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Nolimit City resurfaces in the apocalyptic world of xWays Hoarder 2

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Karen’s back, and she’s as greedy as ever. Nolimit City is diving headfirst into the post-apocalyptic chaos once again with xWays Hoarder 2—a sequel to the wildly popular xWays Hoarder xSplit. This game follows in the footsteps of sequels like San Quentin 2, Punk Rocker 2, and Fire in the Hole 2, proving once more that the end of the world is just the beginning when it comes to our games.

When survival is the name of the game, desperation leads to chaos. Betrayal, looting, and backstabbing are all fair play in this wasteland—but it’s all worth it for that sweet, sweet loot.

The base game is littered with signature Nolimit City xMechanics such as xBet®, xWays®, xSplit® and xSplit® Nudge. xWays® can grow from 4x – 12x the value of the symbol offering some pretty sweet loot. xSplit® symbols splits all symbols to the left of the including xWays® symbols doubling the multiplier. xSplit Nudge is another valuable feature that lands as a stacked symbol that will nudge and split all symbols to the left. xBet® makes it 4 times more likely to trigger free spins, 1 Guaranteed xSplit® Nudge xBet® guarantees a minimum of 1 xSplit® Nudge and Loot Respin xBet® guarantees triggering Loot Respins.

Loot Respins can land along with any other special feature on the reels. During Loot Respins, the Loot symbol expands on the first reel and locks the reel, whilst any special symbol retriggers and becomes sticky for the next spin. When no additional special symbol lands, the 1st reel unlocks and one final respin is awarded. A Loot symbol may land again and will retrigger Loot Respin!

Landing 3, 4 or 5 Scatter Symbols will trigger 7, 10 or 13 Raid Spins respectively. During Raid Spins xSplit®, xWays® and xSplit® Nudges remain sticky. A Super Scatter will convert itself and the symbol below it to a xSplit® symbol. For every 3 special features selected a new Radiation level is reached where each level upgrade awards 1 addition spin.

  • Radiation Level 1 – 3 xSplit®/xWays®/xSplit® Nudge collected: The lowest paying character symbol and object symbol are removed from the reels.
  • Radiation Level 2 – 6 xSplit®/xWays®/xSplit® Nudge collected: The second lowest paying character symbol and object symbol are removed from the reels.
  • Radiation Level 3 – 9 xSplit®/xWays®/xSplit® Nudge collected: The third lowest paying character symbol and object symbol are removed from the reels.
  • Radiation Level 4 – 12 xSplit®/xWays®/xSplit® Nudge collected: The fourth lowest paying character symbol and object symbol are removed from the reels.

Landing 3,4 or 5 Scatter symbols where 1 of them is a Special Scatter symbol will trigger 7,10 or 13 Plunder Spins. The only difference between Raid Spins and Plunder Spins is that the Super Scatter Symbol and the positions below it become a Sticky xSplit for the duration of the spins. Binge Spins are awarded when Raid Spins or Plunder Spins progresses to Radiation Level 4 where only the 2 highest paying Character symbols and highest paying object symbol are awarded.

If you want to survive you need to trust no one but yourself and if you get out alive a maximum payout of 25,920x the base bet is awarded. xWays Hoarder 2 is rated as “Extremely  Volatile” delivering the thrilling high-stakes gameplay that Nolimit City fans know and love.

Per Lindheimer, Head of Product at Nolimit City, said: “Ah yes, the sweet smell of the wasteland is back, oh no wait that’s Karen, the Queen of Shit! This is yet another sequel we’ve been excited to release for a while! The original was stand out hit for us, so we knew we had to respect its legacy. We’ve made a few tweaks and added a couple of new features that really make this game what it is and we hope players will enjoy it!“

xWays Hoarder 2’ will be available to all Nolimit City partners on January 14th, 2025.

The post Nolimit City resurfaces in the apocalyptic world of xWays Hoarder 2 appeared first on European Gaming Industry News.

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G2 drops limited-edition One Piece streetwear capsule on June 25

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The esports organisation’s second anime apparel collaboration will be sold exclusively via g2esports.com/shop.

G2 is launching a limited-edition G2 | One Piece capsule collection on June 25, with the drop available exclusively through the organisation’s online store at g2esports.com/shop.

The collection is inspired by One Piece’s Gear 5 Monkey D. Luffy and includes hoodies, zip-ups, t-shirts, caps, sleeves, and tote bags. According to G2, the items use a black-and-white palette and feature a minimalist embroidered logo alongside a custom G2 | One Piece Jolly Roger that combines the G2 samurai emblem with Luffy’s straw hat.

“At G2, we’re continuing to push the culture and fashion of esports beyond competition alone, and this One Piece collection is a natural extension of that,” says Sabrina Ratih, COO of G2 Esports. “We wanted to create a capsule that continues to elevate the esports fashion space – understated, premium, and stylish enough for everyday wear, while still carrying the spirit of adventure, ambition, and individuality that defines One Piece and G2 alike. Every piece is designed to bridge the gap between fandom and everyday style, and continuing our mission to redefine what esports fashion can be.”

G2 described the drop as its second anime collaboration, following a previous apparel collaboration with Solo Leveling. The company positioned the release as part of its broader effort to connect esports, anime, and streetwear.

One Piece debuted in 1999 and remains one of the largest anime franchises globally. G2 cited over 600 million manga copies sold and more than 1,160 episodes for the series.

The post G2 drops limited-edition One Piece streetwear capsule on June 25 appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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Ygam joins four UKRI-funded gambling harms research partnerships

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Projects sit within UKRI’s Research Programme on Gambling and the GHR-UK Evidence Centre, backed by the statutory levy.

Ygam has been named as a partner on four projects funded through the UKRI Research Programme on Gambling, supported by the statutory levy. The charity will work with academic teams including the University of Birmingham, Bournemouth University, the University of Plymouth, Lancaster University, and Liverpool John Moores University.

The four projects sit within the Gambling Harms Research UK (GHR-UK) Evidence Centre, which coordinates 19 one-year Innovation Partnerships under the programme. UKRI has been appointed by the UK Government to oversee research commissioned through the new statutory Gambling Levy. Under the levy, 20% of annual funding will be allocated to research, equating to £22.1 million in 2025/26.

Emily Tofield, Chief Executive of Ygam, said: “We are pleased to be working in partnership with leading university partners, contributing our expertise in a key strategic area of our work. A defining strength of our approach is that it is grounded in robust insight and research, underpinning everything we do. This enables us to understand how and why harms emerge and translate that into practical, preventative education that is credible and scalable. We look forward to achieving these outcomes together and informing effective measures to prevent harms among children and young people.”

Ygam said its advisory panels — including young people, individuals with lived experience, community and faith leaders, gaming and esports representatives, and student ambassadors — will help shape the research to reflect “real-world experience and diverse community perspectives.”

The four partnerships are: INTEGRATE (University of Birmingham, Ygam, Al-Hurraya and Community Connexions), focused on intersectional gambling harm and interventions for children, young people and emerging adults; “From Evidence to Action: Safeguarding Neurodivergent Young People in Gamified Digital Environments” (Bournemouth University, Ygam, Work’n’Diversity CIC), focused on gambling-like risks in gamified digital environments; GRASP (University of Plymouth-led partnership including NatCen, NHS and third-sector organisations, and Ygam), mapping support pathways and gaps in prevention and recovery; and GRACE-Net (Lancaster University and Liverpool John Moores University with local authorities, NHS partners, third-sector organisations and Ygam), testing collaborative approaches in the North West of England and sharing learning more widely.

The post Ygam joins four UKRI-funded gambling harms research partnerships appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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Study: 400m Gen Z esports fans say brand activations drive purchases

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EFG, Hero Esports and Niko Partners survey 8,000 fans across eight markets; 74% report ads and brand presence influence buying.

ESL FACEIT Group (EFG), Hero Esports and Niko Partners have released a multi-country Gen Z esports study claiming around 400 million Gen Z consumers (20%) regularly engage with esports. The findings were published on 25th June 2026 in Cannes, France, in a white paper titled The Esports Generation: Who They Are & Why They Spend.

The report is based on survey data from 8,000 Gen Z esports fans aged 13-30 across eight markets. It positions esports as a high-attention channel for brands: 85% of respondents said they notice branding in esports, while 74% self-reported that advertising and brand participation in gaming spaces influences their purchasing behaviour. The study also reports that 66% have bought a product following a collaboration or co-branding partnership with an esports team, game or player.

On consumption and fandom touchpoints, the study found 71% regularly watch gaming content, including 66% who watch gaming livestreams and 33% who watch or listen to gaming podcasts. It also points to offline reach: 21% said they regularly attend gaming conventions and esports events, with the average respondent attending at least one in-person event in the past nine months.

The white paper also breaks out claimed purchase categories linked to esports collaborations over the past year, led by food and beverage (33%), electronics (33%) and fashion (32%). Beyond core categories, it reports 28% bought esports-related collectibles, 17% purchased makeup, beauty, or skincare products, and 10% bought from partnered brands in other categories.

Niccolo Maisto, CEO at ESL FACEIT Group said: “Esports has evolved into one of the most effective channels for companies looking to connect with Gen Z audiences at scale. What makes it unique is not just its reach, but the depth of engagement and trust that exists between fans, players, teams, and events. This research shows that esports fans are highly invested participants, not passive viewers, creating an opportunity for brands that show up authentically and build meaningful and lasting connections with this key audience.”

Danny Tang, Co-Founder and CEO of Hero Esports said: “This whitepaper confirms what we at Hero Esports have long believed: esports has evolved into a global cultural and economic force. The data shows an audience that is young, diverse, and deeply engaged. For brands, the message is clear—esports is no longer a niche market; it is the premier platform to connect with the next generation of consumers. We are proud to partner with Niko Partners and EFG to provide this blueprint for understanding and succeeding in this dynamic industry.”

Lisa Hanson, CEO at Niko Partners said: “Our data shows that, much like fans of other sports, Gen Z esports fans are incredibly passionate and have formed strong bonds within their communities. However, their media and consumer affinities extend well beyond gaming and esports, with our research revealing naturally connected interest areas that create valuable overlapping opportunities for brands and partners that show up authentically in this ecosystem.”

The post Study: 400m Gen Z esports fans say brand activations drive purchases appeared first on EE Gaming | Global iGaming & Tech Intelligence Hub.

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