(For Southeast Asia) PlayStation 11.11 Power Deals returns from 30 October to 12 November 2026 https://ift.tt/SUmKDjW
PlayStation 11.11 Power Deals returns to Singapore, Malaysia, Thailand, Indonesia and Vietnam from 30th October to 12th November 2026, with discounts on PS5 peripherals and disc versions of PS5 games from PlayStation Studios.
Highlights of this year’s 11.11 Power Deals include:
Where Winds Meet’s climactic Hutuo Battlefield narrative arc revealed, out Nov 13 https://ift.tt/lnOwhpT
Today, we are proud to unveil the most climactic narrative arc in Where Winds Meet yet: Hutuo, a sprawling new region launching November 13 alongside the game’s first global anniversary update. Marking a major turning point in Where Winds Meet, Hutuo invites you onto an epic, war-torn frontier to experience a story of unwavering conviction, camaraderie, and the true meaning of heroism.
Defining ‘Xia’: From martial arts to universal heroism
When we first set out to build Where Winds Meet, our aspiration was to reimagine Wuxia—a genre long confined mostly to classic cinema—as a living, breathing Jianghu for a global audience. Nothing has moved us more than seeing wanderers worldwide find their own resonance within this realm: discovering what ‘Xia’ truly means through personal awakening, sacred promises, and the enduring longing for freedom.
We reached an unforgettable milestone this August when the game welcomed over 100 million players worldwide and claimed Best Mobile Game at Gamescom. Being the first to bring an authentic Wuxia open world to the global stage has been a deeply humbling journey, proving that the spirit of this genre speaks to hearts across every border.
Yet our vision goes beyond combat choreography and ancient traditions. With Hutuo, we wanted to delve deeper into the spiritual core of ‘Xia’ (Chivalry)—exploring how sacrifice and guardianship reflect a universal heroism that resonates across all cultures.
Nowhere is this clearer than in the story we tell at the battle of Zhongdu Bridge. Here, you step into a desperate historical crossroads: northern invaders are surging across the border, frontline defenses are fracturing, and old pacts lie in ruins.
With displaced civilians behind you and an unstoppable tide of steel ahead, loyalty and justice pull in opposite directions. A haunting question arises: when the powers above fail, do you fight in blind obedience to a crumbling throne, or rise alongside sworn companions to shield the innocent and guard your homeland? How you answer that call captures what we believe is the truest, most profound essence of ‘Xia’.
The Hutuo Battlefield: Uncovering light in the ashes
To anchor this theme, we shifted our world design to craft an authentic, mud-and-steel warzone unlike anything seen in the game before. We focused heavily on immersive environmental storytelling and quest design, allowing players to experience the wartime Jianghu from varied perspectives.
Whether stepping into the shoes of a conflicted soldier defying brutal orders, listening to a haunting song of displaced survivors among the river reeds, or witnessing nameless folk risk their lives to shelter refugees in the night, each tale captures a distinct facet of the frontier. Even in the darkest corners of history, we wanted these intimate stories to uncover the enduring light of ordinary lives, showcasing the quiet dignity and everyday bravery of people surviving the storm of war.
Immersive warfare: PS5 & PS5 Pro enhancements
To make every clash across this frontier feel immediate and visceral, we have tailored dedicated technical upgrades for PlayStation players:
PS5 Pro & enhanced PSSR: Utilizing enhanced PSSR alongside upgraded ray-traced reflections, Hutuo’s rivers and wetlands look more striking than ever at a stable 60 FPS, bringing fire and falling ash vividly to life across uneven, mud-soaked reflections beneath your feet.
Tactile combat & responsiveness: DualSense adaptive triggers and haptics lend physical weight to every drawn war-bow and clashing blade, while reduced frame hitches during effects-heavy battles keep your parries, combos, and dodges razor-sharp.
Seamless battlefield scale: Optimized asynchronous asset streaming drastically cuts load times across fast-travel points, dungeons, and cinematic transitions—ensuring your charge into Hutuo’s core warzones remains smooth and uninterrupted.
Yuen Woo-ping’s dual spears & a historic first anniversary
Experiencing the emotional peak of Where Winds Meet goes hand-in-hand with our biggest celebration yet. Arriving November 13, our first anniversary update delivers the most generous historic rewards since launch, alongside fun and tactical new board game modes like Horse Racing Chess and Jianghu Tactics.
The celebration continues on late November with the debut of the Dual Spears Martial Art. Directed and choreographed by legendary action director Yuen Woo-ping (Crouching Tiger, Hidden Dragon), this dynamic style alternates fluidly between offensive Light Spears and stance-breaking Heavy Spears, building Spear Stance for relentless combo loops.
Want an early look at the front lines? Tune in to our First Anniversary Special Broadcast on November 2, where our team will share deeper developer insights and exclusive gameplay reveals for Hutuo.
Terrible Lizards dev discusses twisting familiar dinosaur designs, out Oct 29 https://ift.tt/871LBUY
When I founded WDR Studios with my colleagues, the goal was simple: make the kind of games that we’d want to play. I wanted to apply the lessons I’d learned from years of managing a successful YouTube channel to the medium of video games, drawing inspiration from some of my favourite titles to create a fresh horror experience that puts gameplay first.
Terrible Lizards is a 3D first-person platformer, but we also use the term “parkour” to describe the game’s emphasis on movement through physical spaces. You could also call it an action/horror dinosaur game, in that you’re running for your life from dinosaurs. That balance between fear and fun is central to the game’s design philosophy.
As with any platformer, we knew we had to place an emphasis on enjoyable, engaging movement. Terrible Lizards is a fun game to be inside of, with controls and mechanics that are satisfying to use: runs, jumps, sliding, wall running, bounces, as well as grabbing ledges and leaping from ledge to ledge. There’s also a bunch of different tools that you can use to manipulate each level and environment. Overall, the game has a very tight feel to its control scheme, promoting intuitive movement with precise timing.
When we decided to utilize a first-person perspective, we made sure to create movement that felt distinct from other parkour games, instead building platforming mechanics based on the movement styles of popular first-person action shooters. There’s a balance between floatiness and a strong sense of control, and finding that perfect balance became our “secret sauce” for achieving a satisfying gameplay feel.
The result is a rhythmic game flow, where the player feels in control of everything. In our game, you’re always going the maximum speed whenever you can move and jump: it’s fixed, which makes it predictable and rhythmic at the same time. It’s easy to get into a good flow state, especially with things like aerial control. Instead of having to run and jump, your momentum carries forward, so you can just jump and stay moving.
It’s subtle but effective, and we’ve found it allows for both a low and high skill ceilings. Players can use aerial control to correct an over jump, or to move side to side in an instinctual way. You know when you play a racing game and can’t help but physically lean your body into turns? That feeling plays out here, too.
Jurassic parkour
The game takes place in the early 1990s, where you play as a college kid road tripping out west on Route 66. When your car breaks down, you venture into a roadside attraction called Dalton’s Dinos looking for help… but you find something terrible instead.
We’re very inspired by the current indie mascot horror niche, which takes familiar iconography and twists it into something new, as all horror does. We started with a few broad concepts—American nostalgia, interstate road tripping—which led us to the roadside attraction as a premise. And when you look into the tradition of those attractions, there’s often a lot of silly dinosaur statues outside, advertising makeshift prehistoric tours or fossils of questionable legitimacy. These attractions became especially popular during the 90s, alongside the broader cultural fascination with dinosaurs reflected in popular media of the era.
As a child, dinosaurs were my first real interest and hobby, which I think is a familiar experience for a lot of people. The word dinosaur actually means “terrible lizard”, from the Greek deinos and saurus. It’s a term that’s been used before in the paleo community, but not for anything horror, so we knew it was a perfect fit for our game. We felt that considering how excited and feverish people are for dinosaur media and dinosaur things, it’s still a pretty underrepresented niche. They capture our imagination in awe-inspiring and frightening ways, both of which you can see on full display in Terrible Lizards.
Exit Through the Dalton’s Dinos gift shop… if you can
I’ve dabbled in enough mediums (such as film, music, and animation) to know that game development is one of the hardest art forms anyone could pursue. In some ways, I was a jaded gamer before this undertaking, but creating Terrible Lizards has made me fall in love with the medium all over again, as well the craftsmanship behind it.
Our team is made up of first-time game developers, most of us being creators coming from the online space. In that sense, Terrible Lizards is by the community, for the community, and we hope players everywhere enjoy the game when it launches on October 29.
The sound of Saros: Building an audio identity for Carcosa https://ift.tt/gCOfqdM
When we started working on Saros, we knew we had an interesting challenge ahead of us. We had established a very distinctive audio identity with Returnal, and Housemarque gave us a clear direction from the beginning: “Refinement, not Reinvention.”
That became a useful principle throughout development. We carried forward our gameplay-first approach, our emphasis on strong and satisfying player feedback, our immersive soundscape, and our ambition to showcase PS5 features such as Tempest 3D Audio and DualSense haptics.
At the same time, Saros is a brand-new IP with its own characters, story and tone. Every piece of audio content needed to feel unique and help establish the world of Carcosa.
Finding the sound of Carcosa
Very early on, we started looking for elements that could define Saros sonically. The Eclipse became one of our first creative anchors.
It is central to the world and story of the hostile planet, so we began experimenting with its sound identity. One of our most useful discoveries came from a didgeridoo recording session in our studio. With creative processing, the recordings felt epic and became incredibly versatile. With further manipulation, they could even begin to sound like a deep voice.
This eventually became the foundation for the Yellow King’s vocalisations and helped define the wider Saros sound palette, emphasising the influence of the Eclipse, the Yellow King and the Corruption throughout the game.
The cinematic announcement trailer, which was the first presentation of Saros to the public, became an opportunity to showcase these creative explorations, featuring the didgeridoo source alongside many other sounds.
The idea of recording something and transforming it into something unusual became important across the entire soundscape. We combined grounded recordings with heavily processed and abstract elements, crafting sounds that could feel familiar yet alien.
Some sounds came from very unexpected places. The first enemy players encounter, an evil mechanical drone, is built partly from processed floppy disk recordings. The ocean in the Yellow Shore was created from recordings of marinated chicken, frying chicken and walnuts being moved around a bowl. Sound design is often about hearing the potential in something that was never intended to sound like what you need.
Sam Slater’s score also brings its own powerful vocabulary to Carcosa, combining distorted voices, synthesis, guitars and darker experimental textures. Our aim was to allow Music and Sound Design to blend and complement each other, helping the Corruption feel like an overwhelming force that had spread throughout the entire world.
Designing a world where every sound has a purpose
A major part of the sound design was making sure that the varied parts of Carcosa had their own identity, while still feeling connected to the same world. We wanted players to be able to understand what was happening around them through sound, even when the screen was full of visual information.
Enemy vocalisations were designed to be fast, tonal and memorable, particularly for attacks that players need to recognise quickly enough to dodge or absorb with the shield.
We created distinct sonic families for organic, mechanical and cosmic enemies.
Audio clip of the game’s organic enemies.
Audio clip of the game’s mechanical enemies.
Audio clip of the game’s cosmic enemies.
The cosmic enemies, in particular, needed to feel connected to the divine influence of the Yellow King, with a sound that could be both menacing and beautiful. Mongolian throat singing became part of their core vocal foundation, while higher vocal elements came from singers and instruments such as the shakuhachi, adding a more beautiful quality.
Projectiles were treated with the same level of care. Normal, Corrupted and Nova projectiles each have their own palette. Blue projectiles use electric and liquid textures, yellow Corrupted projectiles draw from the didgeridoo-based Corruption language, and red projectiles use more tonal material derived from processed human screams.
These details may be subtle individually, but together they make the world feel coherent and help players read intense combat.
In contrast to other studios, Housemarque’s titles are recognised for replayability through mastery, with bullet-hell spectacle of hundreds of projectiles filling the screen. We developed several layers of prioritisation so the most important sounds remain audible without simply silencing everything else.
Enemies are prioritised according to factors such as their threat level, distance, visibility and combat state. Their audio is then organised into different levels of prominence, allowing us to carefully manage how many sounds are competing for the player’s attention. Projectiles use a similar approach, grouping them according to their type and proximity so that the game can communicate the most important information without overwhelming the player. The result is a dense mix that can still communicate what matters most.
Putting the PS5 at the centre of the experience
Building on our experience with Returnal, we wanted Saros to push 3D Audio and Haptics further while also delivering the most immersive audio experience through Dolby Atmos.
In a game this demanding, 3D Audio is not only about immersion. It is another source of gameplay information. Enemies and projectiles can approach from above, below, behind or outside the screen, and accurate positioning can make a real difference during combat.
Our process goes far beyond simply activating Tempest on positional content. Every small detail, from a leaf moving in the wind to an enemy attacking from behind, is carefully designed, implemented, positioned and mixed with 3D Audio in mind. Different content uses different spatial approaches, allowing us to create complex scenes while maintaining clarity and control.
The 3D Audio implementation in Saros aims for uncompromised audio quality and spatial precision, both in environmental audio and in combat.
Saros also showcases PS Acoustics, a technology developed by Audio Tools and Tech team. Using raytracing, it calculates reverberation and reflections in real time, alongside obstruction and occlusion.
Players can hear the sounds and voices of Arjun, enemies and the Echelon IV crew being reflected from nearby walls, with the effect responding to the absorption properties of the materials. While the reflections can be subtle acoustic details, the reverberations are much more obvious. For example, the Passage has a strong acoustic tone and depth that matches the unique shape and construction of the environment.
Instead of relying entirely on predetermined acoustic behaviour, this technology makes spaces feel believable and responsive, all within the 3D Audio environment.
We also wanted to deliver Saros as a standout experience in Dolby Atmos, taking advantage of the game’s extensive verticality and positional information. Throughout development, Saros was regularly mixed in Atmos, and we made sure that the work put into the 3D Audio presentation translated effectively to speakers. This ranges from conveying the scale of the most epic boss fights to subtle moments, such as a flock of birds flying overhead.
Towards the end of production, we chose to complete the final mix at the iconic Abbey Road Studios. This gave our teams and Housemarque’s Creative Director an exceptional environment in which to experience, refine and finalise the audio for players.
Designing sound and haptics together
The same uncompromising philosophy applied to DualSense Haptics.
Sound and haptics were designed closely together from the beginning of development, for each feature, as part of the same sensory experience. They work together to convey weight, intensity and nuance.
One example of meaningful subtlety is the bullet-based weapons. As ammunition runs low, the haptic frequency changes, giving the player another subtle indication of their weapon state without requiring them to look away from the action.
These details are deliberately small, but in a game where so much is happening at once, they can provide valuable information without adding another visual element to the screen.
Weapon behaviour, physical interactions, combat feedback and key narrative moments are communicated not only through what players hear, but through what they feel in the DualSense wireless controller.
That combination of bold Sound and Music design, state-of-the-art 3D Audio, Dolby Atmos and Haptics design and implementation approach defines the audio vision for Saros.
Giving players more control over the experience
Another major goal was to create an audio experience that players could tailor to their own preferences, needs and listening environment.
From the early stages of development, we collaborated closely with the PlayStation Accessibility Team to establish a set of essential features that should be present across the wider game portfolio, while also developing functionality specifically suited to Saros.
Players can make dialogue louder or progressively clearer through the Dialogue Priority setting, customise the volume of sound effects, and reduce high-pitched ringing.
Music can be adjusted independently for combat and exploration, while Bass and Treble controls offer quick tuning for different headphones or speakers.
The Dynamic Range settings offer a high level of customisation, allowing players to calibrate the soundscape to suit their own gaming environment.
These options were developed alongside PlayStation accessibility standards and considered throughout production, rather than being added at the end.
Ultimately, that attention to detail reflects the philosophy behind the entire audio experience in Saros.
Whether it is an unusual creature vocalisation, the sensation of a weapon through the controller, a reflection moving through a space, or an option helping someone hear dialogue more clearly, every detail was designed to contribute meaningfully.
Our goal was to create an experience that feels bold, original and unmistakably Saros, while using the unique capabilities of PS5 to make Carcosa as immersive, responsive and accessible to players as possible.
(For Southeast Asia) Crunchyroll Arrives for PS5 and PS4 users in Indonesia, Malaysia and Thailand https://ift.tt/QXwnrfq
We are excited to share that Crunchyroll, the global and ultimate destination for anime fandom, has arrived for PlayStation 5 and PlayStation 4 users in Indonesia, Malaysia and Thailand. Anime fans can now subscribe to Crunchyroll directly through PlayStation Media Hub on PS5 or PS4.
Crunchyroll offers hundreds of anime titles, including Black Clover Season 2 and Overgeared.
The Crunchyroll Mega Fan membership is now available through PlayStation Store on PS5 or PS4 for IDR 49,000 / MYR 14.90 / THB 119 per month. It includes ad-free viewing, offline downloads on supported devices, streaming on up to four devices simultaneously, and access to Crunchyroll Game Vault, a collection of over 100 anime-inspired mobile games included with the membership.
New Marvel Cosmic Invasion: The Siege of Castle Doom gameplay details https://ift.tt/SsZliL2
What was Doctor Doom up to during the Annihilation Wave? How would the master of Latveria react to an invasion of this magnitude to his doorstep? This was the first question we’ve asked ourselves while tackling the design of our second DLC for Marvel Cosmic Invasion. We knew players demanded a mode promising a lot of replayability.
The idea was to offer something that would mix a perfect combination of classic Beat Em Up combat and an evolving mode that brought a new angle and some unique challenge to the genre – something that would perfectly accompany the addition of the two new playable characters: The Invisible Woman and Doctor Doom.
Doom’s Castle Doomstadt seemed like the perfect candidate for this combination.
Design Intent
It was obvious to organize the new game mode around the duality of Reed Richards and Doctor Doom. Through voice-overs, the leader of the Fantastic Four guides the heroes through their ordeal while Doom mocks their efforts to invade Doomstadt. This notion brought us the idea of creating gauge mechanics.
As Doctor Doom’s brand new Cosmic Inductor charges up with energy to give him massive power, a Siege Gauge charges up each time the heroes get bested by enemies within the halls of Castle Doom. But every victory yields batteries charging up a Stabilizer, stalling Doom’s progress.
We thought this theme and core gameplay enhanced the classic experience of the main campaign by tackling uncharted design territories and giving more ways to interact in the midst of the combat with new equipment, new power-ups, strategies and player decisions that can change the course of each run in a matter of seconds.
The ever-changing experience
The philosophy behind the level design of our new mode was to create a great sense of navigation and surprise within the corridors of the Castle Doomstadt. We aimed to create impactful moments that can reinvent themselves in new encounters, dangers and patterns that can become familiar after multiple runs without taking out the sense of adventure.
The Siege of Castle Doom has more than five times more encounters than the main game without the addition of the new events, traps and hazards that form the environmental challenges.
Reaching Doctor Doom is no easy task. The Halls of Doom are filled with torturous medieval-era tools. Heroes will be challenged by harsh blizzards freezing the Castle Battlements. Beware of the Tower of Solitude’s treacherous elevator platforms where Doom is developing his many experiments.
But to progress through these dangerous halls, the players will have to carefully choose which direction to take by selecting themed doors.
Equipment: Arms the player with a variety of special powers, whether they’re imposing force fields or devastating energy blasts.
Events: Leads the heroes to an arena where the rules are temporarily changed, potentially giving bonuses or penalties, depending on the outcome.
Heal: Gives your hero much needed healing.
Infinite: Power-up door where the player can be gifted infinite ammo or infinite focus.
Progression: Where your hero can collect a random amount of batteries that will fill Reed’s Stabilizer Gauge.
Build the best team against Doom
Atop the castle, Doom is charging up his Cosmic Inductor to make himself into Earth’s Champion.
Players will need to be careful to not increase the Siege Gauge before gathering enough batteries to create Stabilizers and give Reed Richards the chance to increase the hero’s efficiency with the help of Perks.
The Perks system allows for leveling up with many branches: Offense, Defense, and Tactical, all based around their own theme. Perks are applied individually to each hero. Together, they will be able to unite their different strengths to create the best possible squad. Coordinating decision making for the builds will create a clear strategy, enabling even more chances for victory. In multiplayer, an MVP system will even reward the most effective players in the runs by showcasing their statistics.
Back at the lab
When collecting Stabilizers, heroes can reach Reed Richard’s Lab where they can expand their experience and unlock even more content. All-new unlockables such as equipment, events, and modifiers will reshape your Castle Doom experience. Completing a run will unlock a brand new palette for your hero, adding even more customization to your favorite character.
We are excited to welcome you to Castle Doomstadt and give you a brand new adventure within Marvel Cosmic Invasion on November 10.
Celebrate Helldivers 2 Liberty Day 2026 with in-game gifts today https://ift.tt/Mr597Wc
We at Arrowhead Studios are excited to mark Liberty Day, the Helldivers 2 in-universe celebration, that’s now in its third year. As with previous celebrations, we’re marking the anniversary with a range of in-game gifts for active Helldivers, decorating your ship lobby to mark the occasion, and much more.
The history of Liberty Day
Long ago, before the formation of the Democratic Council, humanity lived in utter undemocratic chaos. Citizens of Super Earth had no reliable sources of truth. People believed anything, everything, with erratic voting records influenced by information, misinformation, and disinformation. Society was crumbling, descending into total democratic anarchy. We needed leadership and action to unite our beliefs, our votes, and our views.
We are so fortunate that the Democratic Council came together at this pivotal moment to give us the first and final draft of the tenets of Managed Democracy, which guide us on our true path to liberation.
Now, every October 26, we come together to celebrate all the wonderful things Managed Democracy has given us. From fair elections and strong family values to the Helldivers themselves as our galactic peacekeepers.
How we celebrate
For Liberty Day 2186, we have some new celebration items especially for our Helldivers: aboard your Super Destroyers this year, we have drafted new regulations regarding holiday ship adornments for October 26. Now, for 24 hours on our special day, you will see banners, rugs, party supplies, and other fun decorations aboard your ship.
We are also continuing our custom of a Liberty Day gift for our active duty Helldivers: The AR-23L Liberator Legacy1. This classic modeled after weapons used in the First Galactic War will bring a retro flair to modern loadouts.
The AR-23L Liberator Legacy will be rewarded at the conclusion of the Liberty Day celebrations. Be sure to log in and participate in the celebrations to claim your gift.
Finally, we are bringing back some community minigames for Liberty Day, including
Minidivers*. Work together in the chat to send emoji stratagem codes and stop the waves of enemies.
Adopt-a-SEAF. Receive your very own blueberry to care for and send on missions. Meet your new friend on the frontlines.
Oath of Enlistment*. Do your part and receive a copy of your oath to keep.
Raise the Flag*. Salute in the chat and raise the flag together.
*Only available to members of our official Discord server.
Officially recognized Liberty Day parties
Many citizens choose to throw parties for Liberty Day. This year, the Party Planning Protocol was enacted by High Command to help citizens plan their regulation Liberty Day celebrations, which includes the creation of the Liberty Day Party Pack.
This pack contains everything a citizen needs to get started, from games and decorations to recipes and printable Helldiver helmets. Instructions for downloading the pack can be found via the link here.
Other popular Liberty Day activities:
The Liberty Day Pyre. Families gather around the pyre at home and reflect on patriotism while children open their Liberty Day gifts.
Liberty Day Parades. Check with your local colony or city to find out your parade routes.
Did You Know: You don’t have to miss the parade because you’re stationed on your Destroyer. The Liberty Day Parade in Prosperity City will be broadcast to your ships no matter where you are in the galaxy.
The Mandatory Salute. Helldivers and citizens alike throughout the entire galaxy are required to salute in unison as a show of our democratic unification.
Helldiver Enlistment. There’s no better time to take the oath and do your part.
Orbital Bombardment of the Moon. Send a message to the enemies of Liberty using over 15,000 megatons of ordnance.
Fireworks. Light the spark of civic duty in every citizen with a patriotic fireworks display.
No matter what, the most important thing to do on Liberty Day is to be free. Enjoying the freedom afforded to us by Managed Democracy is what unites Super Earth’s citizens under one common cause–no matter where in the galaxy they might be.
Super Merch Store
Celebrate what Managed Democracy means to you with Super Merch. Complete select in-game achievements before February 28, 2027 to unlock special items for purchase on the Helldivers 2 Super Merch store. Reach Level 100 and earn the ‘Hell Commander’ title to unlock the Hell Commander Pin. Complete 75 missions and secure some cuddly backup with the Private Teddy Snuggles Plush.2
Thinking of enlisting? Candidates eager to spread Managed Democracy across the cosmos can join up right now with a PlayStation Plus Extra membership, with Helldivers 2 available as part of Game Catalog, or alternatively you can drop some credits to sign up for the galactic frontline by purchasing the game at PlayStation Store.
Gear up for Liberty Day with new officially licensed merchandise
Bring the action of Helldivers 2 to your collection with all-new merchandise available now for Liberty Day and coming soon.
Available now at Displate, the Helldivers 2 Display Shards collection features a limited edition set of six metal collectibles, each featuring artwork inspired by the game. You can also show your allegiance to Super Earth with a collection of metal posters from Displate that brings Liberty Day to your walls.
Available for pre-order starting on November 20 from FiGGYZ, celebrate the heroes and enemies of Helldivers 2 with this limited edition, individually numbered FiGGYZ collector’s box set. Each set includes four pixel-art magnetic figures – Helldiver (Quick Draw), Helldiver (Flagbearer), Hulk, and Devastator.
Visit PlayStation.com for more information on these products and where to purchase.
Happy Liberty Day 2186, Helldivers – Stay free.
Full-day celebration privileges apply only to Class A citizens or higher. Class B citizens receive a one hour mandatory celebration period during which they may step away from their labor duties to attend their local parade and participate in the Mandatory Salute.
1 Rifles are distributed at the end of Liberty Day, 23:59 CET on October 26, 2026. Available to all players who have played since September 26, 2026, 00:00 CET. 2Criteria must be met by February 28 2027 at 9:59am PT. Eligible players must order the product between August 12 2026 and March 31 2027 at 11:59pm PT. Limit one per player, unavailable to ship where prohibited by US regulations. Private Teddy Snuggles Plush is unable to ship to Japan at this time. 3Gameplay requires internet access and paid-for PlayStation Plus membership (sold separately) on PS5. PlayStation Plus membership subject to recurring subscription fee taken automatically until cancellation. Age restrictions apply. Full terms: play.st/psplus-usageterms.