Überblick

Ein Spiel mit zwei Gesichtern zwischen Paderborn und dem KSC

Ein Spiel mit zwei Gesichtern zwischen Paderborn und dem KSC

Der SC Paderborn 07 begann mit ordentlich Tempo und Offensivdrang, der Karlsruher SC hielt mit einer guten Organisation in der Defensivarbeit dagegen. Die erste Chance bot sich den hoch pressenden Paderbornern nach einem Ballgewinn in der KSC-Hälfte: Aus spitzem Winkel schoss Stefano Marino aber knapp rechts vorbei (10.).

Die Badener entwickelten danach ebenfalls Mut im Spiel nach vorne, Shio Fukuda fand dann aber seinen Meister im SCP-Keeper Dennis Seimen (13.). Drei Minuten später holte sich Christoph Kobald eine Gelbe Karte mit Folgen ab: Der KSC-Verteidiger wurde bereits zum zehnten Mal verwarnt und verpasst somit den Saisonabschluss gegen Bochum.

Kobald und Co. fingen sich kurz darauf den ersten Gegentreffer ein: Kombinierende Paderborner – Santiago Castaneda und Nick Bätzner mit einem doppelten Doppelpass – kamen durch einen Linksschuss von Bätzner zur Chance (20.). Hans Bernat konnte parieren, aber nicht festhalten: Filip Bilbija staubte aus kurzer Distanz ab und belohnte den Offensiv-Mut der Hausherren.

Anticipated supercannon sim PVKK delayed until 2027, but for the kind of reason you want to hear

PVKK, or Planetenverteidigungskanonenkommandant if you're particular, is a game we've been eagerly awaiting: It was named one of our most anticipated games during last year's PC Gaming Show: Most Wanted rundown, largely by virtue of how badly we want to fiddle with the many deliciously tactile switches, levers, knobs, cranks, and buttons it offers for the operation of its titular planetary defense cannon.

Unfortunately, we've now got a longer wait before we can play the Papers Please-like supercannoneer sim for ourselves. In a Steam news post, game director René Habermann announced that PVKK has been delayed until 2027 "to make sure PVKK is in the best shape possible at launch."

(Image credit: Bippinbits, Kepler Interactive)

"I know this sucks and I understand your disappointment. As we've been working behind the scenes, it's become clear that we can push things way further than we originally thought, and with a bit more time, make something really special," Habermann said. "For every problem we've encountered and solved (and there have been many!), we've had 10 new ideas for ways to improve things for our commanders. We're super happy with the planned content in the game now, and are working hard to bring everything to life."

Executing on all those ideas, it seems, has meant bringing on a few additional hands. According to Habermann, Bippinbits—the studio behind PVKK—has expanded alongside the game's scope. In 2025, its staff more than doubled in size from four full-time developers to 11.

"As it stands, releasing on our original timeline would mean compromising on making PVKK the best game it can be, and that is not something we want," Habermann said. "This means that PVKK will now be launching in 2027."

(Image credit: Bippinbits, Kepler Interactive)

In a 2024 interview with PC Gamer, Habermann said PVKK is more than just listening to the satisfying clunks and clicks of the apocalyptic artillery's control surfaces. It'll also give players plenty of time between executing the firing orders they receive from their superiors to sip their daily tea rations, peruse teleradio propaganda, and consider more generally the ethical implications of shooting a giant cannon for what its store listing openly calls "an autocratic regime."

"What I do enjoy a lot is to put the player in certain situations, and let them have their own thoughts with it," Habermann said. "That's something funny that also happened already with Dome Keeper: Some people picked up that you land on this planet, you shoot all the native creatures, you exploit the planet, and then you then you go away again. Yeah, like, 'Am I the bad guy?' … That's something I really enjoy."

While a delay isn't the kind of news we hope for, perhaps the extra pondering time isn't a bad thing. After all, we wouldn't want to rush to any conclusions about a moral dilemma as complex as "is it bad to shoot a big gun for bad people." Best to approach these sorts of ethical quandaries with a level head.

While we won't see it this year, you can still wishlist PVKK now on Steam.

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IndyCar Indianapolis-GP: Mick Schumacher lässt im FT2 aufhorchen

Auch das zweite Freie Training (FT2) zum Grand Prix von Indianapolis der IndyCar-Saison 2026 ging am Freitag noch bei trockenen Bedingungen über die Bühne, aber die Wolken über dem Indianapolis-Rundkurs waren schon deutlich dunkler als noch im ersten Freien Training (FT1) am Vormittag.

IndyCar-Rookie Mick Schumacher (Rahal-Honda) gelang im Nachmittagstraining eine deutliche Verbesserung ...Weiterlesen

Immediately after putting The Elder Scrolls in Fallout 4, hero modder gets Fallout 1 working on the Pip-Boy too: 'This was so heavily requested, I couldn't pass it up'

Modder RPGKing117 has had a busy month: He committed the blasphemy of putting Skyrim quest markers in Morrowind, achieved the triumph of cramming Morrowind into Fallout 4, and has no come back for one last job: Making Fallout 1 playable on Fallout 4's Pip-Boys and assorted vacuum tube, monochrome computer terminals.

This sequel mod does not yet have a public release, but will presumably be made available on RPGKing117's GitHub and Nexus pages like the Morrowind project before it. We do, however, already have a YouTube video of the mod in action for our viewing pleasure.

The Morrowind Mod used Fallout 4 Script Extender and the OpenMW source port to run both games at the same time, rendering Morrowind on the in-game screens of Fallout 4. Script Extender allows the player to launch Morrowind from within Fallout 4 and pass your control inputs through both games. A custom version of OpenMW streams its framebuffer⁠—the data sent from your GPU to your screen⁠—onto the in-game screens of Fallout 4.

As for how the Fallout 1 mod differs from the Morrowind one, we won't know the full story until RPGKing117 releases the full project on GitHub. There's a source port like OpenMW available for Fallout 1, Alex Batalov's Community Edition, and my assumption would be that this is what RPGKing117 used in his own project.

If you want to try this mod for yourself, keep an eye on RPGKing117's Nexus Mods or GitHub page for its release. I'm a huge sucker for game-within-a-game gags like this, and I'm always keen to see the farthest frontiers of absurdity people are willing to reach. Plus, much as I love the "Doom on anything" gag, it's nice to see people branch out into other classics.

2026 games: All the upcoming games
Best PC games: Our all-time favorites
Free PC games: Freebie fest
Best FPS games: Finest gunplay
Best RPGs: Grand adventures
Best co-op games: Better together

Hull City v Millwall: Championship playoff semi-final, first leg – live

⚽ Championship news from the first leg; kick-off 8pm BST
Forty years of playoffs | Follow on Bluesky | Mail Simon

Alex Neil has had a chat with Sky. It was quite a lengthy chat, and he speaks very quickly, but here’s a taster:

We’re really relaxed. We’re ready. The club’s been trying to get in the playoffs for 24, 25 years and we’ve managed that, so it’s been a brilliant season so far. The first leg, naturally once it’s done, might shape what the second leg looks like, but our aim naturally is to win the first game. For us, we’ve played Hull twice this year, what it did show is both teams are more than capable of beating each other. It’s going to be an end to end game. I’ll be interested to see how it goes.

The owners made it clear to me how he wanted things to evolve. The recruitment’s been brilliant and the lads are absolutely first class. They’re very humble, they’re very hard working and I think if you’ve got a lot of those ingredients, that’s the recipe for success. As far as we’re concerned, we’ve got an unbelievable opportunity and we’ve got to just go for it.

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