
THIS WEEK

Mixtape (2026), Beethoven & Dinosaur | Annapurna Interactive
This week, we chat to Johnny Galvatron about Beethoven & Dinosaur's latest, the much-talked-about Mixtape. The director tells us about how the team set out to evoke nostalgia, treating its tracks like religious objects, and his vision for the studio's future.
Next, G2A founder Bartosz Skwarczek tells us why the digital marketplace has finally taken external investment and how its diversification is benefiting game publishers.
As per tradition, we round things off with social takes, further reading/playing, and a look at the latest issue of Edge.
News: Memory price hikes catch up with Nintendo, Arjan Brussee announces new European engine, Simon Zhu invests in Casey Hudson's new studio.
Feature: How Beethoven & Dinosaur set out to make Mixtape.
Interview: G2A on Krzysztof Krawczyk's minority stake and what it means for the digital retailer.
Social Commentary: CCP (sorry, Fenris) get its freedom back, plus a new layer of generative AI criticism.
Extra: Subnautica 2 in Early Access, BitSummit next week, and more.
This Month In Edge: Issue 424 addresses the elephant that is AI.
NEWS
The game industry stories of the week

Nintendo Switch 2
In the midst of healthy financial results for FY26 (net sales up 98.6 per cent), Nintendo announced Switch 2 price hikes due to "changing market conditions." At the end of May, the console's price will increase 20 per cent to ¥59,980 in Japan, before other territories follow suit on September 1, 2026, shifting from $449.99/€469.99 to $499.99/€499.99. Nintendo Switch Online subscription costs will also be affected. Company president Shuntaro Furukawa acknowledged that this is likely to "raise the barrier to purchase," but explained that the change is due to several factors: memory prices skyrocketing, trends in the foreign exchange market, and oil price surging. "We felt that the profitability of our hardware would suffer significantly if we maintained our existing pricing, potentially impacting our business operations over this time frame." Meanwhile, he confirmed that Switch 2 sales have surpassed 19m units, considerably beyond the initial forecast of 15m.
Guerrilla Games co-founder Arjan Brussee has announced that he's working on a new 'made in Europe' game engine that will compete with Unreal and Unity. Dubbed The Immense Engine, it's built by European engineers, will be hosted in Europe, and will fully comply with European rules and guidelines, Brussee said.
Former NetEase president for global investments Simon Zhu (also former board director at labels including Devolver Digital and Kepler Interactive) has unveiled GreaterThan Group. The new holding company raised $100 million and announced its investment in Casey Hudson's new studio (Arcanaut Studios), as well as David Vonderhaar's (BulletFarm) and Masato Saki's (MAGship). The new investor promises "full funding" and "end-to-end support," as well as autonomy. "GTG is bringing common sense back to the games industry," Zhu said. More on Bloomberg.
UK industry veteran Alex Oxspring and content creator/musician Greg 'The Stupendium' Holgate have announced the launch of new studio Stupendium Softworks. They previously collaborated on OnlyCans: Thirst Date and Polyarmory: High Calibre Love, and are now working on the studio's debut title, a first-person horror-survival game. "Stupendium Softworks creates games without the use of generative AI. They're perfectly capable of coming up with piping hot nonsense on their own," the announcement delightfully reads.
Sony Interactive Entertainment has outlined plans to lean into AI. "At PlayStation, our goal is always to be the best place to play and the best place to publish – we see AI as a powerful tool to help us in this mission," president Hideaki Nishino said as part of a presentation exhorting the virtues of AI across all of Sony. Part of the push involves an internally developed tool named Mockingbird, used to quickly animate 3D facial models, which has been adopted across Naughty Dog and San Diego Studio. "AI is lowering barriers to creation, accelerating development cycles, and enabling more creators to enter the market," Nishino continued. "As a result, we expect to see a meaningful increase in the volume and diversity of content available to players."
Double Fine Productions is the latest Microsoft-owned studio to announce its unionisation under Communications Workers of America. As noted by Aftermath, the new union includes all 42 part- and full-time employees. CWA explained that the unionisation came from a desire to "preserve and extend the studio's commitments to creative excellence, diversity and inclusion, and worker quality of life."
In further CWA-related news, the union's Canadian branch has published an open letter urging the country's federal government to review the proposed sale of Electronic Arts to Saudi Arabia's Public Investment Fund, warning that it could "hurt Canada's videogame industry and threaten national security." More here.
Griffin Gaming Partners has announced a new $100 million fund specifically aiming to support independent videogames, led by Hooded Horse CEO Tim Bender. The Special Opportunities Fund has already invested in 15 projects, the announcement said.
INTERVIEW
Opinions, testimonies, advice and more
"Nostalgia of the heart, not of the era": Johnny Galvatron on how Beethoven & Dinosaur made Mixtape

Johnny Galvatron, founder and creative director of Beethoven & Dinosaur
By Marie Dealessandri
Beethoven & Dinosaur's Mixtape has been a hot topic this week, with talking points encompassing how it plays, its publisher Annapurna Interactive, and its specific approach to nostalgia. (Kahlief Adams gives a good overview of the discourse in his Spawn On Me podcast, summing it up: "The internet's ability to find conspiracy where there literally is none is astounding. [...] We used to measure things at the speed of sound; now we measure things at the speed of stupid.")
Talking to creative director Johnny Galvatron on launch day, we get the feeling he isn't fazed by any of the noise. Galvatron has an infectious exuberance, a cheery, unbothered attitude that may stem from his background in music as lead singer and guitarist of Australian band The Galvatrons. When we ask what success looks like for
\him, he simply says: "I want to go to the YouTube channel of 'That's Good' by Devo, and I want the top comment to say: 'Mixtape sent me here'." Mission accomplished.
The game follows teenager Stacy Rockford and her friends on her last day in the small town they grew up in. It's a coming-of-age story firmly rooted in US culture, inspired by the films of John Hughes and set to a lovingly curated soundtrack including Iggy Pop, Joy Division, The Cure and The Smashing Pumpkins.
Set during the 1990s and foregrounding music so prominently, nostalgia is a core component of the game's narrative. Centring on a specific point in time presents a challenge: how do you evoke feelings of nostalgia that are relatable even to players who might not have experienced the era?

Mixtape (2026), Beethoven & Dinosaur | Annapurna Interactive
"There is a nostalgia that is universal," Galvatron argues. "Which is: remember when you were a lost teen? Do you remember when you defined yourself by what you liked and you found your friends and community through the art you dug? That's good nostalgia. Going, 'Remember Tamagotchi?' That's bad nostalgia. There are maybe two or three jokes in the whole game that relate to being a different time. It's very minimal.
"It's about what the music invokes and those feelings of teenage freedom and betrayal – those things are universal. That's the nostalgia you aim for: the nostalgia of the heart, not of the era."
Music is very much the true protagonist of Mixtape and where it shines. The whole project was built around the soundtrack. Music was the starting point for the gameplay and story, not the other way around.
"The Artful Escape [Beethoven & Dinosaur's previous release] was very much about being a creator and a musician, and the satellite aspects that revolve around your core medium. Mixtape is more about being a music fan, how music affects you on a day-to-day basis, and how these songs can become a huge part of your life.
"The first thing we did was come at it from a listener's approach. I made a playlist with all my favourite songs throughout different eras, ending at around 1996. We started laying them out, of course, like a mixtape. It's an art of arrangement. Meaning changes depending on how you arrange it. You can have all these different [artists] from different eras and you can find this emotional throughline that connects them all together. We would rearrange it and it would tell us one thing, and then do a different arrangement and it would have a different narrative…
"Pacing was such a big part of The Artful Escape – because you run across left or right for five hours, so you have to pace it correctly. We learned everything about pacing from The Artful Escape, and then took it into how we did Mixtape. We made what we called a 'horizontal slice', which is a real shitty version of the entire game instead of a good version of a very small part of the game. We pitched that to Annapurna, and they were into it."
Building from there, every song needed something different: the game isn't just a mixtape of music, Galvatron says, but also a mixtape of mechanics and story moments.
"Having an unhealthy love for the songs is what drives you," he says about the challenges of the approach. "Devo gives you 'That's Good', or Roxy Music gives you 'More Than This'; what a privilege to get handed this Fabergé egg. Then [you have to] add on top of the Fabergé… The pressure is there."

Mixtape (2026), Beethoven & Dinosaur | Annapurna Interactive
The music being the centerpiece of the project made it easier to actually secure song licences, Galvatron says. He doesn't share specific figures, but says the tracks were made available to the studio "very fairly."
"That's the only reason we got away with having 28 licensed songs on the game: all the bands and artists wanted to be part of it. That's the only way. We are privileged to get these religious objects handed down to us."
When a story relies so heavily on its soundtrack, though, how do you address the challenge of keeping an audience engaged that might not already have a relationship with the music?
"We have this theory that the game will tell you what it means," he says. "If you have a team that can all hear the same thing coming from the game, you will know where things like pacing or mechanics are wrong. What you want is to convey the emotional state of the character into the medium, into the mechanics.
"There are so many fabulous games about overcoming hardship, but for us, it's: how do you show betrayal? How do you show teenage freedom? How do you convey the mental state of the protagonist into the medium of videogames? That's what's fun for us."
We loop back to Galvatron's vision for the studio, his definition of success. The Artful Escape was Beethoven & Dinosaur's first game; Galvatron says that maintaining institutional knowledge from project to project is crucial to how he envisions the studio. It grew to 12 people for Mixtape, and he sees it remaining at around that level.
"Every time I talk to people who are industry veterans, everyone always says 15 is the best amount of people. I've heard that from far and wide, and I think that's where I would like to stay – getting to, every three or four years, make a medium-sized game that can push the envelope in some way, and be interesting. Our goal would be for people to be: 'This feels like a Beethoven & Dinosaur game,' and just have a catalogue that, even though it is varied, has a voice… just like a mixtape.
"All I want is to be able to make another one and keep the band together. That's my goal. No one here cares about money. We just make games and make art. If we can have people give us enough money to do one more, I'll say that each time."
INTERVIEW
Insight and advice from industry leaders
Code-breaking: Why digital marketplace G2A has finally taken external investment and is reaching beyond games

G2A founder Bartosz Skwarczek and investor Krzysztof Krawczyk
By Patrick Garratt
For 16 years, Bartosz Skwarczek built G2A without any external investment. The Warsaw-born founder grew the platform from a small online game store into, according to the company's PR, "the world's largest digital entertainment marketplace," with nearly $400 million in gross merchandise value and 35 million users across 180 countries, entirely on its own terms.
So when Skwarczek announced this month that G2A had taken its first outside investment, from Krzysztof Krawczyk, the former head of CVC Capital Partners' Warsaw office, the question of timing seems most obvious.
"We've been approached by private equity funds, growth funds, many times in the past," Skwarczek tells Knowledge.
"We never wanted to dilute too early. And we believe that being in control of the business is very important, because then you can control the direction, you can control what's most important: the approach to the clients, the buyers, the sellers, the partners."
The answer to 'why now', he says, is simple: "We believe G2A has got to the moment that we are ready to institutionalise the business."
That institutionalisation is being pursued carefully. Skwarczek is explicit about what he did not want. "Private equity at this stage most often requires to take over the majority of the business. That is something we would like to avoid, because we very much believe in G2A. We've been building it for 16 years, and we very much believe that the next 16 years is ahead of us [under our ownership]."
Krawczyk's minority stake is structured accordingly: not a fund investment with an exit horizon attached, but a personal commitment from a man Skwarczek has known since 2018.
The right human
Krawczyk's CV is formidable. He's spent nearly three decades in Central and Eastern European private equity, the past decade of it building CVC's Polish operation into one of the most active in the region. His portfolio included board roles across telecoms, media, logistics and healthcare. More recently, he oversaw the transformation of Żabka, a Polish convenience-store chain, into a technology-enabled retail platform that IPO'd at a $5 billion valuation.
None of which is digital marketplace experience, but Skwarczek smiles broadly when we note it. When evaluating a business partner, he says, professional credentials come second to something harder to measure.
"The first thing is: who is this person? Who are they as a human being? Values, understanding of culture – is he a good human being? This comes from the long-term game. I am always a fan of that. It has nothing in common with money, nothing in common with how much you can deliver. It is about who you really are."
He adds: "Even though Krzysztof hasn't built any marketplace, he is one of the most successful private-equity heads in this part of Europe. He knows not only the playbook of a top-five private equity firm, but he did it personally. For over 20 years he's been building companies, investing, getting inside and helping CEOs and executive boards properly get a company to the next level."
Crucially, Krawczyk's investment does not come with the typical PE clock attached.
"Most often, private equity aims for a four- or five-year investment horizon, and this is too short to really build the value of a company," Skwarczek says. "I wanted a partner that can join to build something very special within the next seven to ten years. Not somebody looking for a quick exit."

40 per cent of G2A's business now comes from non-gaming digital verticals
Something more
G2A is now targeting acquisitions, businesses valued between $5 million and $350 million, with a particular focus on Asia and non-gaming digital categories. G2A is no longer just about games.
In 2022, the company undertook a 12-week strategy evaluation with Bain & Company. The conclusion was blunt: abandon physical products entirely while expanding beyond games.
"Bain told us: look, you have to forget about physical – you have no rights to win. But in digital, you are a top-two, top-three company in the world. Stay focused on digital, but enlarge your portfolio."
G2A acted immediately. Today, games account for about 60 per cent of its business, with software, gift cards, subscriptions and educational content making up the remaining 40 per cent – and growing.
Asked whether this means G2A is becoming something different, Skwarczek answers: "Not something different. Something more."
G2A is a now a single platform through which users can access digital content in general – games, Netflix subscriptions, Spotify, software, elearning – without switching between services.
"Why go to so many different platforms if you have one which you already trust, which is already giving you a good experience, where you have a loyalty programme, where you can get something extra for every purchase?"
The diversification doesn't mean abandoning G2A's roots, however. For publishers and developers, Skwarczek frames the expansion as additive rather than competitive.
"Publishers want to sell games and create communities," he says. "G2A is bringing the clients. We are paying for the marketing, we are paying for acquiring users."
He describes a snowball effect. As G2A brings in users through non-gaming verticals, they become potential customers for gaming content: "We can bring more customers than publishers can get on their own." He points to partnerships with PayPal, Visa, Mastercard and others, which have approached G2A specifically to access its game-oriented userbase. "The more brands like this we have, the more clients and gamers we can bring to the gaming industry."
On AI, Skwarczek is committed but measured. G2A has operated an AI-powered anti-fraud system – internally named Shodan – since 2017, and uses machine learning across customer service, marketing, UX and compliance. Fully agentic AI, the kind where autonomous systems transact on behalf of users, is a future the company is preparing for rather than claiming.
"We're testing, but haven't yet implemented agents on the client front," he says. "We’re learning how to do it in the best way, because it must work perfectly. AI agents today are not perfect yet. We don't want to be too rash."
Some forecasts suggest agent-to-agent ecommerce could account for a quarter of all transactions by 2030. Skwarczek isn't betting the business on that timeline, but he isn't ignoring it either.
"We are on the forefront, but also being very cautious about not rushing too much."
Clearing the record
While G2A's position, growth and expansion are all exciting, any conversation with this company eventually arrives at its history. The platform has been an industry flashpoint at times, accused of enabling the resale of fraudulently obtained keys and abitrage, the act of profiteering by exploiting regional price differences. Skwarczek assures that much has been done to allay any current fears.
The shift, he says, began with a structural decision to move away completely from C2C: "We decided this would be a B2C marketplace only, where only business-verified sellers can sell.
"And when I say verified, I really mean it. We created probably the most strict process: 48 distinct checks before anybody can start selling on G2A, including verification of the ultimate beneficial owner of the company."
G2A now applies multi-layered AML screening, prohibited jurisdiction checks, and its own risk assessment framework. It has been audited by Deloitte for over a decade.
On the regional arbitrage question, Skwarczek argues the problem has been structurally resolved by the publishers themselves.
"Publishers now control every market, thanks to digitalisation. If they say a key is only for Germany, you will see it in red letters at our marketplace. If they say it's for the European Union, you cannot buy it in another country."
"Sometimes I see journalists or YouTube interviews referring to things that were valid ten years ago. And I'm saying, 'Oh my God, another person who doesn't understanding the whole shift that happened with digital."
The ambition now is a business that hits $1 billion in GMV within a few years, a heady aim powered by organic growth, new digital categories, an acquisition strategy backed by Krawczyk's institutional network, and what Skwarczek describes as strong appetite from banking partners who have watched G2A's decade of consistent, profitable growth.
"We're not doing 100 per cent growth in a year," he says, "but we are double digit, year after year, very consistently. This is what we do."
SOCIAL COMMENTARY
Highlights from industry chat channels

Eve Online (2003), Fenris Creations
"A Korean publisher bought a Western studio for $225m. Seven-and-a-half years later they sold it back to the CEO for $120m."
Rodo founder Alejandro Sandoval outlines the significance of last week's CCP deal, which saw the Eve Online developer rebrand as Fenris Creations and buy itself back from Pearl Abyss for less than half of the Asian publisher's outlay: "CCP CEO Hilmar Pétursson led the buyout. [...] Eve Online still generates $70m annually and had its best quarter since the pandemic in Q4 2025. Two new titles are in development. The studio exits with its IP intact and its founder back in control."
"It looks likely that whatever the resolution of the initial copyright concerns, the next wave of AI is going to be all about the backlash."
UKIE CEO Nick Poole notes that the sentiment towards AI may be starting to shift away from plagiarism claims towards rejection based on employment impact and startling ecological problems: "There is a deep antipathy to AI on the basis of negative impact on jobs and the significant environmental cost of maintaining compute at massive scales."
"The conversation about how we define indie, who gets to claim it, and what that costs the ecosystem: I think games, as an industry, really needs to get a grip on that."
Marketing specialist Olga Ivanova shares her views on Mixtape, with specific concerns about the identity of the "indie" game: "When a well-resourced title occupies the indie identity, it blurs the lines and standards. It raises the baseline expectations for what 'indie' looks like, and quietly makes it harder for the five-person team running on optimism and a shared Notion doc to be taken seriously."
EXTRA
More to read, watch, play and discover

Subnautica 2 (2026), Unknown Worlds Entertainment
Subnautica 2 finally released in Early Access yesterday, in the midst of the legal battle between developer Unknown Worlds and its former publisher (now simply a co-publishing partner), Krafton. To catch up on the legal side, GamesIndustry.biz has a timeline of the (circumvolved) events, but on the game's side, Subnautica 2 is poised for success, as the title garnered over five million wishlists.
Japan's premier indie game event, BitSummit, is back on May 22–24 in Kyoto, with the first day dedicated to networking opportunities for game professionals. The theme of the event this year is 'High Impact', focusing on how teams with limited resources can have a significant influence. More info here. Keep an eye out for our coverage from the show, too.
If you're struggling with pricing your game on Steam, Cassia Curran has put together a free tool to help. As she put it on LinkedIn: "It mostly automates the grunt work of collecting all the key info on comparable games and surfaces clues for you to make a judgement call." Very useful!
Demake specialist 2009Aero has achieved the feat of reimagining Elden Ring as a PlayStation 1 game, if you fancy the prospect of dying repeatedly in a more primitively rendered environment. More about the process on his YouTube channel.
We thought we were done with the Wilhelm scream at this point, but we hadn't counted on the designers behind Valve's new Steam controller.
THIS MONTH IN EDGE
What's inside the latest edition of the magazine?

(Edge)
"We built this thing under the assumption that it would solve a lot of problems, and now we really need someone to solve a problem with it or we're going to look super-stupid."
'This thing' is generative AI, and by 'we', Dr Mike Cook, AI researcher at London's King's College, means the technology industry as a whole. What does the rise of machine-authored content mean for the future of videogame production? What might be the benefits of so-called 'synthetic creativity'? And how do we square such developments with ethical considerations?
Edge 424, out now, is a special edition centred on artificial intelligence throughout the world of games in 2026. Alongside our cover story, AI also features as a key theme among several new and forthcoming releases discussed this month, such as Prove You're Human, D-topia, Saros, Pragmata and Replaced, while designer Jordan Thomas (BioShock 2, The Magic Circle) shares his views on gen-AI in our new Profile slot.
Elsewhere, we tell the story behind the creation of Mewgenics, talk to Jenova Chen about games as art on the occasion of Thatgamecompany's 20th anniversary, and revisit GTA: Vice City in Time Extend. This month's Hype lineup features forthcoming releases such as Orbitals, Blighted and All Will Rise, while games including Mixtape, Vampire Crawlers and Tides Of Tomorrow arrive for review.
In the magazine's iteration of Knowledge, we consider why so many videogames worship at the altar of Warhammer, and also talk to some of the people driving Scotland's new wave of game production. Finally, on a lighter note, Steven Poole takes a look at Eva Illouz's Emotional Technologies: How Techno-Capitalism Exploits Our Subjectivity.
Edge 424 is available to buy here, and right now you can also subscribe to the magazine for just £/$5 for your first three issues.
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.