado ao mundo pela primeira vez há exatos 20 anos, durante Worldwide Developers Conference (WWDC) de 2006.

Último Mac a trocar os chips PowerPC pelos processadores da Intel (transição que havia sido iniciada em 2005), ele chegou com o dobro de performance do Power Mac G5, seu antecessor direto — e de quem herdou a primeira iteração do design de “ralador de queijo”, que com certeza marcou época.

Mac Pro (2006)

Com um preço inicial de US$2.500 (ou US$4.140, levando em conta a inflação até os dias de hoje), ele era parrudíssimo — tanto em termos de performance bruta quanto de conectividade. Extremamente “upgradeável”, ele vinha com dois processadores Intel Xeon de dois núcleos (2,0GHz, 2,66GHz ou 3,0GHz, dependendo da versão escolhida), bem como com a placa gráfica GeForce 7300 GT, da NVIDIA — componente que podia ser trocado por uma Quadro FX 4500 (também da NVIDIA) ou uma ATI Radeon X1900 XT (da AMD).

Contando com quatro espaços para unidades Serial ATA (dois a mais que o Power Mac G5), o Mac Pro de primeira geração também permita a instalação de até quatro GPUs 1Graphics processing units, ou unidades de processamento gráfico. via PCIe, além suportar até 32GB de RAM 2Random access memory, ou memória de acesso aleatório. — por padrão, ele vinha com “apenas” 1GB. O desktop também era equipado com 5 portas USB 2.0 e 4 FireWire 800, padrão ainda muito popular na época.

Mac Pro (2006)

O queridinho de profissionais criativos, o Mac Pro parecia ser feito sob medida (ou vice-versa) para softwares como o Final Cut Pro, além de vir de fábrica com o clássico Mac OS X Tiger, lançado mais cedo naquele ano. Nem tudo eram flores, no entanto, já que alguns apps, como os da popular Adobe Creative Suite, ainda precisavam da camada de tradução Rosetta para rodar adequadamente em Macs com processadores x86, o que resultava em gargalos de performance — problema que foi solucionado com o passar dos meses.

Desde então, o Mac Pro original foi atualizado algumas vezes; o primeiro upgrade veio já em abril 2007, seguido por outro em janeiro de 2008. No início de 2009, o computador ganhou os processadores Intel Xeon 5500 e, um ano depois, passou a suportar até 64GB de memória e até 8TB de armazenamento — além de ter adotado os processadores da linha Intel Xeon 5600, é claro. A última dança desse primeiro design do desktop veio em 2012, com dois processadores Intel Xeon Westmere-EP de seis núcleos (2,4GHz).

O primeiro tropeço

O ano de 2013 foi difícil para o Mac Pro, que recebeu um novo design tão compacto quanto polêmico. Cilíndrica, a nova geração do Mac Pro instigou comparações com latas de lixo, principalmente por conta da abertura para ventilação na parte de cima do computador.

Mac Pro de frente
Mac Pro de trás
Divulgação/Apple

Por falar em ventilação, é nessa área onde reside a maior fraqueza desse novo modelo: o sistema de resfriamento, construído em volta de um “núcleo térmico unificado” central que, embora fosse, sim, um conceito muito interessante, não era o suficiente para resfriar o seu processador Intel Xeon e as duas GPUs AMD FirePro.

O novo design também fez a Apple abrir mão de duas outras características importantíssimas do Mac Pro: a vasta seleção de portas e a possibilidade de trocar praticamente todos os principais componentes do computador. Caso o usuário quisesse realizar algum upgrade, ele era obrigado a fazer isso por meio de uma das suas portas Thunderbolt 2, o que estava longe de ser o ideal.

Mac Pro desmontado pela iFixit
Foto: iFixit

A má recepção fez o Mac Pro “lata de lixo” cair no ostracismo e ficar sem receber novas atualizações por nada menos que seis anos — um contraste e tanto em relação ao modelo anterior. A situação chegou até mesmo ao ponto de a própria Apple admitir, em 2017, que errou a mão na hora de projetar a mais nova versão do seu desktop profissional — atitude que foi seguida pelo lançamento do iMac Pro, que serviu como uma espécie de “tapa buraco” até o lançamento do último grande redesign do Mac Pro.

Um breve renascimento

Em 2019, a Apple colocou ordem na casa ao lançar um novo Mac Pro muito mais parecido com o modelo original do que com o computador que o precedeu — ou seja, com um formato de torre tradicional.

Apostando mais uma vez no alumínio como seu material principal, o desktop passou a contar com furos para ventilação que, mais uma vez, provocaram comparações com raladores de queijo. Dentro, foram adicionada três ventoinhas bem parrudas, as quais davam conta de resfriar todos os componentes do computador, já que eles não contavam com coolers individuais.

Novo Mac Pro com aspecto de ralador de queijo
Divulgação/Apple

Equipado com um processador Intel Xeon de até 28 núcleos, ele suportava até 1,5TB de memória — número surpreendente até para os dias de hoje. Contando com nada menos que oito slots PCIe, ele podia ser configurado com as GPUs Radeon Pro 580X ou Radeon Pro Vega II, da AMD, bem como com a novíssima placa aceleradora Apple Afterburner, para a edição de vídeos.

O otimismo introduzido por esse novo design, porém, foi logo suplantado pela introdução, apenas um ano depois, dos chips da família Apple Silicon, bem mais rápidos e eficientes que os da Intel e que passariam a substituir os processadores da fabricante estadunidense nos Macs. Em outras palavras, isso fez com que muita gente pensasse duas vezes antes de adquirir um Mac Pro — afinal, uma versão bem mais poderosa com um chip ARM 3Advanced RISC Machine. provavelmente já estava nos planos da Apple.

GIF animado da abertura do novo Mac Pro

Isso, no entanto, só foi acontecer em 2023 — e de um jeito um tanto… agridoce. Embora a adoção do chip M2 Ultra tenha sido bem-vinda, o computador perdeu muitas das características que o faziam ser uma boa opção para usuários profissionais, como a possibilidade de fazer upgrades nas suas peças — uma consequência da natureza centralizada dos SoCs 4System on a chip, ou sistema em um chip. da Apple.

Além disso, a essa altura do campeonato, o Mac Studio (outro computador voltado a profissionais) já estava no mercado há cerca de um ano e oferecia a mesma performance de ponta que muitos esperavam do Mac Pro, além de ser bem mais compacto e, principalmente, “acessível” (a partir de US$7.000 vs. a partir de US$2.000).

As entranhas do Mac Pro com M2 Ultra

Embora rumores de uma atualização tenham circulado nos últimos anos, tudo isso levou a Apple a finalmente aposentar o Mac Pro em março de 2026, pouco meses antes do seu aniversário de 20 anos. No momento, os esforços da Apple parecem estar completamente voltados ao Mac Studio, que tomou o posto de “computador para profissionais” da Maçã.

E vocês, já estão com saudades do Mac Pro ou a Apple fez certo em descontinuá-lo? Comentem!

via MacRumors, Cult of Mac, AppleInsider

Notas de rodapé

  • 1
    Graphics processing units, ou unidades de processamento gráfico.
  • 2
    Random access memory, ou memória de acesso aleatório.
  • 3
    Advanced RISC Machine.
  • 4
    System on a chip, ou sistema em um chip.

Pony Island 2 Panda Circus: gallop out of hell in this phantasmagorical follow-up to 2016’s indie hit

7 August 2026 at 10:00

Daniel Mullins explains how he plans to follow up his quirky classic without losing what made it stand out in the first place

Glitchy aesthetics. Literally collapsing menu boxes. The game taunting you by “possessing” your Steam friends. Technical tricks of this nature may sound gimmicky in 2026, but they felt excitingly unorthodox a decade ago, when Pony Island came out to critical acclaim.

Fans of Daniel Mullins, the celebrated indie developer of Inscryption, will be forgiven for forgetting that Pony Island 2: Panda Circus is in active development. After all, it’s been almost three years since the announcement – and a full decade since it was first teased as an Easter egg in Pony Island’s ARG (Alternate Reality Game) – with only a single trailer and a bunch of tunes from the soundtrack released to the public.

Continue reading...

© Photograph: Daniel Mullins Games

© Photograph: Daniel Mullins Games

© Photograph: Daniel Mullins Games

Podcast Rewind: Summer Experiments, Game Recomps, and Tier Listing Euro Banknotes

6 August 2026 at 16:36

Enjoy the latest episodes from MacStories’ family of podcasts:

AppStories

This week, Federico and John cover the app and agent experiments they’re both running.

On AppStories+, John explores the sort of rapid workflow iteration enabled by agents.

NPC: Next Portable Console

This week, handheld news and a nerdy look at the recomp and decomp scene that is rapidly expanding to new operating systems.

On NPC XL, the gang revisits GameNative and the extent to which it has improved.

Comfort Zone

Today’s episode is all about tier listing the contenders to be the new Euro banknotes. What will these Americans think of Europe’s next top currency?

This week’s Cozy Zone is a very fun “name that app” game as Matt trots out some of the really weird apps from his Mac’s Applications folder.


AppStories, Episode 496, ‘Summer Projects - Automation, Email, and Dictation’ Show Notes

This episode is sponsored by:

Summertime Projects

AppStories+ Post-Show

Subscribe to AppStories+

Visit AppStories.net to learn more about the extended, high bitrate audio version of AppStories that is delivered early each week and subscribe.


NPC, Episode 91, ‘Recomps, Decomps, and Playable Dioramas’ Show Notes

The Latest Portable Gaming News

The Recomp and Decomp Scene

Subscribe to NPC XL

NPC XL is a weekly members-only version of NPC with extra content, available exclusively through our new Patreon for $5/month. Each week on NPC XL, Federico, Brendon, and John record a special segment or deep dive about a particular topic that is released alongside the “regular” NPC episodes. You can subscribe here.


Comfort Zone, Episode 112, ‘Dollar Dollar Bills Y’all’ Show Notes

Things Discussed

Cozy Zone

For even more from the Comfort Zone crew, you can subscribe to Cozy Zone. Cozy Zone is a weekly bonus episode of Comfort Zone where Matt, Niléane, and Chris invite listeners to join them in the Cozy Zone where they’ll cover extra topics, invent wilder challenges and games, and share all their great (and not so great) takes on tech. You can subscribe to Cozy Zone for $5 per month here or $50 per year here.


MacStories launched its first podcast in 2017 with AppStories. Since then, the lineup has expanded to include a family of weekly shows that also includes MacStories Unwind, Magic Rays of Light, Comfort Zone, NPC: Next Portable Console, and First, Last, Everything that collectively, cover a broad range of the modern media world from Apple’s streaming service and videogame hardware to apps for a growing audience that appreciates our thoughtful, in-depth approach to media.

If you’re interested in advertising on our shows, you can learn more here or by contacting our Managing Editor, John Voorhees.

Nazis and Happy Feet collide in Penguin Colony, a psychological horror game set at the world’s end

6 August 2026 at 15:00

Explore Antarctica as a flightless bird – and dodge some earthly monsters – in this surreal adaptation of HP Lovecraft

While watching the 2006 animated film Happy Feet with his daughter, Origame Digital founder Naphtali Faulkner noticed something interesting. “[In the movie], they see the digger fall into the ocean, and it has an almost eldritch quality,” he says. Over time, and with plenty of iteration, Faulkner’s inspirations coalesced, from HP Lovecraft to the 1982 version of The Thing and the works of David Lynch. “I’m a big fan of horror that sits in your head rather than in your stomach,” says Faulkner.

In Penguin Colony, players body-switch between species of flightless birds, piecing together cryptic cosmic clues as they tail a Nazi expedition to Antarctica. In the process, Origame Digital draws on Lovecraft’s novella At the Mountains of Madness. “I’d always wanted to do a creature that’s a manifestation of colonial thought, energy and power, and the idea of it resting and then regrowing,” says Faulkner. “I was looking through the history of Lovecraft and him being a gigantic racist, and this idea of the Nazis sort of came out,” he adds.

Continue reading...

© Photograph: Fellow Traveller

© Photograph: Fellow Traveller

© Photograph: Fellow Traveller

Microsoft Advertising Adds AI Visibility Insights, PMax Testing, And Creative Preview Updates

5 August 2026 at 18:00

Microsoft Advertising expands AI Visibility, Performance Max testing, and Ad Preview Hub with new reporting, experimentation, and creative review capabilities.

The post Microsoft Advertising Adds AI Visibility Insights, PMax Testing, And Creative Preview Updates appeared first on Search Engine Journal.

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