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Indie studio bets on new game after buying freedom from Sega

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Indie studio bets on new game after buying freedom from Sega


‘When you’re independent, you have to be crystal clear that every game could be the last,’ said Romain de Waubert de Genlis.

French developer Amplitude knows that “every game could be the last” as it prepares a big bet on a new strategy title less than a year after buying its independence back from Sega.

With the games industry enduring weak growth in recent years, it’s rare and risky for smaller operators to separate from a larger entity.

“When you’re independent, you have to be crystal clear that every game could be the last,” said Romain de Waubert de Genlis, the head of the Paris-based outfit.

His team of 50-odd developers are days away from releasing an early-access version of “Endless Legend 2” for PC, ahead of the polished final product sometime next year.

Founded by former workers at French games juggernaut Ubisoft, Amplitude made a name for itself with different games bearing the “Endless” label, from space-faring empire builder “Endless Space” in 2012, to the original fantasy strategy title “Endless Legend” in 2014.

Sega bought up the studio in 2016 in an effort to take on the strategy genre’s unstoppable force, the “Civilization” series, and Amplitude’s 2021 effort “Humankind” was generally well received.

But an industry-wide slowdown after the pandemic lockdowns pushed Sega into trimming its more than 8,000 employees worldwide, slashing hundreds of jobs in Europe and selling off Canadian studio Relic Entertainment.

Crisis into opportunity

Scenting opportunity, Amplitude negotiated its own separation, securing the rights to its intellectual property and keeping on around 170 staff.

“We would never have been able to leave Sega” without the crisis, boss de Waubert de Genlis said of the management buyout that was also backed by around 30 employees and some outside investors.

The split took almost 18 months before becoming official in November 2024, leaving Amplitude with around “one year of runway” to achieve independent cruising speed, the 50-year-old chief added.

This May, Amplitude scored a 12 million-euro ($14 million) capital raise, including from French public investment bank Bpifrance and American specialist investment fund Griffin Gaming Partners.

“What was at stake was continuing to make the type of game that we’re good at,” de Waubert de Ganlis said.

The team had feared that staying with Sega would leave them forced into working on projects far outside their expertise, or expose them to the rolling layoffs.

‘Standing over an abyss’

The terms of the separation allowed Amplitude to hang on to its “Games2Gether” platform, a with more than two million users offering the developers feedback on issues like game balance and new features.

“It’s this community-based development that really sets us apart from other studios,” said creative director Jean-Max Moris.

In its lifetime, Amplitude says it has sold 12 million copies of its six games, with each costing between 10 and 25 million euros to develop.

More than 300,000 gamers have already added “Endless Legend 2” to their wishlist on the Steam PC gaming platform, which the team has taken as encouragement for their leap in the dark.

Going independent has really created a sense of “standing over the abyss,” Moris said.

“When you belong to a publisher, if a game tanks there’s still a safety net.”

Amplitude are still working on another as-yet-unannounced title and an animated series set in the “Endless” universe, developed with British production company Passion Pictures—hoping that spreading its bets can safely lift it into independent flight.

© 2025 AFP

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ICE and CBP’s Face-Recognition App Can’t Actually Verify Who People Are

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ICE and CBP’s Face-Recognition App Can’t Actually Verify Who People Are


The face-recognition app Mobile Fortify, now used by United States immigration agents in towns and cities across the US, is not designed to reliably identify people in the streets and was deployed without the scrutiny that has historically governed the rollout of technologies that impact people’s privacy, according to records reviewed by WIRED.

The Department of Homeland Security launched Mobile Fortify in the spring of 2025 to “determine or verify” the identities of individuals stopped or detained by DHS officers during federal operations, records show. DHS explicitly linked the rollout to an executive order, signed by President Donald Trump on his first day in office, which called for a “total and efficient” crackdown on undocumented immigrants through the use of expedited removals, expanded detention, and funding pressure on states, among other tactics.

Despite DHS repeatedly framing Mobile Fortify as a tool for identifying people through facial recognition, however, the app does not actually “verify” the identities of people stopped by federal immigration agents—a well-known limitation of the technology and a function of how Mobile Fortify is designed and used.

“Every manufacturer of this technology, every police department with a policy makes very clear that face recognition technology is not capable of providing a positive identification, that it makes mistakes, and that it’s only for generating leads,” says Nathan Wessler, deputy director of the American Civil Liberties Union’s Speech, Privacy, and Technology Project.

Records reviewed by WIRED also show that DHS’s hasty approval of Fortify last May was enabled by dismantling centralized privacy reviews and quietly removing department-wide limits on facial recognition—changes overseen by a former Heritage Foundation lawyer and Project 2025 contributor, who now serves in a senior DHS privacy role.

DHS—which has declined to detail the methods and tools that agents are using, despite repeated calls from oversight officials and nonprofit privacy watchdogs—has used Mobile Fortify to scan the faces not only of “targeted individuals,” but also people later confirmed to be US citizens and others who were observing or protesting enforcement activity.

Reporting has documented federal agents telling citizens they were being recorded with facial recognition and that their faces would be added to a database without consent. Other accounts describe agents treating accent, perceived ethnicity, or skin color as a basis to escalate encounters—then using face scanning as the next step once a stop is underway. Together, the cases illustrate a broader shift in DHS enforcement toward low-level street encounters followed by biometric capture like face scans, with limited transparency around the tool’s operation and use.

Fortify’s technology mobilizes facial capture hundreds of miles from the US border, allowing DHS to generate nonconsensual face prints of people who, “it is conceivable,” DHS’s Privacy Office says, are “US citizens or lawful permanent residents.” As with the circumstances surrounding its deployment to agents with Customs and Border Protection and Immigration and Customs Enforcement, Fortify’s functionality is visible mainly today through court filings and sworn agent testimony.

In a federal lawsuit this month, attorneys for the State of Illinois and the City of Chicago said the app had been used “in the field over 100,000 times” since launch.

In Oregon testimony last year, an agent said two photos of a woman in custody taken with his face-recognition app produced different identities. The woman was handcuffed and looking downward, the agent said, prompting him to physically reposition her to obtain the first image. The movement, he testified, caused her to yelp in pain. The app returned a name and photo of a woman named Maria; a match that the agent rated “a maybe.”

Agents called out the name, “Maria, Maria,” to gauge her reaction. When she failed to respond, they took another photo. The agent testified the second result was “possible,” but added, “I don’t know.” Asked what supported probable cause, the agent cited the woman speaking Spanish, her presence with others who appeared to be noncitizens, and a “possible match” via facial recognition. The agent testified that the app did not indicate how confident the system was in a match. “It’s just an image, your honor. You have to look at the eyes and the nose and the mouth and the lips.”



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Some of Our Favorite Valentine’s Day Gifts Are on Sale

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Some of Our Favorite Valentine’s Day Gifts Are on Sale


Love is in the air, and the WIRED Reviews team has been hard at work finding all sorts of Valentine’s Day deals. From sexy gifts for lovers to date night boxes to sex toys, we’ve got plenty of hand-tested recommendations, and many of them are on sale right now. If you’re still shopping for a gift, you can get yourself or your lover(s) something we recommend at a discount. Just keep in mind that you’ll want to shop sooner than later if you need the items to arrive before February 14.

Be sure to check out our related buying guides, including the Best Valentine’s Day Gifts and the Best Chocolate Delivery Boxes.

The Adventure Challenge Couples Edition for $38 ($7 off)

The Adventure Challenge

Couples Edition

This is one of our favorite date night boxes, and it also makes an excellent Valentine’s Day gift. Clip the coupon on the Amazon page to get it for $30. It has 50 different scratch-off date ideas. There are symbols indicating the budget needed, whether you’ll need a babysitter, how much time it takes, and other date parameters, but the specific date itself is hidden until you reveal it like a scratch-off lottery ticket. If you’re running low on date ideas or just want some fun (and sometimes cheesy) spontaneity, this book is worth checking out—especially on sale.

The Adventure Challenge

… In Bed

These scratch-off ideas are designed to help you and your partner rekindle intimacy (or try something new in the bedroom).

The Adventure Challenge

Date Night

Get out of the house with these scratch-off guided dates that can help you discover new local spots (or just break out of the normal routine).

We-Vibe Sync 2 for $135 ($34 off)

Image may contain: Electronics, Mobile Phone, Phone, Computer Hardware, Hardware, and Mouse

This is an excellent sex toy for long-distance couples, but you don’t have to be far apart geographically in order to enjoy it with your partner. The Sync 2 can be worn by someone with a vulva, either solo or during penetrative sex, and someone else controls the device using the remote control. It’s quiet and powerful, and its dual stimulation makes it approachable and fun for experienced couples as well as those who are new to using sex toys together.



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The Moto Watch Looks and Feels Like a Polar Fitness Tracker—but More Fun

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The Moto Watch Looks and Feels Like a Polar Fitness Tracker—but More Fun


However, rendered here in Motorola’s Watch app, everything looks fun and easy! Motorola (and Polar, I guess) uses Apple’s “close your rings” approach, with active minutes, steps, and calories. I particularly like that you can now use Polar’s sleep tracking with a cheaper Android watch. Polar takes into account sleep time, solidity (whether or not your sleep was interrupted), and regeneration to give you a Nightly Recharge Status.

You can still click through and see your ANS, but there’s a lot more context surrounding it. Also, the graphs are prettier. I compared the sleep, heart rate, and stress measurements to my Oura Ring 4, and I found no big discrepancies. The Moto Watch tended to be a little bit more generous in my sleep and activity measurements (7 hours and 21 minutes of sleep instead of 7 hours and 13 minutes, or 3,807 steps as compared to 3,209), but that’s usual for lower-end fitness trackers that have fewer and less-sensitive sensors.

On that note, I do have one major hardware gripe. Onboard GPS is meant to make it easier to just run out the door and start your watch. I didn’t find this to be the case. Whatever processor is in the watch (Motorola has conveniently chosen not to reveal this), it’s just really slow to connect to satellites and iffy whenever it does. This isn’t a huge deal when I’m just walking my dog or lifting weights in my living room, but it constantly cuts out when I’m outside and doesn’t have the ability to fill in the blanks, as another, more expensive fitness tracker would do.

It’s just really annoying to constantly get pinged about satellite loss and to have a quarter-mile or a half-mile cut out of your runs. That’s how I know the speaker works—it was constantly telling me it lost satellite connection during activities.

Finally, the screen and buttons are really sensitive. It does give you an option to lock the screen, but even then, I found myself accidentally unlocking it from time to time and turning the recording off when I didn’t mean to.

As I write this, I have seven different smartwatches from different brands sitting on my desk. If you’re looking for a cheap, attractive, and effective Android-compatible smartwatch, I would say that the CMF Watch 3 Pro is your best choice. However, I do think the integration with Polar was well done, and the price point is not that bad. I’m definitely keeping an eye out for what Motorola might have to offer in the future.



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