Bayern siegt dank Olise gegen Wolfsburg
Am 33. Spieltag der Bundesliga-Saison 2025/26 empfing der VfL Wolfsburg den FC Bayern München in der Volkswagen Arena. Für die Wölfe stand dabei viel auf dem Spiel: Mit einem Sieg hätten sie ihre Chancen auf den direkten Klassenerhalt gewahrt. Trainer Dieter Hecking vertraute dabei auf dieselbe Startelf wie zuletzt beim 1:1 in Freiburg.
Beim Meister aus München gab es im Vergleich zum Champions-League-Halbfinale gegen PSG gleich sechs Wechsel – Josip Stanišić, Joshua Kimmich, Jamal Musiala, Michael Olise, Harry Kane und Nicolas Jackson standen in der Startelf. Zudem sorgte der VfL vor dem Anpfiff für Begeisterung: Der Club gab die Rückkehr zum historischen Zinnenwappen bekannt, was die Fans mit einer beeindruckenden Choreographie feierten. librea.one
Fallout co-creator Tim Cain once proposed a first-person time-travel RPG where you could assassinate historical figures and create paradoxes
Fallout co-creator and prolific RPG programmer Tim Cain's YouTube channel is a treasure trove of what-if stories. What if WildStar had shown up to the MMO craze just a few years earlier? What if Interplay made Fallout 3 instead of Bethesda? What if THAC0 wasn't so egregiously confusing that Cain's encyclopedic knowledge of it didn't get him hired at Interplay in the first place? They're all worth the watch if you fancy yourself an RPG gamedev loremaster—but yesterday, Cain talked about one of his wildest what-ifs yet.
In his most recent video, Cain discussed Time Walker—a proposal for a first-person RPG he drafted at Troika with fellow RPG veteran Jason Anderson, who worked with him on games like Fallout and Vampire: The Masquerade – Bloodlines. While the game never came to be, even in the form of a prototype or more elaborate pitch, it sounds ludicrously ambitious even today.
In Time Walker, you'd play a "temporal agent" traveling through time and completing missions to ensure your own reality's existence as enemy agents try to rewrite history. As the timeline becomes less and less stable, your gear becomes "more fantastic and improbable," but mess things up too much and your reality poofs out of existence. Once you guarantee the existence of your reality, you beat the game, but if your reality ever becomes impossible, you "cease to exist." Horrifying!
"Feature bullets, these are great," Cain laughed in the video. "One, visit 15 different time periods. Two, meet interesting historical figures. Three, kill them." Some example missions he mentioned involved assassinating a pharaoh in ancient Egypt, giving a young girl a specific doll on her eighth birthday (presumably as part of some shenanigans involving the butterfly effect), and creating a paradox by preventing the invention of time travel.
The way your timeline's likelihood of existence would balance gameplay was meant to invert the typical progression curve you find in many RPGs—instead of the game getting easier as you level up and snag powerful items, the game would get easier as time unraveled and you got to play with anachronistic technology. Once you restored order and got closer to guaranteeing your own reality's existence, you'd be back to a more standard FPS loadout.
Cain also mentioned the game would have made it to the Xbox, incorporated online multiplayer, and had an open-ended skill tree offering multiple solutions to each mission like the CRPGs he'd worked on before this. I still get surprised by the strange and novel ways in which you can beat Fallout, so thinking about the different routes you'd have to account for by throwing in time travel through 15 different zones makes my head spin.
It's worth noting that Jason Anderson, who concocted this pitch with Cain, is currently working at InXile as principal designer on Clockwork Revolution—a first-person time-traveling RPG where reality morphs in accordance with your meddling. It's hard to say how much of Time Walker ended up in that game since it was only ever just a proposal, but it's a fun parallel.

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Stellaris is getting space nomads and scenarios for its 10th birthday
Most strategy games that make it to 10 years old have already passed the event horizon of their development cycle and are being pulled apart like spaghetti by the gravity of the thousands of new games released every day. Not so for Stellaris, Paradox's spacebound grand strategy 4X. How it got to where it is and is still drawing in intrepid stellar statebuilders is a saga worthy of a Star Wars title crawl. But it's not even done yet, with the newly announced Season 10 finally bringing space nomads to the table.
Nomads, with a current release date of Q2 2026, will finally let you play a species without a homeworld. This is something that Paradox has wanted to do for a long time, but posed significant technical challenges. We got to chat with game director Stephen Murray about what's coming.
"For years, I've always wanted mobile planets," Murray said. "That was always the impossible dream. The programmers would run off screaming and crying anytime we mentioned it... So after [last year's big patch] 4.0, we had an extended period of bug fixing and things like that. And we have the thing called PDT: personal development time. Everyone can basically do what they want to, as long as it helps the project, for a day. And we had pulled all of these days together into a full week of PDT because we were too busy to actually take off a day a month.
"And the team came together and were like, 'We're going to prove to you that we can do nomads.' And I was like, 'Really? Do you really think that you can pull off a successful prototype in a week?' Now, I say that in this sort of, you know, not demeaning way. I was really hoping they'd succeed because I've really wanted to do nomads for a long time. But I had to give them that challenge of, 'I don't believe that you'll be able to do this.'
"And boy, did they step up. By the end of the week, we had an interesting prototype that didn't make people scream and cry. And they were like, yeah, this is how we're going to split the colonies and ships and planets, and integrate the ship into it. And we totally have ideas on how all of this design will work. And then, you know, the next week I was like, 'Well, OK, you've convinced me.'"
The core of your nomadic empire will be a massive vessel called an arkship that basically functions as a mobile planet. You can specialize it for either a military, civilian, or scientific focus and upgrade it in much the same way you do terrestrial worlds in Stellaris now. There are even new origins that let you play as, among other things, the galaxy's most lavish cruise ship. And you'll be interacting with your gravity-bound friends and rivals a bit differently than other empires."If you conquer new planets and that sort of thing, you'll spin them off as vassals or have the option of playing as that vassal," Murray explained. "You'll also be able to settle onto planets eventually if you desire, giving up your arkship and turning it into infrastructure on the planet. Or at the reverse, say you're losing horribly in a war. Maybe you should consider greener pastures and flee your planet-bound existence and build an arkship to get away."If you're like me, the first thing that came to mind on hearing that was Battlestar Galactica fleeing from a machine revolt—something that can already happen in Stellaris. And I wasn't alone.
"Absolutely, that was kind of what we were hoping for," Murray confirmed. "We want to be the quarians who go back home and land. You want to play as [the colonial fleet from] Battlestar Galactica. I mean Battlestar Galactica was one of the things in my initial pitch deck after I approved their prototype. We must cover this fantasy."
The other, bigger expansion in Season 10 is called Willpower, which will focus on shaping and spreading Ideologies. Stellaris has always had ethics like Materialist and Spiritualist that define the things your people strive for and how they might interact with other species. But Willpower seeks to take that a step further, even possibly pitting empires with similar ethics against each other.
"If I have a spiritualist Ideology and you have a different spiritualist Ideology, then they will bicker and fight against each other most likely," Murray explained. "You'll have to be careful that you don't lose ground to their ideology and they become the dominant one in your empire. [But] we were pretty specific that this is not the religion expansion. Spiritualist Ideologies are kind of religions, but we have Ideologies for all of the ethics, not just spiritualism. So you can have Human Rationalism as an Ideology that you'll spread. And then the aliens that you expose to this may pick up your habits and want to join it and follow some of your tenets and things like that."
Alongside all of that, Season 10 will introduce scenarios to Stellaris that use its base mechanics in ways that are quite different from the standard 4X grand strategy mode. One is a king of the hill-style PvP game meant to be playable in a shorter amount of time than a grand campaign. Another is a roguelike about guiding one ship across the galaxy.
"I've always wanted to do some sorts of constrained scenarios," Murray said. "There's a lot of stories that we want to tell that we can't because there's this whole game there. The example that I always used was a Fallen Empire rolls up to pre-FTL Earth and it's like, 'Hey, here's some knowledge data banks and stuff like that. We just lost our fleet to the Prethoryn Scourge. You just need to hold up for 10 years, 20 years and we'll be right back!' And just playing these sort of short game experiences.
"In Hearts of Iron you can play a game and be done in a night or day or whatever. Eight hours is enough to do a campaign. In Stellaris it is not. And sometimes I want a shorter play session and accomplish something and feel like, 'I did this.'"With the ability to really tweak the rules and starting parameters of a campaign, Paradox hopes modders will surprise them as well.
"The players are the ultimate source of creativity out there," Murray continued. "The entire MOBA genre was created off of one of these sorts of systems. The scenarios that we have are very constrained in different ways for whatever the playstyle is. The way this works is you can be like, 'The physics research file—it doesn't exist.' You can just blacklist that. I really want to see what [modders are] able to do with Stellaris if they can blacklist or whitelist things and systems and you know just go nuts. So I don't actually know what the scenario system is going to bring us, but I really want to find out."
Season 10 makes it seem to me like Stellaris isn't ready to slow down any time soon. But if you want to know how it got here and where it might be going in the even more distant future, check out the other part of this interview on the 10th Anniversary with Murray and Paradox's Chief Creative Officer Henrik Fåhraeus.

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