Tactical Roguelite Deified Leaves Early Access Next Week
Deified leaves Steam Early Access on September 21 with its narrative ending, final boss floor, balance improvements and hidden content.
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The days of simply launching a more powerful console every few years may be getting harder to justify. According to XBOX CEO Asha Sharma, rising hardware costs are putting increasing pressure on the entire gaming industry, forcing companies to rethink how they reach players.
Speaking about the challenges facing the market, Sharma argued that most consumers are unlikely to spend thousands of dollars upgrading their gaming setup every generation. As components such as memory and storage continue becoming more expensive, she believes the traditional console business model is becoming increasingly difficult to sustain:
“I think we’ve reached a point where it will be hard to imagine that mass audiences can afford thousands of dollars to spend on a console generation, and so I think we will start to see radically different business models that we never expected start to come into orbit later this year.”
Rather than focusing exclusively on high-end hardware, Xbox appears to be exploring ways to make gaming more accessible. Sharma pointed to cloud services like xCloud as a key part of that strategy, allowing players to access their games, friends lists, and libraries across multiple devices without needing powerful local hardware.
The goal is to make Xbox available wherever people want to play. According to Sharma, new business models are expected to emerge later in 2026 as the company continues adapting to changing market conditions: “I think that we will continue to look at new business models. I think [that is] what is needed for console rather than just the most premium, high-performance console in the world.”
Not everyone is convinced. While cloud gaming offers greater accessibility, many players remain concerned about internet reliability, latency, and the growing shift away from traditional ownership. As Xbox continues evolving beyond hardware sales and toward subscriptions and streaming, the debate over the future of gaming is only likely to intensify.
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