Technologies
The 10 Best Steam Next Fest Games You Need to Wishlist
Steam Next Fest lets you get a hands-on first peek at the best upcoming new games. Here are the best demos from this Next Fest.
It’s nearly time for the Steam summer sale, which is one of the biggest retail events for patient PC gamers.
It’s also the perfect time to find new and innovative indie games to add to your wishlist: Before each big Steam sale, Valve runs a Next Fest event to let developers show off their projects, get feedback and build hype before their big release.
Summer 2025’s Next Fest has been chock full of Hades-likes, co-op hack-and-slash adventures and other reliably entertaining games but some of the best stuff in this event is what the algorithm doesn’t show you.
I’ve played dozens of demos, ranging from games that are featured on the front page of the store to hidden gems that take some digging to find. Here are the best PC games from this Next Fest showcase that you absolutely need to have wishlisted.
Dead as Disco
A groovy beat ’em up to the beat
Brain Jar Games’ Dead as Disco combines Hi-Fi Rush’s rhythmic combat with Sifu’s brutal beatdowns. It’s up to you to pilot Charlie Disco as he braves neon-soaked city streets to take out his ex-bandmates in an ’80s-themed revenge quest.
As you punch, kick, parry and dodge through throngs of thugs, fights transform into carefully choreographed dances, with every blow landing to the beat of the music. Did I mention that the demo’s featured song is a cover of Michael Sembello’s Maniac? Dead as Disco embraces the cheesiness of the movies it’s obviously inspired by but the game is built on the solid foundations of a kinetic and satisfying combat system.
Dead as Disco doesn’t have a release date yet but this is one Next Fest demo that has converted me into a day-one customer.
Platforms: PC
Voidbreaker
A breakneck FPS with a focus on environmental destruction
I’m a sucker for first-person shooters and developer Stubby Games’ Voidbreaker (styled as Void/Breaker) is scratching my itch for a fast-paced, destruction-heavy shooter romp. You’re trapped in a combat simulation to fulfill the every whim of a rogue AI, as it tests and perfects killer robots using your training data. But a mysterious voice in the system tells you there’s a chance to escape — if you play your cards right.
Voidbreaker is a project created by the same solo dev behind The Entropy Centre, and the once-sterile-now-dilapidated sci-fi visuals make a comeback here. Instead of navigating this urban decay, you’ll turn it against your foes. In addition to classic movement shooter gameplay, players will force grip and toss environmental objects and blow building supports to smithereens with well-placed grenades. Fully simulated physics objects rain down on enemies, allowing you to weaponize the world around you.
Players can upgrade their grip, grenade or gun with mods found around the map, granting them better odds of successfully completing a run and getting one step closer to escaping the simulation. My favorite find was a legendary mod that turned my pistol rounds into a short-range field of electric sparks but there are dozens of loadout-altering abilities to play around with.
You’ll get your shot at breaking out of the simulation soon. Voidbreaker will be released on Aug. 20.
Platforms: PC
Morsels
The Binding of Isaac featuring grungy little Pokemon
When you see Annapurna’s publisher seal in a game trailer, odds are good that the demo won’t disappoint. And if you enjoy twin-stick shooter roguelikes akin to Binding of Isaac, you certainly can’t go wrong with developer Furcula’s Morsels.
This game takes place in a world where magical cards fell from space, allowing certain creatures to take on powerful monster forms (it’s like a grotesque twist on magical girls). Unfortunately, a gang of hardened criminals rules the world with their superior cards, leaving weaklings — that’s you — to scurry away from danger and try to scrape by in the muck.
When you discover your own card powers, you realize it’s time to take the fight to the baddies. A competent twin-stick shooter in its own right, Morsels’ big twist is the ability to find additional monster cards that let you diversify your abilities. Certain Morsels fire streams of low damage bullets, others fire shotgun blasts and rarer Morsels have special abilities that can create powerful damage-dealing synergies as a team.
If you’re looking for a dash of on-the-fly strategizing in your action roguelikes, Morsels is right up your alley. The game’s cute-but-grungy aesthetic and retro graininess are a neat artistic bonus. Morsels will be released in 2025.
Platforms: PC, Mac, PlayStation 5, Nintendo Switch
Dragon March
A sixth generation console’s arcade adventure
GameCube aesthetics are so back. Developer Ambystoman’s Dragon March is what you’d get if the classic arcade game Snake was built for sixth-generation consoles. Players guide Cereal the mecha-dragon through twisting and turning levels to find and reboot his friends, with a retro vibe reminiscent of Dreamcast’s ChuChu Rocket.
Unfortunately, the cyberspace world is dangerous and there are enemies who’d want to see the adorable polygonal metal lizards shut back down. You’ll be able to speed up or slow down the cadence of Cereal’s march to avoid slithering centipedes, fireball projectiles and more. Just be careful not to loop around into one of the friendly dragons following your lead. Just like in the original iteration of Snake, it’s a surefire way to get a game over.
Dragon March doesn’t have a release date yet but it’s coming along brilliantly with cutscenes and graphics that remind me of classic Digimon.
Platforms: PC
House of Necrosis
Classic survival horror with a turn-based twist
I didn’t realize that I needed a Frankensteined combination of classic Resident Evil and Pokemon Mystery Dungeon in my life and I’m sure you didn’t realize you needed this either. But developer Warkus is an absolute visionary so the turn-based RPG House of Necrosis is shambling into our lives nonetheless.
In House of Necrosis, you’re stepping into the role of a legally distinct female special agent investigating zombies in a legally distinct ever-shifting mansion but instead of fumbling with tank controls, the entire game takes place on a grid.
You’ll have to carefully plan every step to descend deeper into the mansion while staying healthy, conserving bullets and still earning enough experience to level up and get stronger. Each run is a brutal test of your wits and it’s easy to get cornered by shamblers, zombified dogs and other nasty monsters. If you’re truly unlucky, you might find yourself stalked by a giant zombie with a blade arm — his presence inspires fear not unlike Nemesis from Resident Evil 3.
House of Necrosis doesn’t have a release date yet but the demo is a very polished look at what’s to come.
Platforms: PC, Linux
DuneCrawl
Desert freedom fighting in four player co-op
Developer Alientrap’s DuneCrawl is a great hack-and-slash adventure that supports up to four-player co-op — I played solo but this game is definitely built to be enjoyed with your friends. In DuneCrawl, terracotta warriors attack your peaceful village with the eponymous Dune Crawler (a massive crustacean converted into a weapons platform).
It’s up to you and your friends to defeat the invaders, take back the sentient ship and pilot it around a massive map to wipe out any other ne’er-do-wells that roam the sandy seas. DuneCrawl’s gameplay is split between on-foot combat where players can use swords, bows, bombs and primitive guns to get the upper hand and Dune Crawler spelunking, where your team will explore the world and use cannons to fight massive opponents.
This game has an incredible capacity for co-op chaos but a team of people who often play together will surely move like a well-oiled machine. DuneCrawl will be released in 2025.
Platforms: PC
Hell Clock
Diablo-esque dark fantasy ARPG rooted in real Brazilian history
Developer Rogue Snail’s Hell Clock is a dark fantasy reimagining of Brazil’s War of Canudos — introducing many gamers (myself included) to a bloody historical period.
Pajeu is battling the Republic’s military forces when the dead rise once again. Now he’s forced to fight a war on two fronts to save his friends and comrades from mortal peril and change the course of history.
Hell Clock is an extremely competent Diablo-like action RPG — it’s also a speedrunning game in its own right, because you have a timer ticking down to beat the levels in your run. New buffs automatically apply to your build, keeping you in the action. Once you fail a run, you get sent back to the hub area, where you can unlock new permanent gear and other meta-progression buffs from a massive skill tree.
There’s a lot to see and do in Hell Clock and your power will cascade as you unlock more powerful abilities and augments. Even casual action RPG fans will find a game they can spend a lot of time with here. Hell Clock will be released on July 22.
Platforms: PC
1000 Deaths
Psychedelic 3D spelunking through headspace
Developer Pariah Interactive’s 1000 Deaths is a surrealist platformer (think Psychonauts on even more psychedelic substances) focused on the big «what if» moments everyone experiences throughout life.
As you get dragged into the headspaces of four separate characters, you’ll alter their life’s history by completing puzzling platforming challenges. Players will have to fiddle with gravity as they walk around curved levels, with gameplay reminiscent of some of Super Mario Galaxy’s best moments.
The decisions you make will alter the narrative and the platforming mechanics of future levels: I sent the rat-like creature, Vayu, to Hollywood with their friend rather than having them stay in their hometown, which opened a diverging branch of levels to explore. I think 1000 Deaths will have a lot of replay value, as most gamers will want to find hidden secrets and explore every branching path.
1000 Deaths will be released on Aug. 7.
Platforms: PC
Passant: A Chess Roguelike
What if Balatro was chess?
Developer Marc Makes Games’ Passant is to chess what Balatro is to poker and that’s no exaggeration. The big difference is that Passant requires you to put in a bit of work — you need to have a solid understanding of the tabletop game before you start fiddling with all the bells and whistles this game adds.
As you defeat enemy setups in Passant, you gain cash that you can spend on new pieces, temporary power-ups and badges that fundamentally change the rules of the game. The benefits you gain from a badge can be as simple as adding more turn undos for each game you play or as wacky as letting you promote units like bishops and rooks if you can successfully move them to the other side of the board.
I really suck at chess but I was able to roll through a couple games on the normal difficulty once I put a good setup into play. I’m fond of the dragon bishops, a special unit that can take enemies diagonally or in any adjacent square. Every third round you play, you’ll go up against a boss board with buffing badges of their own. I’ve been able to conquer the first boss a handful of times but that second boss has proven to be a bit of a doozy.
Elon Musk infamously said he doesn’t like chess because it doesn’t have tech trees. That’s pretty on-brand for the Tesla CEO, but at least Passant exists so he can take another crack at one of the most pedigreed board games in history. Passant: A Chess Roguelike will be released on Aug. 11.
Platforms: PC
Under The Island
One teenager’s tropical island-spanning Zelda adventure
Developer Slime King Games’ Under The Island combines 2D RPG hack-and-slash action with a heaping helping of teen angst, daring to ask: What if a moody teenager was thrust into Link’s Awakening?
Nia’s parents are moving to Seashell Island to research the local ruins, which means she’ll be sequestered on an island with no friends and nothing to do for a whole year. That might seem like a crummy deal, except for the fact that she immediately falls into an undiscovered cave and meets an ancient bird person while her family is unpacking the car. Nia discovers Seashell Island is on the verge of sinking beneath the waves so she has to go on a classical ’90s-themed quest for the MacGuffins.
Players will need to brave the deceptively gorgeous pixel art island and its nasty critters, find upgrades and solve puzzles to unearth the mysteries of Nia’s new home. This game is classic Zelda through-and-through, and anyone who enjoys Link’s original adventures will appreciate this contemporary take on the genre.
Under The Island’s release date has yet to be revealed — but just like with the other entries on this list, the best way to stay updated on a cool-looking game is to add it to your Steam wishlist.
Platforms: PC
Technologies
The Agony and the Ecstasy of Endless Gaming Crossovers
In navigating my own love-hate relationship with this phenomenon, I talked to some of the devs behind them to get a better sense of how these crossovers work and why companies pursue them.
When my friends want to play Magic: The Gathering, I wade through my two-dozen or so decks built for Commander — the card game’s casual, multiplayer format. I might choose the deck built around Elenda, the Dusk Rose, a vampire saint who can create legions of vampires. Maybe I’ll take my Narset, Enlightened master deck, which lets me cast powerful spells for free when she attacks. Both Elenda and Narset are original characters from Magic: The Gathering.
Or maybe I’ll grab my Lightning, Army of One deck, constructed around the Final Fantasy 13 character, so I can attack people for absurdly high amounts of damage. Maybe my Godzilla deck will engage in glorious combat against my friends’ decks led by characters from Dracula or Warhammer 40K. Would Eowyn from Lord of the Rings be a better match-up against the forces of the Imperium?
It’s a double-edged sword, this impulse toward crossovers. And it’s happening in games far beyond Magic: The Gathering.
Overwatch featured skins from Persona 5 in September, Halo armor and weapons showed up in Helldivers 2, and edgy looter shooter Borderlands 4 is showing up in… golf game PGA Tour 2K25. The crossover crown lies eternally with Fortnite, thanks to its never-ending influx of skins from games, movies, comics and real-life celebrities — leading players using the Sabrina Carpenter skin to stop shooting each other and, say, hold impromptu concerts instead.
When the elements fit each other are handled with care, it’s a fun way for fans to engage with multiple interests simultaneously. But when it feels carelessly thrown-together or when the elements don’t mesh, it can feel like a cash grab that hollows out the original property. And what works for one player might feel egregious or immersion-breaking to another.
«Am I the problem?» I ask myself, as I work on a fourth Magic deck built around a Final Fantasy character, after spending hundreds of dollars on cards and accessories from the set.
I do realize that the money I spent on the release event and weekly drafts screamed to Hasbro, «It’s working!» At the same time, playing with cards from that Final Fantasy set was also the most fun I’ve had with Magic in several years.
Corporations betting big on brand crossovers feels like the unavoidable consequence of a world in which players look more and more for customization and ways to show off their personalities and interests, which dovetails with companies looking for lucrative ways to attract new players and increase revenue in ongoing games. Is other media filtering into popular games about the joy of including familiar faces, or does it turn characters into digital bumper stickers, starved of their identity from their original context?
The answer, like it or not, is both.
Money is a big part of the motivation, but expanding reach and offering customization also factor in
Blending different properties together generally requires an intense collaboration between the property owners and the game inviting the crossover. So what makes these gaming collaborations worth it for those parties?
There’s a financial incentive, to be certain, as Hasbro has made astonishingly clear. In its second-quarter 2025 earnings call, CEO Chris Cox noted that Magic: The Gathering’s Final Fantasy set made $200 million in revenue in one day, while it took the Lord of the Rings set six months to hit that milestone. To put those two collaborations in the context of original Magic: The Gathering sets, the bestselling Magic set before Lord of the Rings was Modern Horizons, which made $200 million over two years.
Admittedly, $200 million in 24 hours is performance that Magic: The Gathering will likely struggle to replicate, even with the overabundance of outside properties coming next year: Teenage Mutant Ninja Turtles, The Hobbit, Star Trek and Marvel. Still, Cox said the company feels good about the collaborations set to launch next year in terms of pleasing players and bringing in revenue. And Final Fantasy ultimately points to the financial power of a good gaming crossover, one where the properties are handled thoughtfully and intentionally (even if some of that intention is making the collaboration more collectible).
To better understand how and why these crossovers happen, I talked with some of the people powering these gaming collaborations.
There were «a lot of clues» both internally and externally that Magic could support these kinds of crossovers in the game, said Aaron Forsythe, Magic: The Gathering’s vice president of research and development.
Sets like Lord of the Rings and Final Fantasy can also help funnel new players into a game that has been around since 1993.
«With Final Fantasy, we have seen a marked increase in play participation, especially among players who haven’t previously participated in our Organized Play programs,» said Rebecca Shepard, the vice president of franchise for Magic: The Gathering. That participation also extends after the launch of sets based on the other properties, which Magic brands Universes Beyond.
She noted that Universes Beyond releases also lead to increased interest in older products, demonstrating the crossovers’ ability to drive interest in the game’s original creations.
Magic’s designers have spent decades creating multiple in-game worlds or «planes» with their own lore, characters and mechanics. To a certain degree, crossovers are baked into its premise.
But what about something with a considerably smaller scope, like the hero shooter Overwatch 2? The team-based game is set in nearish future Earth, where other Blizzard games like Diablo and Starcraft are minimal parts of the world as references and outfits. But aside from a small Lego crossover, other external properties were mostly only winked at… until the game introduced skins from the popular manga and anime One-Punch Man back in 2023.
The game’s collaborations started out as infrequent events, but now show up roughly every season.
The Overwatch team was nervous for its first collaboration and took a cautious approach, said Aimee Dennett, Overwatch’s associate director of product management. Devs wanted to ensure that heroes were still recognizably Overwatch characters while also maintaining the integrity of the game’s lore. The solution was described as «our characters are cosplaying,» meaning that the Overwatch heroes maintain the iconic parts of their visual identity, while incorporating elements that are recognizable as the characters from the crossover properties.
There are also internal motivations for these opportunities.
«We’ve found that it has such a positive effect on the team,» said Overwatch’s Art Director, Dion Rogers. People who work on the game are also fans of these properties, and the opportunity to design those crossovers can be a creative spark for the developers.
Fortnite didn’t start the party, but it did invite basically everyone
Fortnite is the de facto example of crossovers in gaming. It represents an astonishing evolution of a concept that kicked off decades ago.
Video game publishers were firmly protective of their properties to keep their games unique, but gaming website Giant Bomb asserts that crossovers started in earnest with 1992’s Battle Soccer, where Godzilla could take the pitch against giant mech Gundams and superheroes from Japanese TV. A few years later, Marvel’s X-Men faced off against Street Fighter characters in a move that would eventually spawn the Marvel vs. Capcom series of fighting games.
Crossovers ramped up in the 2000s with Sonic the Hedgehog and Solid Snake as the first two characters not owned by Nintendo to show up in Smash Bros. Brawl, a few years before horror movie villain Freddy Krueger first appeared in a Mortal Kombat game. Thematically, these all make some sense — but Fortnite took crossovers to another level.
The crossovers started with the Infinity Gauntlet limited-time mode, where players could transform into Thanos, the villain of the 2019 film Avengers: Infinity War. It was quickly followed by the first Marvel-themed skins for Black Widow and Star-Lord that any player could wear. That kicked off a wave of Fortnite crossovers that would grow beyond Marvel to also include DC Comics, Star Wars, celebrities and various other games.
More have followed in Fortnite’s wake. The jump to include characters from other media besides video games has proven popular, with games like Mortal Kombat bringing in the villainous superhuman Homelander from The Boys, and the asymmetrical PVP horror game Dead by Daylight leaning heavily into killers and survivors from various games and movies — and also Nicolas Cage as himself, delivering some truly amazing voice lines.
Still, when it comes to bringing in everything from everywhere, nothing tops Fortnite, where crossover events feel less like guest stars and more like the first stop for major franchise promotion. And the cumulative results are, for lack of a better word, bonkers. Now a squad of Ariana Grande, Billie Eilish, Lady Gaga and Sabrina Carpenter can face off against a squad made up of Darth Vader, the Joker, Thanos and Mortal Kombat’s Sub-Zero… and then perform *NSYNC’s Bye Bye Bye dance on the villains’ corpses.
Epic Games, the makers of Fortnite, declined to comment for this story.
Convenience and customization… at a cost
While crossovers with other properties help bring revenue and new players into games, they also risk alienating players whose primary interest is in their games’ original concepts and who may feel the crossovers move the game away from its identity.
«We listen and learn more than folks realize but at the same time, our goal of making Magic for everyone — because it is — can also frustrate our existing players,» said Shepard in response to a question about the feedback to Universes Beyond and the seemingly polarized responses online.
You can see that frustration in videos from prominent Magic creators, with titles like «The Problems With Universes Beyond — Even if You’re NOT a Hater» and «Half of Magic: The Gathering Will Not Be Magic: The Gathering.» The discussions in those videos touch on multiple elements, but center around the proportion of and execution of Universes Beyond sets and how those sets do or don’t gel with the rest of the game.
That tension exists with most gaming crossovers. I wasn’t initially a fan of Overwatch’s move into collaborations. For me, the image of Doomfist in a yellow suit and flowing cape cheapened a character who’s supposed to be a surly big bad in the Overwatch universe. To me, it felt tonally mismatched with his identity, and I feared Overwatch feeling less like Overwatch as a result.
But the response I saw was largely positive. A change being celebrated doesn’t mean it’s necessarily good for the game, nor does outcry mean a change is bad. But there were clearly people who wanted the customization and expression of anime skins, highlighting the tension inherent in gaming collaborations like this.
Magic’s Aaron Forsythe acknowledged the competing interests, saying, «Players that have been with us for a while don’t feel the need for a change of this magnitude, and I appreciate how this hits them. But we’re doing this both because we want to grow the game — and we are — and because we think it’s another really fun way to enjoy it.»
For longstanding fans who have played the game for years, perhaps even decades, it may feel like the resources for the game’s original ideas are being diverted to fuel crossovers.
There are degrees, though. In the case of Magic: The Gathering, one-time Secret Lair drops like Sonic the Hedgehog that mostly show up in casual multiplayer formats may not seem as disruptive. But over the course of next year, Magic will release four more sets based on outside properties, bringing the total to seven such sets in two years. More than any individual card or set, that density of outside properties might feel particularly unwelcome, contributing to the feeling that it’s just Fortnite now.
Everyone is here (and here to stay)
I think a lot of the response to crossovers comes down to two things: how well the concept fits and how good the execution is. Fortnite itself has become a conglomeration of various game types — from Battle Royale to Lego to Ballistic, festivals and Creative modes — so the game featuring skins from all kinds of movies, games and celebrities sort of fits into that «everything for everyone» idea.
Something like Dead by Daylight is an example of using crossovers with a narrower focus, incorporating horror icons that fit its gameplay and lore. Resident Evil characters trying to escape from Halloween’s Michael Myers doesn’t make total sense, but there’s enough of an internal logic in the genres of slasher films and survival horror games for it to work.
And, despite my initial reservations about Overwatch’s collaborations, I was immediately enthralled when I saw Kiriko’s Suki skin from Avatar: The Last Airbender. In addition to giving me a new outlet for my favorite character from the show, it just fit the visual identity and the concept of the Overwatch hero, a protector in her own right.
The people behind the games acknowledge how much that matters. «If we don’t do this right,» Overwatch’s Rogers told me, «the fans will call us out.» Players have their own ideas of what fits and what doesn’t, and they aren’t shy about voicing those feelings. But Rogers said that getting it right instead helps maintain the identity of the game’s heroes.
Similarly, Magic’s Shepard said one step in the process of evaluating potential crossovers is feeling out whether it feels like «an authentic relationship» for the game and its players. The challenge, however, is that each player’s mileage will vary when it comes to that authenticity.
There’s no putting these crossovers back in the box, for better and worse. We’ll continue to have more options to play as our favorite characters across a variety of games. Right now, if I wanted to, I could fire up Street Fighter 6 and play a game as Chun-Li in the context of her original series. I could then swap over to Fortnite and run around sniping people as Chun-Li before logging into Overwatch and playing as Juno in her Chun-Li skin, healing people with a Martian mediblaster. And then over the weekend, I could play Magic: The Gathering with my friends and pull out a deck built around a Chun-Li character card.
For Chun-Li superfans, that’s great. At the same time, my Magic opponents may be sick of playing against characters from Stranger Things, Jurassic Park and Marvel, which might break the immersion of the game for them.
The demand is there and the complaints are valid. Companies will follow the money. But each game’s developers have to find their own way of squaring the crossover — justifying (or not) how another creative world collides with theirs.
For Overwatch’s Dennett, as the game grows and changes, so does the team’s philosophy about collaborations — because pushing the boundaries of what’s possible in the hero shooter sparks the imaginations of its player base.
«It’s sort of a self-reinforcing cycle, where our players grow and change so much, and so do the types of collaborations, and the types of collaborations change, which grows and changes our players.»
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Technologies
Internet Providers Can Monitor Their Own Cybersecurity Standards, Says Trump’s FCC
Technologies
Today’s NYT Mini Crossword Answers for Friday, Nov. 21
Here are the answers for The New York Times Mini Crossword for Nov. 21.
Looking for the most recent Mini Crossword answer? Click here for today’s Mini Crossword hints, as well as our daily answers and hints for The New York Times Wordle, Strands, Connections and Connections: Sports Edition puzzles.
Need some help with today’s Mini Crossword? It’s not too tough today, but read on for the answers. And if you could use some hints and guidance for daily solving, check out our Mini Crossword tips.
If you’re looking for today’s Wordle, Connections, Connections: Sports Edition and Strands answers, you can visit CNET’s NYT puzzle hints page.
Read more: Tips and Tricks for Solving The New York Times Mini Crossword
Let’s get to those Mini Crossword clues and answers.
Mini across clues and answers
1A clue: Pump iron
Answer: LIFT
5A clue: Peer
Answer: EQUAL
7A clue: Like the music of Rick James and James Brown
Answer: FUNKY
8A clue: Animal that can’t change its stripes, per an old adage
Answer: TIGER
9A clue: Pointed part of a fork
Answer: TINE
Mini down clues and answers
1D clue: Dominant hand for Shohei Ohtani when batting, but not pitching
Answer: LEFT
2D clue: Resignation proclamation
Answer: IQUIT
3D clue: Mushrooms, mold, mildew, etc.
Answer: FUNGI
4D clue: «Is this seat ___?»
Answer: TAKEN
6D clue: U-shaped instrument in ancient Greece
Answer: LYRE
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