MARVEL Tōkon: Fighting Souls Throws Hands With History — and Gives Artists Something to Love!


Marvel characters throwing hands in a fighting game isn't anything new. In fact, Marvel has been part of fighting-game history for more than three decades (if you didn't know). What's new is the way Marvel Tōkon: Fighting Souls adds to that history, grabs it by the collar, gives it an... anime makeover, and says, “Alright, let's run this back a little differently.”

Developed by Arc System Works in collaboration with PlayStation Studios and Marvel Games, MARVEL Tōkon: Fighting Souls launched on August 6, 2026 for PlayStation 5 and PC, including the Epic Games Store and Steam. The Standard Edition is priced at $59.99 USD, with Digital Deluxe and Ultimate editions also available.

And if you enjoy fighting games, Marvel Comics, character design, manga, animation, or simply watching ridiculously powerful people punch one another through walls, there's quite a bit here worth paying attention to.

 So, What Exactly Is MARVEL Tōkon? 

At its core, Tōkon is a 4v4 tag-team fighting game.

Arc System Works could've went with the previous 2v2 or 3v3 formula we've seen in previous tag fighters, but they... took it a step further to take things over the top. The developer specifically wanted to challenge the traditional format with something different. You build a four-character team from a launch roster of 20 Marvel heroes and villains, with characters including Spider-Man, Wolverine, Storm, Iron Man, Captain America, Black Panther, Doctor Doom, Magneto, Blade, Ghost Rider, Carnage, Green Goblin and others. The roster might end up looking like something out of a Mugen game after awhile.

Don't allow “4v4” to scare you away if you aren't the type of person who spends six hours in Practice Mode learning what happens when you cancel a cancel into another cancel while standing 3.7 pixels... from the corner. It's awesome to watch your heroes assemble, especially when that's the finishing blow.

Tōkon was deliberately designed so that newcomers can get into the fight without needing to master four different characters immediately. Arc System Works allows players to use beginner-friendly Link Attack combinations, Quick Skills and assists while more experienced players can dig into traditional command inputs, character switching, advanced combos, counters, positioning and team synergy. Traditional command inputs even provide additional rewards, including higher damage and Skill Gauge generation. That was a very smart move.

Accessibility shouldn't mean removing depth from a fighting game. It should mean opening the front door and allowing people to decide how deep into the property they want to go. Explore the crib, know the layout like the back of your hand... or don't. Either way, good luck with that.

Tōkon appears to understand that, but we hope that you aim to get your money's worth.

 Marvel Has Been Throwing Hands for a LONG Time 

For younger gamers who primarily know Marvel through the MCU, Spider-Man games or modern comic releases, it's worth pointing something out:

Marvel has serious fighting-game history, so they've already been here and... it's great to see them making moves yet again. If anything it's been long enough, and I love what they did with Capcom (for the most part)... but that doesn't mean that I don't want them to step away from doing their own thing.

Before there was MARVEL Tōkon, there was X-Men: Children of the Atom.

Capcom released that game in arcades in 1994, putting characters like Wolverine, Cyclops, Storm, Psylocke and Magneto into the type of fast 2D combat the company had already become famous for. Capcom followed that foundation with Marvel Super Heroes, and then things started getting really interesting. If only I had something to capture my gameplay back then, I was a beast... and loved to sweat the competition to exploit their slip ups.

X-Men vs. Street Fighter arrived in 1996 and introduced the two-character tag-team structure that would help define what became the Marvel vs. Capcom style of fighting game. That was followed by Marvel Super Heroes vs. Street Fighter, and then Marvel vs. Capcom: Clash of Super Heroes in 1998.

"This is one of the best years ever!" - Blu (1998)

Then came the monster... Marvel vs. Capcom 2: New Age of Heroes. (I still have it on the Sega Dreamcast, along with other gems.)

Released in 2000, MVC2 became one of those fighting games that didn't simply exist—it became part of fighting-game culture. Massive roster, ridiculous assists, huge combos, wild team combinations and enough chaos happening on screen to make someone walking past an arcade cabinet stop and ask, “What in the hell are they playing?”

Marvel and Capcom would eventually return with Marvel vs. Capcom 3 and Ultimate Marvel vs. Capcom 3, carrying the series into another generation with 3v3 battles. Ultimate Marvel vs. Capcom 3 remains available today, while Marvel vs. Capcom: Infinite followed in 2017.

So when Tōkon arrives with tag mechanics, assists, screen-filling attacks and Marvel characters beating the brakes off one another, there's history behind it.

The difference is that Capcom isn't behind the wheel this time. Arc System Works is... and I'm liking what I'm seeing.

Marvel vs. Capcom Fighting Collection gives you 7 awesome games from the past... for $24.99! Now let's get back to the action... bub.



 Arc System Works Was One Heck of a Choice 

We're talking about the studio responsible for Guilty Gear, BlazBlue, and Dragon Ball FighterZ.

Translation: Somebody knew exactly who to call... and it wasn't the Ghost Busters!

Arc System Works has built a reputation around fighting games that can look like hand-drawn animation while actually operating through carefully constructed 3D character models, camera work and animation techniques. Bad add stuff too.

Marvel also didn't ask Arc System Works to simply imitate an American comic.

Early in development, the team actually experimented with a shader meant to recreate a more traditional Western comic-book appearance. According to producer Takeshi Yamanaka, Marvel encouraged Arc System Works to lean further into the studio's own identity instead. The result was a stronger Japanese animation influence mixed with recognizable Marvel character design.

That was the right call, and I salute them for not tying their hands so they can wow the crowd. Why hire Arc System Works just to tell them, “Okay, now don't look like Arc System Works?” Let the cooks cook... and they showed out on this dish!

Iron Man can look like Iron Man while carrying a little mecha energy. Storm can still be Storm while being reinterpreted through Japanese character-design sensibilities. Spider-Man doesn't suddenly stop being Spider-Man simply because somebody approached his silhouette, animation or visual presentation differently either. That's part of what makes adaptation fun.



 Comic Fans Should Feel Right at Home 

Tōkon doesn't simply borrow Marvel characters for the fights and call it a day.

The game's Episode Mode tells an original Marvel story built around the Challenge of the Champion. The Champion of the Universe has arrived looking for worthy opponents, with Earth facing destruction if its fighters can't satisfy his desire for battle. Teams are assembled, preliminary fights take place, and whoever comes out on top earns the opportunity to challenge the Champion himself.


On the road to fighting... the Champion, your journey is through the pages of a comic book that documents the heroic efforts of your team. My first go round is with the Amazing Guardians.

You get to enjoy their storyline via cutscenes + a wealth of motion... comic art while they figure things out during their preparation to fight this cosmic muscle-bound maniac who's ready to destroy the planet.


All while trying not to stress each other out (excluding Quill in my case).

They pulled no punches on the comic book experience here, and I see comic book fans eating them up. On the other side of that sword... I see some people possibly feeling like the comic book sections of the Episodes are a little too drawn out. I noticed this, but I tried to keep the perspective clear that this is an experience where the art team wanted to flex their muscle and give the episodes a well rounded comic book style experience... where we read/listen to the motion comics to a certain extent, and them boom:

So I look at episode mode differently than I would with a standard game with drawn out dialogue. Arc System Works and Marvel didn't simply rely on the cutscenes, so that's why I feel like comic fans will appreciate these episodes even more. The motion comics blend American comic-book presentation with Japanese manga artwork and full voice acting.

And that brings me to another group I think will appreciate this game. Artists!

There's some low-key love being shown to artists here (in a deeper way), and I appreciate it.

Especially comic book artists.

I'm not saying Marvel or Arc System Works officially labeled Tōkon a “tribute to concept artists.” They didn't. I'm saying look at the presentation. You can see it in the comic art boards displayed all through out the game (i.e. the blue boundary guidelines and marginal data boxes you see here).

The episode panels, the character-select presentation, the exaggerated poses and the visual language connecting Japanese manga with American comic books... shows the work the artists put in.

Arc System Works specifically said the character-select screen drew inspiration from both American comics and Japanese shōnen manga, while certain match-ending sequences are presented using manga-style panels.

That gives parts of Tōkon the feeling of watching ideas leap off a character designer's sketchbook and start fighting each other (and I think they were kinda aiming for that when fights occur after reaching certain pages in the comics). I'm immediately reminded of the concept art that some products have on their packaging (i.e. 1More headphones) and the final design leads to the physical product in the box of their hi-res options.

And for anyone who has spent time drawing characters, designing costumes or working through multiple versions of the same idea before finally saying “Yep, that's the one,” there's something satisfying about that.

Even the game's final key art deserves attention. It was created by Yūki Katō, the game's main character artist, with additional finishing work from Arc System Works' 2D artists.

That's worth highlighting because video game artists can sometimes disappear behind the finished product. That's something I missed about 2D Street Fighter games... and wished gave us an updated version of that via a new badass title.

We celebrate the character. We celebrate the studio. We celebrate the franchise. But somebody had to sit down and actually figure out what these characters were going to look like. Tōkon puts that visual design front and center... and as an artist myself, it's just awesome to see.

 This Isn't Marvel vs. Capcom — and That's Okay 

I think this is probably the most important thing to understand about Marvel Tōkon: Fighting Souls for Marvel vs Capcom fans. It doesn't need to be Marvel vs. Capcom! 

As you know, we've had the pleasure of speaking face to face with plenty of you, so it's safe to say we've heard more than a few thoughts about video games. There are some gamers who have yet to play Marvel Tōkon, and immediately bring up Marvel vs. Capcom's mechanics with fingers crossed for this new IP.

Nothing wrong with wishful thinking... but Marvel Tōkon isn't Marvel vs. Capcom. Those games have their own mechanics, character, history and identity (with Capcom all over and through them). What Marvel needed was another developer capable of looking at their fighting-game history and saying, “What can we do next?”

I believe Marvel Tōkon is a nice answer to that question.

Arc System Works didn't throw away the idea of a Marvel tag fighter. It expanded the team to four, redesigned how players access those teammates, introduced its own visual identity and wrapped the experience in a presentation that sits somewhere between comic books, manga and high-end anime.

That's far more interesting than simply trying to make Marvel vs. Capcom 5... without Capcom. This title is also published by PlayStation, not... Capcom. But again, that's okay! I can only imagine how long we would've had to wait, but I'll leave that alone.

Even Marvel Games has been open about the larger ambition. Marvel Games general manager Haluk Mentes said during development that the goal was to re-establish Marvel as a major presence within the fighting-game community, with Arc System Works' anime-inspired style and tag-team expertise helping drive that direction.

The area where I pump my breaks is the price. The standard edition is fine, but the other two editions are steep. Digital Deluxe is $84.99 and the Ultimate edition is... $99.99! 

In the Digital Deluxe Edition, you get:

  • Base game
  • Year 1 Characters & Stage Pass (result screen character poses, four characters, one stage post-launch)
  • Howard the Duck (Lobby Avatar)
  • Cosmo (Lobby Pet)

In the Ultimate Edition, you get:

  • Base game
  • Everything in the Digital Deluxe Edition
  • Spider-Man "Advanced Suit 2.0" Costume
  • Storm Punk Rock Costume
  • Iron Man Classic Costume
  • Captain America Classic Costume
  • Doctor Doom Supreme Ruler Costume
  • Animated Chromatic color unlock for all 20 launch characters
  • Set of result screen character poses

If you plan to expand your roster, and see yourself buying them Year 1 Character and Stage Pass... then you're better off buying the digital deluxe for less. It's still a pretty penny, so if you make that move... get your money's worth and game on!



Illustration of Blu with headphones and sunglasses.

 + Sophi 

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FTS: Arc Games Announces "NAUTUS," an Island Adventure From the Makers of "Have a Nice Death" (PC)

  

FROM THE CREATORS OF HAVE A NICE DEATH COMES NAUTUS: A CHARMINGLY QUIRKY ISLAND ADVENTURE GAME 

Cozy Above. Dangerous Below. Get Ready to Dive into NAUTUS in Steam Early Access Next Year! 

LOS GATOS, Calif. Aug. 14, 2026 – Arc Games, a leading publisher of AA and indie titles for PC and consoles, and Magic Design Studios, the indie developer behind acclaimed titles Have a Nice Death and Unruly Heroes, are excited to announce NAUTUS, a charmingly quirky island adventure where the surface is your cozy sanctuary, but the ocean floor is a whole different beast. This new, dual-layered, offbeat adventure is set to launch in Steam Early Access in 2027 -- with the release timing for the game to be revealed at a later date.

In NAUTUS, players arrive at the remote N.A.U.T.U.S. research station following an unsettling radio message from their uncle, Bernard Torpedo. Upon arrival, they discover the resident scientists have lost their memories and developed a paralyzing fear of the ocean. As the only one willing to brave the depths, players must pilot an upgradable submarine, encounter mutant marine life, and recover mysterious artifact stones to restore the locals' memories and uncover the truth behind their uncle's sudden disappearance.

The game features a distinct dual-layered gameplay loop:

  • Dangerous Below: Take the helm of your submarine and plunge into the ocean abyss. Navigate uncharted trenches, vibrant coral reefs, and sunken pirate shipwrecks as you battle and capture bizarre mutant creatures. Uncover hidden artifact stones and haul back rare materials to craft specialized sub upgrades, gear, and advanced machinery.
  • Cozy Above: Return to the surface to catch your breath, build, and unwind. Befriend eccentric island locals and take on quests to help restore their true selves, strategically manage your resources, and expand your tropical outpost into a thriving hub designed to power your next dive deep into the unknown.

Get ready to dive into and explore NAUTUS when it launches in Steam Early Access next year!

ABOUT NAUTUS

From the indie studio behind Have a Nice Death and Unruly Heroes comes NAUTUS, a charmingly quirky island adventure where the surface is your cozy sanctuary, but the ocean floor is a whole different beast. After getting an unsettling radio message from your uncle, you’ll go out on an adventure where you arrive at the remote N.A.U.T.U.S. research station only to find the local scientists have lost their memories and developed a paralyzing phobia of the ocean. As the only one brave enough to face the deep, you must take the helm of an upgradable submarine, encounter and, at times, fight off mutant creatures and recover hidden, mysterious artifact stones to restore the inhabitants’ memories and uncover the truth.

Between riveting yet fascinating expeditions into the underwater abyss below, you'll return to the vibrant surface to catch your breath, befriend quirky scientists, and manage your resources. Blending exploration, action, and deep crafting, you’ll gather materials to upgrade your submarine and gear so you can plunge even deeper into the unknown—with the option to develop on the island to customize your home base over time.  Take on this charmingly quirky journey solo, or team up with up to three friends in online co-op. Prepare to enter a dual-layered world that is full of adventure, mystery and wonder!

Game Features

  • Explore the Deep Unknown: Navigate breathtaking coral reefs, sunken pirate shipwrecks, and uncharted underwater anomalies that even the local N.A.U.T.U.S. scientists refuse to approach. Make sure to be ready to fight and capture strange creatures that should never have existed!
  • Pilot Your Own Upgradable Submarine: Craft specialized modules, protective equipment, and vital weaponry as you take control and update your own submarine. Advance your tech to dive deeper into hostile trenches and defend against aggressive, mutant marine life.
  • Adventure Solo or Dive into Online Co-Op Multiplayer: Uncover the mystery of NAUTUS and brave the ocean depths entirely on your own, or team up with up to three players in four-player online co-op and dive into this offbeat adventure together.
  • Meet, Befriend and Uncover the Mysteries of a Quirky Cast of Inhabitants: Meet eccentric, amnesiac locals like a tanning-obsessed diver and a quirky expedition chief. Collaborate with them on unique and useful projects and recover lost artifact stones to cure their bizarre phobia of the ocean and restore them to their true selves.
  • Solve a Sunken Mystery: Investigate the sudden disappearance of your uncle, Bernard Torpedo, by hunting for ancient relics, hidden clues, and secrets buried in the abyss. Will you uncover the mysteries of your uncle and this mysterious island?
  • Develop and Customize a Unique Outpost: Transform a secluded tropical outpost into a thriving home base of your own. Set up vital crafting machinery to refine rare materials gathered from the deep, manage your resources strategically, and build the essential infrastructure needed to fuel your next sub-aquatic expedition.

The artwork in Nautus is absolutely beautiful. It looks like it was ripped straight out of a storybook!
I can't wait to dive in! - Blu | SDGT Entertainment

NAUTUS is available to wishlist now on Steam. For more information, please visit playnautus.com.



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Eyeing the... Tech: OnePlus 15T — The Gamer's Smartphone U.S. Gamers May Never Experience

Okay, OnePlus... this one hurts a little.

The OnePlus 15T looks like the type of smartphone I'd expect to get plenty of attention from mobile gamers in the United States. It's relatively compact, ridiculously powerful on paper, equipped with a 165Hz OLED display, and somehow OnePlus managed to squeeze a massive 7,500mAh battery inside.

There's just one rather important problem for those of us in the U.S.

We can't officially buy it here or Europe.

The OnePlus 15T launched in China, and the situation isn't looking promising for an eventual American release. OnePlus has officially announced that it is concluding new product rollouts in North America and Europe, although existing supported devices will continue receiving updates and applicable after-sales support.

So unless you're comfortable importing one, this may be one of those smartphones American gamers simply admire from afar.

 This Thing Was Built With Gamers in Mind 

Calling a smartphone "gaming capable" doesn't mean much anymore. Nearly every flagship phone can play games.

The OnePlus 15T goes considerably further.

It's powered by Qualcomm's Snapdragon 8 Elite Gen 5, paired with LPDDR5X Ultra Pro memory and UFS 4.1 storage. Configurations range from 12GB RAM with 256GB of storage all the way up to 16GB RAM with 1TB of storage.

Then there's that 6.32-inch 165Hz OLED display.

OnePlus specifically promotes high-frame-rate gaming on the 15T, including native 165fps support in compatible titles, alongside gaming-focused technologies for touch response, network performance, and sustained performance. The company has also incorporated a sizable vapor-chamber cooling system to help manage heat during longer sessions.

That combination makes the 15T particularly interesting because it isn't some enormous gaming phone that looks like it belongs inside a spaceship.

It's about 71.82mm wide, 8.35mm thick, and weighs approximately 194 grams.

Smaller phone. Serious hardware.

I like that combination.

 And Then There's That 7,500mAh Battery 

A gaming smartphone needs endurance, and this is probably my favorite specification on the entire phone.

The OnePlus 15T packs a 7,500mAh battery with 100W wired charging and 50W wireless charging. It also supports bypass charging, which can help avoid unnecessarily cycling the battery while you're plugged in and gaming.

OnePlus officially endorsed the COD Mobile World Championship in 2026 with the OnePlus 15.

OnePlus' own testing claims up to 10.3 hours of gaming under its specified 120fps test conditions. Manufacturer testing and everyday use aren't the same thing, of course, but pairing this hardware with a 7,500mAh battery certainly gives mobile gamers something worth paying attention to.

And somehow we're still talking about a 6.32-inch phone.

Whoever was in the meeting asking, "But can we fit a bigger battery in there?" — I appreciate you.

 It's More Than a Gaming Device 

The 15T isn't sacrificing everything else just to chase frame rates.

There's a 50MP main camera with optical image stabilization accompanied by a 50MP telephoto camera with 3.5x optical zoom and OIS, plus a 16MP front camera.

You also get ColorOS 16 based on Android, fast storage, wireless charging, and the kind of flagship-level hardware that makes this usable as your everyday smartphone rather than something you'd carry strictly for gaming.

That's important. If I'm spending flagship money on a phone, I don't want to reach for another device every time I want to play a game.

 Importers Beware 

Importing one remains an option, but I wouldn't treat that like ordering an ordinary unlocked U.S. smartphone.

The good news is that the OnePlus 15T isn't completely out of place on American cellular networks. According to OnePlus' official specifications, it supports LTE/LTE-A connectivity across bands including 2, 4, 5 and 66, along with 5G bands n2, n5, n41, n48, n66 and n77. It also supports 4×4 MIMO on several bands, including 4, 41, 48 and 66.

That gives an imported 15T some useful overlap with U.S. networks, but there are still important gaps. Most notably for T-Mobile users, the Chinese model doesn't list LTE bands 12 or 71 or 5G n71, so I wouldn't expect the same coverage you'd get from a phone specifically designed and certified for the U.S. market. Carrier activation, VoLTE, 5G access and coverage can also involve more than simply having a compatible band, so checking with your carrier before buying is definitely the smart move.

There's another detail worth clearing up: while the regular OnePlus 15 supports eSIM, OnePlus' official specifications for the 15T currently list dual Nano-SIM support and don't list eSIM. Until OnePlus says otherwise, I wouldn't buy the 15T expecting eSIM functionality.

The imported price shouldn't be confused with an official U.S. MSRP either. Shipping, reseller markups, taxes, and other costs can change the equation considerably. I found an eBay listing asking $715.99 for the 12GB/256GB model and $850.99 for the 16GB/512GB configuration.

So yes, getting a OnePlus 15T into your hands in the U.S. is possible. I'd just do my homework before spending that kind of money, because importing the phone and getting the same experience as owning an officially supported U.S. model are two different things.

 A Gaming Phone We Should've Had the Chance to Buy 

That's ultimately what makes the OnePlus 15T frustrating, but I understand due to current conflicts.





This isn't an interesting smartphone because of one impressive specification. It's the combination that gets me.

Snapdragon 8 Elite Gen 5.

165Hz OLED display.

Up to 16GB RAM and 1TB storage.

7,500mAh battery.

100W wired and 50W wireless charging.

Gaming-focused cooling, networking, and touch technology.

And all of that is inside a relatively compact phone.

For American mobile gamers, though, the OnePlus 15T may end up being the gamer's smartphone many of us never get to experience.

You can go the import route if you're willing to accept the additional considerations that come with owning a phone that wasn't designed for the U.S. market.

Everyone else?

We get to look through the window.

And that's unfortunate, because from what OnePlus has built here, U.S. gamers would love the opportunity to walk into a store, pick this thing up, and decide for themselves.


FTS: Where Winds Meet Unveils "Heaven’s Threshold": The Second Chapter of the Hidden Mountain Expansion Launches August 20

 KV-EN

 

Where Winds Meet Unveils "Heaven’s Threshold": The Second Chapter of the Hidden Mountain Expansion Launches August 20

 

Explore Sky-High Peaks, Battle Ancient Automata, and Meet Us at Gamescom 2026

 

Hangzhou, China - August 12, 2026 - Everstone Studio and NetEase Games today announced that Where Winds Meet will launch the second chapter of its Hidden Mountain expansion, titled "Heaven’s Threshold," on August 20 (UTC). The major update takes players beyond the safety of the mountain city into high-altitude cliffside frontiers, introducing new story campaigns, massive mechanical monsters, puzzle-filled dungeons, and festive seasonal events.

 

Hidden Mountain Chapter 2: Heaven's Threshold Announcement Trailer!

 

Hidden Mountain P2 (2)

 

Ascend Heaven’s Threshold

Following the events of the previous chapter, players leave the mountain base to scale the fog-shrouded summits of "Heaven's Threshold." By joining the community-wide "Cloudtop Ascent" building event, players will gradually unlock a vast mountain area featuring vertical exploration, dramatic drop-offs, and crumbling ancient observatories. The story deepens as a moral debate splits the ancient craftspeople: should they stay hidden from the world, or use their advanced engineering to help people in need? 

 

Engage Dynamic Mechanical Bosses & Dungeons

The update challenges players with giant mechanical bosses and intricate puzzle environments:

 

  • Colossal World Bosses: Face the Inkpincer Scorpion and Cloud-Seizing Serpent - two giant iron beasts designed by ancient inventors. Victory requires timing strikes to hit vulnerable joints when their armor opens.

Hidden Mountain P2 (7)

 

  • Evershift Labyrinth Dungeon: Hidden deep underground, this multi-layered maze features rotating wooden gears and traditional interlocking joints. Players must battle security constructs while adjusting the moving floorboards to find a way out.

Hidden Mountain P2 (8)

 

  • Campaign of Mirkvale: Infiltrate a quiet, abandoned valley taken over by rogue blacksmiths. Players team up with a young boy to repair forgotten waterwheels and machinery to uncover why the industrial center fell silent.

 

Tactical Combat, Folklore Horror & Other New Gameplay

  • Combat expands with two new mystic skills: Bursting Nine, an archery technique that fires a nine-arrow volley to slow and trap groups of enemies, and World to Sword, which channels excess healing power into flying energy blades.

Mystic skill

  • Additionally, to mark China’s traditional Ghost Festival, the update introduces Reflection Temple—a solo survival mode set in an eerie, haunted mountain shrine where players must follow strict rules and uncover hidden clues to escape unpunished.

  • For a change of pace, players can join Chasing with Kite, a high-speed racing mode available in both solo time-trials and online multiplayer, or try Pangolin Peddler, establishing merchant trade routes between remote villages to earn rare rewards. 

 

Join Where Winds Meet at Gamescom 2026

Taking the momentum straight into Cologne, Germany, Where Winds Meet will also be heading to Gamescom 2026 from August 26 to 30. Fans visiting the public area can find the team at Hall 7.1, Booth B-050.

At the booth, visitors can play an exclusive hands-on demo featuring the dramatic finale of the Hidden Mountain storyline and try out the upcoming Drunken Master combat style. Beyond the game stations, players can explore the eerie "Ghostlight Market" style booth to obtain exclusive merchandise, and witness a unique "wuxia-punk" stage show featuring both human and specialized robot cosplayers blending futuristic tech with traditional martial arts aesthetics.

 

Answer the call of the wind and prepare to conquer the clouds—mark your calendar for August 20 and embark on your journey through the lofty peaks of Heaven's Threshold!





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