-
Welcome to Urgent Fury
Urgent Fury is a PlayStation Competitive community offering leagues and Scenario Based TacMap Tournaments for games such as Call of Duty, Battlefield and Last of Us. Our goal is to give "The Greatest" a place to compete in a respectful arena, and our motto "Win with Honor, Lose with Dignity" exemplifies exactly what this is all about. At the end of the game you shake virtual hands, usually by saying good game, no matter if you win or lose and show respect to your fellow gamer.
We have been working hard to bring a new design along with a much more stable platform for you to enjoy here at UF. Head over to the Forums to interact with our community and get in on the conversations. We are glad to have you here and look forward to providing you with a great experience.
Free Community Hosting and Features
Host your Community/Clan/Team completely free here on Urgent Fury. Create a custom homepage, forums, tournaments and more. Upgrade to Spec Ops Premium and offer even more features and even Paid Memberships. Learn more by visiting our community example.
-
Urgent Fury and SoarDogg are proud to present the 2024 - 2025 UFGL Black Ops 6 League featuring eight organizations from the SoarDogg Family. Between now and July the teams will compete in several rounds of head to head online events with each other to determine the final seeding for the Championship to be held at the Texas Battle Bowl July 11th - 13th in Midland, TX.
The league will utilize the CDL Modes and Settings with all matches streamed on Urgent Fury Live. Support your favorite Org by grabbing gear from their SoarDogg Stores and supporting our Sponsors.
This Franchise League is designed to empower our selected organizations through revenue shares and no cost for entering the league. The more you support the league the more you support the orgs competing.
Be sure lock into Urgent Fury on Twitch to watch the action live. All league matches will be streamed with commentary. Head over to Discord if you are a Free Agent and looking to join one of our 8 orgs.
-
Urgent Fury and SoarDogg are proud to announce the UFGL Black Ops 6 LAN Series with a $40,000 total prize pool.
We will host 3 LANs in Miami, Chicago and Kansas City with the Championship at the Texas Battle Bowl in Midland, TX.
Each event will offer points towards seeding at the Championship and each event will include a $10,000 prize pool that is paid out to the Top 8 Placements.
Go to the UFGL LANs page for info and to purchase a team pass today!
These events are sponsored by Happy Vibes and Charge Chocolate.
We invite you to the only eSports and Tech Expo in West Texas!
Competitors from all over will descend on West Texas to compete in various tournaments with a potential prize pool of over $35,000 in one single weekend! With a single competitor 3 day pass you can choose from a variety of Tabletop, Fighting, Racing and Shooter Games to compete in.A select number of vendors will be onsite with great merchandise to purchase along with select vendors providing information about the gaming industry.
Early Bird Pricing is now available through February 1st, 2025, grab your tickets now!
For more information go to https://www.txbattlebowl.com!
-
Latest Activity
-
0
PSBlog Feed: Share of the Week: Resident Evil Requiem – Leon
Last week, we asked you to share Leon’s best moments in Resident Evil Requiem using #PSshare #PSBlog. Here are this week’s highlights: mykatsuki shares a portrait of Leon looking over his shoulder Photo_Resume shares Leon framed by broken glass Leon_REBHFun shares Leon posed alongside his motorcycle TakaSanGames shares a portrait of Leon in a suit ffx_auron91 shares Leon doing a kick bluegreenherb shares Leon pushing his hair back Search #PSshare #PSBlog on Twitter or Instagram to see more entries to this week’s theme, or be inspired by other great games featuring Photo Mode. Want to be featured in the next Share of the Week? THEME: Resident Evil Requiem – Grace SUBMIT BY: 11:59 PM PT on April 1, 2026 Next week, Grace takes the spotlight. Share her best spoiler-free moments in Resident Evil Requiem using #PSshare #PSBlog for a chance to be featured. View the full article -
0
PSBlog Feed: Wuthering Waves Version 3.3: Reverbs From the End of Galaxies update arrives April 30
Hello, Rovers. On April 30, Wuthering Waves Version 3.3 Reverbs From the End of Galaxies will officially launch. As we step into this new chapter, we’re also preparing to celebrate our second anniversary together with all of you. To thank you for your continued support, Version 3.3 will feature generous anniversary rewards, including a total of 40 free pulls, as well as an exclusive title and outfit accessories available through special events. As the main story approaches its climactic final battle—Rover will pilot the Exostrider through the Stridergate, venturing deep into high-concentration Voidspace in search of Aemeath. Alongside the main quest, two new 5-Star Resonators, Hiyuki and Denia, will make their debut. Each carries their own destiny, and the choices they make will become key variables in determining the outcome of this unfolding crisis. Now, let’s dive into the details of Version 3.3, including the latest developments in the main storyline, new character Convene information, anniversary celebration events, and various system optimizations. New main story The fog hanging over Rahai-Roi has never truly lifted. As the Exostrider plan enters its decisive phase, long-buried truths are beginning to surface. In Version 3.3, Main Quest Chapter III Segue Wishes in the Bell and Main Quest Chapter III Act V Starlights from Yesterdays will become available on April 30. During Wishes in the Bell, players will witness the growing tensions between Hiyuki and the Fractsidus, as she faces a decisive choice in the confrontation shaped by her fate. In Starlights from Yesterdays, Rover will pilot the Exostrider through the Stridergate and venture into Voidspace at the far edge of the galaxy, setting out on the critical journey to find Aemeath while uncovering the conspiracy set in motion by the Fractsidus and Aleph-1. Additionally, Main Quest Chapter III Segue Beneath a Melting Night Sky will become available on May 21. As the story continues, the true purpose of the mysterious girl Denia, and whether the Fractsidus still conceal deeper plans, will gradually come to light. After completing Version 3.3 Main Quest Starlights from Yesterdays, Rover will obtain a new Terminal appearance item, the Frequency Cassette Recorder, unlocking a new exploration experience. New Resonator In Version 3.3, the 5-Star Resonator Hiyuki will officially make her debut. A wanderer who arrived in Lahai-Roi under mysterious circumstances, Hiyuki fights using the power of the Suzu, a force that requires her to trade her own future in exchange for strength against the Threnodian. For years, Hiyuki has carried the wishes of others, continuously burning away her own future to protect the people of her homeland. Even as the battle against the Threnodian seems endless, she continues to shoulder this burden alone, tempering her will and strength throughout a long and solitary journey. Hiyuki is a 5-Star Glacio Resonator who specializes in applying Glacio Chafe and wields a Sword as her weapon. In combat, she commands three distinct blades and shifts between different attack styles by condensing ice into weapons. Upon unleashing her Resonance Liberation and channeling the power of the Suzu, Hiyuki enters Futures’ Tithe, a state that significantly enhances her combat capabilities as intense frost engulfs the battlefield. While in this state, she attacks relentlessly with her ice blades, builds her Forte Gauge through successful strikes, and summons ice trees that rise from the ground to impale enemies before delivering decisive finishing slashes. Under certain conditions, Hiyuki can enter a special combat state through evasive maneuvers and continue her assault amid swirling snow and drifting petals. When specific conditions are met, she can further unleash an Enhanced Resonance Liberation, releasing the foreclaimed power of the Suzu to overwhelm her enemies. As one of the key characters appearing in Version 3.3’s storyline, Denia presents two contrasting sides to her personality. Under the spotlight, she appears gentle and approachable, while behind the scenes, a more unpredictable side occasionally emerges. Denia is a 5-Star Fusion Resonator who wields a Rectifier and can switch between Fusion Burst and Tune Strain modes. In combat, she uses her staff to summon bubble-like attacks while also commanding clawed manifestations through her Forte. Her playstyle shifts under certain conditions, becoming more aggressive. When casting her Resonance Skill, Denia gathers energy into a large starry bubble that explodes to deal damage. Upon activating her Resonance Liberation, she enters Breakdown Form, significantly increasing her combat tempo. In this state, she builds up her Forte Gauge through enhanced attacks. Once fully charged, Denia can unleash an Enhanced Resonance Liberation, summoning a massive sphere that crashes down on enemies while creating a field that pulls in surrounding targets. Second anniversary events & rewards In Version 3.3, Wuthering Waves celebrates its Second Anniversary with the themed event Star Bouncing, where Rovers transform into Pinball figures and battle alongside Resonators in new Persona forms. Rewards include Astrites, an exclusive title, an Echo, and other items. The Second Coming of Solaris Collab Season will also be available, offering rewards such as 10 Forging Tides, 10 Lustrous Tides, a Second Anniversary Sigil, a motorbike livery, and an outfit accessory. After the Version 3.3 update on April 30, players can log in to claim 20 Radiant Tides, 10 Crystal Solvents, and a Second Anniversary Avatar. Additional login rewards will be available on May 23, 2026. Finally, we would like to extend our most sincere wishes to every Rover: Happy Second Anniversary. Thank you for your continued companionship and support along this journey. We look forward to many more adventures with you in the future of Solaris. Wuthering Waves Version 3.3 Reverbs From the End of Galaxies is set to launch on April 30. Ever shine with you! View the full article -
0
PSBlog Feed: How narrative-driven puzzles shape Causal Loop’s world and progression, out April 23
Causal Loop has always been a dream project for us. For the past four years now, it has grown far beyond what we initially expected. Once you start pulling on the thread that unites the game’s story and its mechanics, you realize very quickly that you can’t just brush past certain ideas or dance around them. If a puzzle exists in the world, it needs an explanation. Play Video Story and puzzles are designed together, not separately Initially, we didn’t design the puzzles together with the story. During the prototyping phase, we were sketching out mechanics and figuring out what worked in several iterations of the same puzzle. But relatively early on, we realized that we wanted to tell a much more involved story, and that to tell this story well, the gameplay had to be complementary. We expanded on the already designed puzzles, so they made sense within the story. The core mechanics stayed the same, but their purpose shifted. It’s no longer just about opening a door or unlocking a gate. Now, you might be controlling a device that has a clear narrative function or searching for something that ties directly into what happened before. The puzzles and the story became inseparable, because the story naturally started interacting with the gameplay in a way that tied them together. Much like the story itself, the puzzles are also intrinsically about choices and causality, your choices are embedded in every action you take. It goes hand in hand. Especially when you’re recording echoes of yourself, every movement becomes a deliberate decision. Echo system and diegetic design A good example of how deeply integrated everything is would be the echo system and how we present it to the player. We use a diegetic interface, meaning everything you see as a player is also what the protagonist sees. So, when you create an echo for the first time, it wouldn’t make sense for it to be highlighted or to display a path immediately. Instead of just adding them as gameplay elements into our UI, we built them into the story, with Bale asking Walter to implement a way to visualize them. A common issue in puzzle games is that disconnect where players ask: why is this here? Especially in environments that are supposed to feel real or functional. We considered this throughout our development, to ensure there was a reason the puzzles exist on the planet. If players pay attention, they will understand why things are the way they are and that the systems they are interacting with are part of something larger. To heighten the player’s immersion, we also use lead-in and lead-out areas to control how players move through the experience. Before a puzzle, we often focus on story. This is where we are able to introduce context, build tension, or deliver key information. Then, once you’re in the puzzle, the focus shifts to gameplay, framed by the larger picture of the current scene happening in the story. It’s a deliberate structure, and we adjust it constantly depending on what is needed narratively at that moment. Worldbuilding emerges through interactive problem-solving Our first version of the way we tried telling our story didn’t feel right and was too much telling and not enough showing, with characters commenting on everything the player saw. It felt unnatural. Instead of relying heavily on character narration, we leaned into environmental storytelling and player discovery. The world itself gives you clues, like collapsed structures, old recordings, or remnants of past events. You’re not being told exactly what happened but piecing it together yourself. In the end, we settled for a mix of clear conveyance, environmental storytelling and dialogue. If one of those elements is missing, players risk misunderstanding key aspects of what’s going on. Naturally, trying to eliminate this risk leads to a lot of iteration. A good example is the force fields that only affect echoes. In earlier versions, they looked like solid barriers, so players assumed they couldn’t pass through, even though they could. So in many cases we had to adjust the presentation, to always make sure there is some kind of clue or clarity, without explaining too much. And this is the way we went about not only the puzzle design but also the worldbuilding. For example, we developed details like the Tor calendar system because we needed that context ourselves. If we’re attaching dates to objects or recordings, those dates have to make sense within the culture. That’s a typical trap when writing: you realize you need more context, not for the player, but for yourself. Only a small part of that information ends up in the game, but it’s enough that players could, in theory, reverse-engineer it if they wanted to. Shared creative vision across a small development team I’m very drawn to the existential side of science fiction. What does it mean if there are multiple versions of you? Are you still the original? What happens to your echoes? Daniel is much more focused on the gameplay experience. He wants the mechanics to feel clean and intuitive, without the story getting in the way or over-explaining things. This is why Daniel focuses on the puzzle logic, while I build the narrative logic around it: how you enter the puzzle, what it means in the story, and how you leave it again. Then we take a step back and ask: does this make sense from both a gameplay and a story perspective? That balance is what makes it work. There have been several instances where the story made us reconsider the design of a level. While in one chapter we had to change the layout of the whole level to match the way the story had evolved and had to accommodate an additional cutscene, we had to redesign the puzzle to keep the narrative tension of a scene without the player having to suddenly leave the area in another one. In that second example, that puzzle alone went through four or five major iterations. Besides the game design and the narrative intertwining in such a natural way, players can also look forward to the game performing very well from a technical standpoint. Daniel and I have not only learned much about the world we created together, and about working with each other in the process of creating Causal Loop, but also learned – and keep learning – a lot about Unreal Engine 5. Our experience of having been in the industry for almost 20 years, means we were able to incorporate all of those learnings into the workflow quite smoothly. It’s been amazing to see people already engaging with Causal Loop and supporting us along the way by playing the demo and joining in with their thoughts and feedback. We hope that players will enjoy the finished version of the game with all of its secrets, connections, and hidden layers that reward those who take the time to look deeper. Causal Loop launches on PlayStation 5 on April 23. View the full article -
0
PSBlog Feed: Construction Simulator: Evolution introduces new demolition and manual labor gameplay
Construction Simulator: Evolution is exactly what the name promises: the biggest leap the series has ever taken. For the first time, we’re expanding the core experience beyond construction itself – bringing demolition and hands-on manual labor into the spotlight, while staying true to the heavy machinery gameplay featuring numerous officially licensed brands our players love. Play Video Picture arriving on a construction site with your multiplayer friends: heavy machines starting up, tools ready, and a clear goal ahead. One of you climbs into an excavator, another grabs a demolition hammer, and together you turn an empty or outdated site into something new. In previous Construction Simulator titles, everything revolved around building. You took on construction contracts, operated powerful machines, and watched projects come to life step by step. That core remains unchanged in Evolution, but as a team, we kept asking ourselves how we could bring players even closer to the full reality of a construction site. The answer led us to two major new gameplay pillars. The first one is demolition. For the first time in the series, you’re not just creating new structures – you’re tearing down old ones. This adds a new dimension to the types of contracts you take on and the equipment you use. To support this, we’ve significantly expanded our machinery systems, especially excavators. Players can now equip a range of specialized attachments, including hydraulic breakers, steel shears, and concrete crushers. Each tool gives you a different way to approach a task. Instead of simply “removing” a structure, you actively break it apart piece by piece, choosing the right equipment and watching the results in real time. The second big addition is manual labor – something we’ve never explored in this depth before. While heavy machinery remains at the heart of Construction Simulator, real construction sites involve a lot more than sitting in the driver’s seat. With Evolution, we’re starting to close that gap. You can now take on a wide range of hands-on activities directly with your character. Use a handheld demolition hammer for precise work, grab a shovel when needed, or operate tools like a nail gun. We’re also introducing new tasks such as cutting wooden elements into size, building walls brick by brick, and applying plaster to finish surfaces. These activities are fully integrated into our missions and add even more variety to the overall gameplay experience. With manual labor, there’s always something meaningful to do on the construction site whether you’re operating heavy machinery or focusing on hands-on tasks. This really shines in both single-player and multiplayer. With more diverse activities available, players can naturally find their role in the moment. One player might handle heavy equipment, while another focuses on manual tasks or preparation work on-site. This keeps everyone engaged and makes working together feel efficient and rewarding. What makes this especially exciting for us is that all of this is built directly on top of the systems players already know and enjoy. We’re not replacing what worked – we’re expanding it in meaningful ways. If you’ve played previous Construction Simulator games, Evolution will feel familiar but at the same time much richer in gameplay. On PlayStation 5 and PlayStation 5 Pro, this evolution really comes to life. The added gameplay variety, combined with improved performance, a dump truck full of new contracts and two completely new maps with even more detailed environments and each with its own extensive campaign, helps make every job feel more immersive. Whether you’re operating heavy machinery, tearing down structures, or working hands-on with tools, the experience feels more tangible than ever before. Construction Simulator Evolution represents a clear step forward for the series – not just in scale, but in how players engage with each task on-site. By expanding both demolition and manual labor, we’re giving players more ways to take part in every project. For us as developers, this is about more than just new features. It’s about capturing the full rhythm of construction work with big machines, a wider variety of tasks, and the satisfaction of seeing everything come together. Whether you’re playing solo or with friends, every contribution matters, and every finished project tells its own story. We can’t wait for you to get your hands on it. Be sure to wishlist Construction Simulator: Evolution on PlayStation 5 to stay updated on all upcoming news. View the full article -
0
PSBlog Feed: Metro 2039 revealed as the post-apocalyptic shooter series returns
On behalf of 4A Games and Deep Silver, we’re excited to reveal Metro 2039, the fourth mainline entry in the iconic series of post-apocalyptic first-person shooters. Today, we’re showing off a first look at the game, its story, and gameplay in an extended video presentation. Play Video Set six years after the original game and written in collaboration with Metro author Dmitry Glukhovsky, this new entry builds on our vast experience creating handcrafted, story-driven single-player campaigns with a claustrophobic atmosphere of tense, psychological horror. Welcome to Metro 2039. The darkest Metro chapter yet While Metro Exodus saw us leaving Moscow, Metro 2039 sees players going back to the tunnels and leaning into what makes Metro special. In the series, survivors of a nuclear war have been forced to live underground in the Metro tunnels of Moscow. Now, the underground factions and station communities have all been united under one banner – the Novoreich, led by a new Fuhrer; the legendary Spartan, Hunter. Fuhrer promises a new life for the people but in reality, the Metro is flooded with propaganda, misinformation, and fear. The people suffer under his authoritarian regime and the brutal belief… if it’s hostile, you kill it. Our new, voiced protagonist is The Stranger, a recluse plagued by violent nightmares and forced to undertake a harrowing journey back into the Metro, a place he swore to never return. Today’s reveal trailer took us into one of his frequent nightmares, dragged through layers of increasingly disturbing scenes where violence and trauma collide. When he finally wakes, he finds himself in the real nightmare: post-apocalyptic Moscow, on a mission to face the ghosts of his past. Metro 2039 promises to be the darkest chapter in our saga that once again provides a tragic view on what humanity must do to survive. First gameplay and hand-crafted details Our presentation includes a tease of Metro 2039’s gameplay and cinematics, to give you a taste of what you can expect deep in the tunnels. You’ll see that environmental storytelling is key to Metro 2039, as we bring what we call “frozen stories” to our level design. Each area is thoughtfully staged, meaning observant players can piece together micro-narratives as they explore and witness items, bodies and props suggesting a horrific past. In the tease, after a heart-pounding encounter with a ferocious mutant Nosalis, the Stranger escapes into a populated station, providing a quick look into the types of bleak settlements you can expect in the Metro, filled with communities living, fighting and surviving. 4A’s custom game engine As with our previous games, Metro 2039 has been built using our own custom game engine, purpose-built for the games we want to make. This not only means we can build on everything we’ve learned in the past, but we can take advantage of new developments too. With Metro Exodus we were early pioneers of ray-tracing to enhance the game’s desolate atmosphere. With Metro 2039, we’re once again pushing the boundaries of video game visuals using our engine with a focus on rebuilding our implementation of this technology to bring a more tuned and performant experience that is still nothing short of stunning and hauntingly beautiful. PlayStation fans can expect Metro 2039 to deliver astonishing visuals on PS5. Ukrainian pride We are so proud to have a new Metro game to reveal to you today. As a Ukrainian studio, we’ve spent the last few years developing Metro 2039 with many of our team having to shelter from drone strikes and use batteries and generators to complete our work. What’s more, original author Dmitry Glukhovsky is living in exile from his native Russia after being sentenced to eight years in prison (in absentia) for criticising the invasion of Ukraine. Russia’s full-scale invasion of Ukraine has had a direct impact on our approach to the next Metro. The series has always been about preventing war but our new reality meant we needed to take a different approach. While this is still an authentic Metro story, set in the Metro universe, it’s told from our uniquely Ukrainian perspective. The themes you’ll see in this next chapter are focused on the consequences of war – the cost of silence, the horrors of tyranny, and the price of freedom. We can’t wait to show you more of what we’ve been working on, as we head towards the release this winter. View the full article
-