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THIS WEEK

London Games Festival has been running this week, bringing the industry to the UK capital and Peter Molyneux to Knowledge. Yesterday, host and director Jörg Tittel interviewed the Lionhead legend for the first Edge In Person session at London Games Festival's New Game Plus event. See below for the key takeaways.

In this edition we also talk to Edmund McMillen and Tyler Glaiel about launching indie hit Mewgenics, what it's like to achieve 1m sales in a week, and what happens next.

To finish, we cast an eye across social media, offer some recommendations for further reading and playing, and summarise the freshly published Edge 423.

  • News: British government writes cheques at LGF, Godot goes all in on mobile, Alibaba releases AI world generator Happy Oyster.

  • Viewpoint: Edge In Person launches with a fascinating dip into Peter Molyneux's world ahead of the release of Masters Of Albion.

  • Interview: Edmund McMillen and Tyler Glaiel on the creation of the monster that is Mewgenics.

  • Social Commentary: American development's too expensive, the pie isn't shrinking, investment's about long-term vision.

  • Extra: Play Pragmata, read Bruce Straley, make daily pixel art. 

  • This Month In Edge: Inside issue 423.

NEWS
The game industry stories of the week

Image credit: London Games Festival

  • The British government used London Games Festival (LGF) this week to confirm a further £28.5 million in funding for "developers with great ideas for the next generation of smash hit games." UK developers are now able to apply for investment from the package. Another £1.5 million has been granted to LGF over the next three years to "help it attract investment in British talent". The grant is part of Labour's Games Growth Package, in turn part of a £380 million "growth blueprint" for Britain's creative industries.

  • British trade body UKIE said this week that UK videogame market revenue reached a record £8.7 billion in 2025. The data, released alongside this year's LGF, showed that digital console and mobile sales increased year-on-year by 9.2 per cent to £2.49 billion, and 7.9 per cent to £2 billion respectively. Game-related film, television and soundtrack sales were up 70 per cent to £159 million. Toy and merchandising revenue rose to £333 million, up 43 per cent compared to the previous year.

  • Godot has promised ongoing commitment to mobile development, promising "continued improvements to rendering, performance, testing infrastructure, plugin coverage, and development workflows." The statement came in a round-up of the engine's recent "crucial" mobile-facing features, including Android and iOS ecosystem plugins, better compatibility for mobile GPU drivers, and improved debugging systems. The open-source engine is currently at version 4.6.2, with 4.7 closing on feature freeze. According to community polling, mobile is the target platform for almost 50 per cent of Godot developers.

  • Chinese firm Alibaba has released Happy Oyster, an AI modelling application capable, according to Hong Kong-based Futunnof "generating three-dimensional environments and interactive videos, supporting movie production, video content, and game development scenarios." Alibaba is currently centring its strategy on AI and cloud computing. This is the second AI real-time environment generator to arrive in recent months, following Google's Genie 3 in January, whose release took a toll on videogame stocks.

  • Roblox continued to implement child-safety measures this week, announcing new age-based accounts and expanded parental controls for users under the age of 16. Roblox Kids, for users aged 5–8, and Roblox Select, for users ages 9–15, will begin rolling out in June. Roblox has faced sustained, serious criticism related to child safety, due in part to the scale of its audience: around 40 per cent of the platform's players are under 13 years old, and Roblox said in 2020 that it reaches half of all American children.

  • The first game to arrive from Disney's $1.5 billion investment in Epic two years ago will be a Disney-themed extraction shooter to be released in November, according to Bloomberg (paywall). The report, which cites "four current and former employees," says internal reviews have expressed concern over the originality of the title's mechanics. At least another two games will emerge from the investment, according to the unnamed sources. Liz Markman, Epic's senior director of global communications, said Bloomberg’s reporting is "not reflective of the ambitions of the Disney collaboration."

  • In a "leaked memo" seen by The Verge, new Xbox boss Asha Sharma has hinted that Xbox Game Pass may soon become cheaper. She said the service "has become too expensive for players" and that Microsoft needs "a better value equation." Sharma added that Game Pass will evolve "into a more flexible system." Microsoft raised the price of Game Pass Ultimate in the US to $29.99 per month last year, a 50 per cent increase.

VIEWPOINT
Opinions, testimonies, advice and more

Edge In Person: Peter Molyneux on AI, neurodiversity and the "very, very last game" of his career, Masters Of Albion

By Patrick Garratt

Host Jörg Tittel launched Edge In Person at London Games Festival's New Game Plus event yesterday with his first guest, 22cans' Peter Molyneux. The legendary designer spoke candidly about AI and also the neurodiversity that drives his development – of which, he claimed repeatedly, the soon-to-be-released Masters Of Albion will be the final product. 

"I'm six days away from launching my very, very last game, Masters Of Albion, and I've never been more nervous," he said. "It means so much to me. I've invested so much in the game." 

Molyneux, as anyone who's followed his career since he started creating games in 1984 will be aware, has made statements in the past that have not come to fruition. Is this really his final game? 

Recounting the long path through the studios where he made his name, the most famous being Bullfrog and Lionhead, Molyneux said he's reaching the age where he finally wants to move on, despite the "utter terror" of facing an existence without game development. 

"For me, there's been no other life, really, than making games. I think, when you reach 67, which I am now, I'm gonna say, well, is there anything else in life? 

"What does a normal person do that doesn't have these obsessive thoughts about games?" 

Tittel asked the audience if anyone believed that Masters Of Albion would be Molyneux's final game. Just one person raised their hand.

Obsession session 

Molyneux never stops thinking about the games he's making, and has barely ever done anything else. The British developer is well known for his obsessive nature. Tittel told the audience that he's recently been diagnosed with ADHD. Molyneux, too, is neurodiverse. 

"Anyone who knows me knows that I get these unbelievably focused times when I become almost unresponsive to any outside influences," Molyneux said. "I don't know whether you call that ADHD. I don't know whether I'm autistic. I don't know what it is. I barely understand myself." 

Molyneux has figureheaded some of the industry's most recognisable games, including Populous, Theme Park, Dungeon Keeper, Black & White and the Fable series. He's credited with inventing the god game. Success, however, was not immediate thanks to his neuro make-up. 

"Every moment in my life, up to the point I touched a computer, was a failure. Every school report, every school team activity, every social activity, I was completely useless. I mean, I was famous in school for being the bottom of everything. And the moment I touched the computer, that changed. It was almost visible. 

"And what I'd say to people is, if you've been to school and everyone says you're an idiot, don't think that's true. You're a unique individual and there's probably within you the capacity to be creative and amazing. You don't have to be exactly like that person over there."

Masters Of Albion (2026), 22cans

AI and the genre revolution 

AI dominated a large portion of the conversation, with Molyneux likening its impact, alongside other current technological advancements, to the Industrial Revolution. Whereas the arrival of the machine in society largely affected blue-collar workers, he said, this time the white-collar demographic is being hit hardest by technological upheavals in the professional space. All, however, is not lost. 

"We adapt. That's the amazing thing about human beings. And those people that can adapt or be nimble and flexible to this are the people that do best." 

Contrary to general discourse on the matter in game development, Molyneux is open about his enthusiasm for the potential of AI in games. He's no stranger to the concept. In fact, Demis Hassabis, head of Google's DeepMind and the 2024 winner of the Nobel Prize in Chemistry for his AI research contributions for protein structure prediction, worked as a programmer on Theme Park at Bullfrog as a teenager. Molyneux's endless curiosity for technological advancement, coupled with his own contributions to the evolution of contemporary gaming, means he's well aware of the benefits the technology could bring – and the detriments it's already brought. 

"It shouldn't be used to reduce costs, and it shouldn't be used to collapse our creativity," he said. "What it can be used for is to create potentially new genres. That would be truly exciting." 

Despite being heavily critical of the manner in which Big Tech introduced AI to the world with "shit" early products, Molyneux said that we're entering a new age of problem-solving, citing social issues as well as media creation. He said AI could allow humanity a new "hope". 

While he was clear that AI has not been used in the creation of Masters Of Albion, Molyneux went on to give a theoretical example of how the technology could have been implemented for the development of Fable, Lionhead's seminal 2004 RPG. 

He noted that games involving many NPCs require that every interaction with every character has to be written and mapped. Fable, he said, required "a quarter of a million lines just for the people in the towns," dialogue which charts all of the player's potential actions with other in-game humans. 

"It's limiting," he said. "It's limiting because we have to pre-think all the things the player could do. What we could be doing is spending our time training an AI model to impart a behaviour and a personality [on an NPC] – what the responses should be from a character like this."

Adapting to player actions 

AI-driven NPCs, he said, could be given a background and could adapt in a way games haven't seen before. Whereas NPCs are currently locked into the lines written for them by development teams, they could adapt to events in the world and the player's actions based on their character. 

"For you guys," he said to the audience, "this is an amazing opportunity, because it could create a new genre."

"I've been saying this for years. Your world is different to my world. I said it about Black & White and I said it about Fable. In reality, that had its limits, but you could stretch the boundaries of that because it can be adaptive to what the player is doing. And that is truly exciting and an incredible opportunity."  

Tittel asked Molyneux if he could potentially make a game by himself using AI, as a retirement project. 

"We need demand to make that happen, because it's not quite possible yet," he said. 

"You know what I would love, what would be fantastic? If I could, when I first go into Unity or Unreal, the first thing I do is turn on my microphone, and I say, 'Right, Caribbean landscape, tropical beaches, crabs, shells' – you know, create a whole interactive world through just using my voice. And think of that like a canvas. Don't think of it as, 'Oh my God, that's the game to publish,' because if it were that easy, everyone could do it. Once you've done that, that's where [human designers] come in. That's where we still hold all the aces."

INTERVIEW
Insight and advice from industry leaders

Inside the launch of indie sensation Mewgenics: "I felt like how people describe going to raves for 48 hours"

Mewgenics (2026), Edmund McMillen and Tyler Glaiel

By Alex Spencer

Edmund McMillen has a few million-sellers under his belt. 2010's Super Meat Boy and 2011's The Binding Of Isaac both hit 1m sales around the one-year mark. But his latest game, conceived back in 2012 and developed over the past six years with longtime collaborator Tyler Glaiel, has outstripped all of those previous successes. Released on February 10, Mewgenics hit the 1m milestone within just seven days.

"I've been asked in the past: what do these numbers feel like? And I'm always like, 'I don't know!'" McMillen tells Knowledge, a few weeks on from launch. "It's so hard to put in words."

But here's his current best attempt: "Your happiness only goes up to ten, right?" McMillen lives a pretty nice life, he says, so he spends a lot of time at the upper end of that scale. "And through the two weeks of launch, I was feeling at a ten, but I can't go higher than that – even though you're getting all this stuff that you'd assume would force you to break the cap and launch into space."

Coming back down to earth

Having gone through this process a few times now, though, McMillen reckons that "behind the scenes" there is some emotional recalibration going on, which can make it difficult to return to normal. "Once the dust settles – I've seen people beat the game, hit all the beats and whatever else – I'm alone with my thoughts," he says. "And the drop, for me, was considerable. I felt like how people describe going to raves for 48 hours, where they don't sleep and just do molly, you know what I mean? Food didn't taste good. Videogames weren't fun. I didn't want to hang out with my friends. I didn't want to do anything. And it felt like that for a week and a half. But it could have been worse. I've felt worse in the past with this sort of stuff."

Throughout all of this, there was at least one positive thing that McMillen could cling onto: what this success meant for his development partner. Glaiel himself acknowledges, "I've not made anything remotely close to as big as this." (McMillen and Glaiel's previous collaboration, 2017's The End Is Nigh, sold 100,000 copies in its first year.)

"I've actually gotten more joy from seeing Tyler's life change because of this than I have from anything else – the reviews or the numbers or the money," McMillen says. "Because that's this thing I can see. It makes sense to me." As we speak, Glaiel is in the process of buying his first home, something only possible because of Mewgenics' success.

Holding up to stress-testing

But when a game's core dev team consists of just two people, who are also self-publishing, hitting these numbers does come with its challenges. Relative to the team size, Mewgenics went through a lot of testing – "a year and a half of private beta with 30 or 40 people playing regularly, plus a bunch of automatic testing that would play the game rapidly overnight," Glaiel explains – but all that time paled in comparison to the reality. "It was something like 30 million hours of people playing the game in that launch week. And so everything that could possibly happen happens."

On top of that, Glaiel was nervous to make changes while the game had so many active players: "If I push a patch that crashes during the tutorial or whatever, it collapses. Everything falls apart." But, looking back, he's proud of how well the game has held up to millions of hours' worth of stress-testing: "I've had to fix maybe ten large bugs – like, crash bugs – out of that many hours of people playing. There's a bunch of other little bugs that show up. But I feel like we did a pretty good job, considering how complex and large the game is."

Edmund McMillen (L) and Tyler Glaiel

Of course, for a game like this, bugs aren't the only concern – there's also the matter of players who want to unpick every design decision the team has made over the past six years.

"This is the first game I've made where people have opinions on it," Glaiel laughs. "I mean, like, The End Is Nigh, people have opinions on that, [but] there's no expectation that we would update the game with rebalanced levels or enemies or something. People might hate the birds, but they just learn to deal with them. With Mewgenics, people have really strong opinions on what we should or shouldn't change."

Processing a deluge of player feedback

Glaiel acknowledges that the sheer amount of feedback they've received from players "can get overwhelming at times" – especially once you start to factor in the game's most ardent fans. "It's so bizarre," McMillen says, "when people reach out and say, 'Listen, I love this game. It's my game of the year, best game ever… except, it really falls off after the 500-hour mark.'"

These players are "a tiny fraction" of the game's audience, Glaiel says, but also the most invested. "Whenever you read feedback from people on Discord and Reddit, it's those people who've got super into the game." The developers don't want to ignore that part of their audience, then, but it's hard to design for players who've min-maxed the game's breeding system to produce an army of perfect clones. "There's not a lot we can do to support that, because at that point you can basically do infinite damage," Glaiel says. "And we can't just make a boss that has infinite health… Or can we?"

McMillen and Glaiel say they try to examine any issues that have been flagged, but without simply taking the offered diagnosis of what's wrong – or how to fix it. "This is game design 101 stuff," Glaiel says. "This is what they teach people in school." But there's another reason to do things this way, McMillen adds: "Publicly, it is very bad to appear to bend to the will of someone online. Which sucks in a lot of ways, because sometimes they might be right!"

What happens next?

If The Binding Of Isaac is any indication, Mewgenics has a long life ahead of it, and we'll have to wait and see whether the developers ever put a paw wrong. One thing McMillen says he's learned from supporting the former game for so long: "For every nerf, have two small buffs. As long as there's some counterbalance there to appease the fans, I think that's a pretty good solution."

For now, McMillen is confident. "I'm going to go on record saying that I think we did a fantastic job balancing this game before release," he says. "I don't think the changes that we're going to make for balance are going to be Slay The Spire-style changes that will polarise..." Glaiel cuts in: "It's still gonna piss off the whole Internet!" The pair argue the point back and forth in a way that speaks to all their years as friends and collaborators.

There's one thing they can agree on, however: the best part of game development is the actual development part. "I think both of us enjoy making games," McMillen says. "Releasing games kind of sucks." The money is handy, of course, but McMillen's already had enough success to live a comfortable life, and he's clear about his priorities: "Let's make another game!"

SOCIAL COMMENTARY

Highlights from industry chat channels

Prey developer Arkane Austin. Microsoft closed the studio in 2024.

  • "The American market can no longer reliably support large staff game studios or publishers in the United States."

    • Kael Barend, founder of recruitment agency On Demand Game Scouting, underlines the fact that development in the US has become expensive compared to Eastern Europe and Asia: "Where once the US, Western Europe, and Japan were the hubs of game development, the market is inexorably moving eastward. With investors and publishers cautious of even breaking even, it's a better bet to work with a team able to deliver the same product at roughly three times less the cost."

  • "The pie is not shrinking. But far more people showed up to the table than the pie can feed right now."

    • Amir Satvat, LinkedIn's perennial game industry recruitment guru, explains why you can be as qualified as you like and still not be able to find a job right now. In a nutshell, there are five qualified workers for every available job on a global level, and in the US the ratio drops to 11:1: "It is not that you are doing something wrong. The industry went from absorbing tens of thousands of new people per year to barely a thousand, while every university program and bootcamp kept producing at full speed, or even accelerated candidate production."

  • "If your investment strategy is about building a game and not about building a long term vision for a studio that's amazing at making games, you are going to fail eventually."

    • Sage advice for studios and investors from director Dan Felder on navigating the contemporary market. In brief, don't chase trends, don't make high-risk bets, build a loyal fanbase, and don't burden yourself with tech debt: "Build a competitive advantage. For some reason game studios and investors just ignore this in ways they don’t in other industries. In this hire-and-fire explosive industry, studios struggle to build the kind processes and relationships that lead to successful games."

EXTRA
More to read, watch, play and discover

Pragmata (2026), Capcom

  • Capcom's Pragmata leads a week bursting with high-profile releases. Also available now are Hades II on console, Sad Cat's Replaced on PC and Xbox, and Fumi Games' bewitchingly animated Mouse P.I. For Hire. 

  • Former Naughty Dog director Bruce Straley has written a guide to pitching your game for funding, an extension of a talk he gave at GDC this year. Straley is the founder of Wildflower Interactive and co-directed The Last Of Us with Neil Druckmann, so, you know, read it.

  • If you're wondering why not a single new top-15 mobile launch last year was made by a western studio, recruiter Tanja Loktionova provides the answer in this article: China now dominates the market. Essential reading.

  • The retro artists among you would do well to take a look at Pixel Dailies on Bluesky if you're looking for a little exposure. Take the daily theme – "shine", "mapscreen" – and make a thing.

  • Time to face the uncomfortable truth, you bark-hugging hippy: Trees Hate You. Look. The full game's out later this year on Steam.

  • Finally, if you're looking to lose money for a good cause, the annual GamesAid poker tournament at Develop in Brighton this year will take place on July 14. Tickets are £50.

THIS MONTH IN EDGE
What's inside the latest edition of the magazine?

Edge 423

Sweden's Frictional Games has a stream of critically acclaimed releases on its CV, not least Soma and the Amnesia series, but it has never made anything on the scale of the forthcoming Ontos. "It's the biggest game we’ve done and likely the biggest that we can do as a studio," creative director Thomas Grip tells us.

The reach of the project is no surprise given that it's been in development for a decade. In fact, the ambition for Ontos is such that it's needed reining in. "It ended up being overwhelming, almost, with every room filling up with all these little props," art director David Satzinger explains. "So part of our process was cutting fat off the project."

In Edge 423, on sale now, we embark on a deeply mysterious sci-fi adventure set within a base on the Moon, and find out how Frictional is infusing Ontos with the spirit of Soma while creating something that stands on its own. The scale may have ramped up, but the project retains the core attributes that have made Frictional one of Scandinavia's modern success stories. 

Elsewhere, we talk to studios including Remedy and IO about why they're forging ahead with their own engine technology in an era of freely available off-the-shelf solutions, and dig into the pros and cons of early-access development. We also talk to Kenny Sun to discover the story behind the creation of Ball X Pit, meet with Swiss developer Okomotive for our Studio Profile slot, and take a trip back to Metroid Prime's heyday in Time Extend. 

Our preview lineup features forthcoming releases such as Masters Of Albion, Huntdown: Overtime and Silver Pines, and games including Marathon, Crimson Desert and Darwin’s Paradox arrive for review. In Knowledge, we weigh up game censorship in 2026, and also talk to Exit 8 director Genki Kawamura, while in Trigger Happy Steven Poole goes in search of the metaverse. 

Edge 423 is available from UK newsagents now, and online here. For a limited time, you can subscribe and get your first three issues for just £5/$5.

FINAL WORDS
See you next Friday

We'll be back next week. In the meantime, don't forget to share your feedback with us by email ([email protected]), and follow us via Bluesky and LinkedIn.

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