Destiny 2 moves its PC home from to Steam on October 1

Bungie announced today that Destiny 2 will move its PC to Steam on October 1

Destiny 2 moves its PC home from to Steam on October 1

Destiny 2: Forsaken.

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Bungie announced today that Destiny 2 will move its PC to Steam on October 1

The studio noted the transition would take place in January when it announced it was separating from publisher Activision Blizzard to be the sole company responsible for Destiny. is a PC game launcher by Blizzard. It mostly features Blizzard games, but includes a few from Activision’s other studios, most notably Call of Duty: Black Ops 4 and Destiny 2.

Now that Activision Blizzard has nothing to do with Destiny 2, Steam makes sense as a more neutral home to online shooter. October 1 is also the day Destiny 2 releases the free version of New Light and the new Shadowkeep expansion. It’s going to be a busy day for Bungie.

PC players can make a one-time transfer to transfer all of their characters and progress to Steam. Except for launching the game from the new launcher, the experience should be the same.


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Halo Infinite and Destiny 2 are two wildly different games that share a lot of DNA and can learn a few things about PvP from each other.

Bungie&’s long road to the Crucible

Master Chief in Halo Combat Evolved.

To talk about Halo Infinite, we need to start researching Bungie &’s original work on the first handful of Halo games. Long before 343 Industries started creating the new Halo releases, Bungie had built the foundation for the series – a solid shooter format that would make a big impact on the genre.

Already in Halo: Combat Evolved, Bungie was experimenting with skill-ups: invisibility and over-shielding. Both are still present in Destiny 2, even when in different forms. These pickups probably took inspiration from arena shooters like Quake, where multiplayer was all about pitching around the map for pickups as they appeared.

Go to Halo 3 and you will see more connective tissue. In PvP, the Halo 3 Regenerator is similar to Warlock’s healing rift in Destiny 2, and the foldout cover is essentially the same as Titan’s shield.

The most important change to these pickups is that Spartans can choose when to deploy them, as opposed to the invisibility and overshields which activated instantly upon picking up in the style of a traditional arena shooter.

Bungie took the system a step further with the final version of Halo he was working on: Halo Reach. Instead of pickups, the Spartans could put the Armor ability into their inventory before the match, with the option to go back online after recharging. And it’s just fitting that after the cooldown rolled out, Bungie started developing the original Destiny.

Crucible in Destiny “felt more traditional for Halo,” says Luke “DR_BIG_SMOKE” Wilson, who has played Destiny since the first alpha period. There were some major differences, however. Each class now had access to a map melting ultimate that could take out even the strongest Guardians, and the random weapon perks gave players more choice on how to play. The Crucible also sets game modes to 6v6 instead of the 4v4 found in most Halo multiplayer modes.

That changed in Destiny 2, where Bungie looked back at Halo for inspiration. Game modes have reverted to 4v4, random weapon rolls have disappeared, and super abilities, while present, took much longer to hit the web. “Let me paint a picture: you were moving much slower, they were teams of four instead of six, there was no special weapon in the game, and all weapons were set to shooter throws,” says Wilson Digital Trends.

These changes were mainly an attempt to resolve the issues with the Crucible of Destiny. Random weapon tosses meant some options were objectively better than others, superspam distracted from shootouts, and special weapons (shotguns, fusion rifles, sniper rifles, and single-shot grenade launchers) were much more powerful than the stock options – the Bungie issue was fixed later in Destiny, reducing Special ammo drop frequency.

As any Destiny 2 player on day one can tell you, these changes weren’t the best for the game. Destiny 2 was thoroughly inspected at launch, and it wasn’t until the second year of the game and the launch of Forsaken for Destiny 2 that any issues were fixed. Update 1.1.4 increased the super regeneration and movement speed, Update 1.2.3 brought 6v6 back to the Crucible, and Update 2.0, which coincided with the launch of Forsaken, rebuilt the weapon system to bring back special ammo.

Bungie has since patched, improved and experimented with PvP ad nauseum. But most Destiny 2 players will still tell you they have problems, and will cite the same issues Bungie tried to solve in Destiny 2’s first iteration of PvP: Spam skills, objectively better weapon rolls, and weapons with special ammo that does a bit of a battle essentially “free.”

With the launch of Destiny Bungie, she took what she had built as part of the Halo franchise and extended it. With subsequent fixes and updates, it alluded to what made Halo & Multiplayer as popular as it was. With the new Halo game – the one built for the market where Destiny 2 exists – we have a chance to see what 343 Industries took for inspiration and what Bungie has looked back at as it balances the Crucible.

Even if the developers at Bungie are planning on releasing Destiny 3, they may have a little too much on their plate to get started.

Bungie is giving RPG comedy a shot

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While Bungie has their hands full in creating the future of Destiny 2, the company is still open to trying new things, even if that means hiring new hands and possibly ruining any chances for Destiny 3 in the near future.

Sites like Metro noticed that there were new job openings popping up on Bungie’s dedicated career portal. For example, the company was looking for an “incubation investment designer” to help manage and build a database of “trinkets, weapons, and armor” and to develop a system to “distribute these items in the necromancer dungeons.”

Bungie also hired a “Senior / Lead Incubation Designer” to help “build our next great intellectual property” as well as “Incubation Art Director” to “work on something comedic with light and capricious characters.” Neither of these jobs seem to be related to Destiny 2, as nothing in the game screams out capriciously.

More importantly, Bungie has registered a trademark for the name Matter, which could be the name of the company’s “next great IP address”. Of course, Matter could be the name of the new system in Destiny 2 (the company previously registered the name Eververse, the game’s micropayment store).

Either way, Bungie is still hiring people to help produce a new game that sounds like a lover from Diablo 3 and Borderlands. Since the company’s workforce is split between the continuing Destiny 2 content and the new IP address, there may be no one left to work on Destiny 3.

“We don’t want to repeat” older mistakes “when making Destiny 3.”

Into the vault

Bungie was more open to the stunning plan to improve the game we know it calls Destiny Content Vault (DCV). From now on, any major Destiny 2 content update will move old content (including Destiny 1 locations and raids) back to Destiny 2 and delete existing content, including campaign missions.

Driving today

DCV’s First Spin will wipe as many as four destinations and their campaign content from the Destiny 2 client, in both Solo and Co-op modes: Io, Titan, Mercury, and Mars. This move will effectively destroy the existing campaign progression track in the base game and expansion packs, Curse of Osiris and StrategOS – coincidentally, this is the content that is used to tease new players to try out the game in last year’s free-to-play transition. (Bungie also suggested that any deleted content returns in future updates.) As the game runs as a live product, their original forms will not exist in any “offline” mode for new players to access and catch up on the series “thread. September’s cleanup of Destiny 2 will also remove the raid on Leviathan.

Bungie’s consolation for fans of legacy content is the return of the Destiny 1 Cosmodrome, which will begin in September, although during that time it will be launched on a limited basis; his strikes and other content or zones will not appear in Destiny 2 until the game’s “Season 13”. In September, Cosmodrome will feature a campaign track “to extend a new story of Guardian’s origin to the world of Destiny.”

Bungie’s explanation of this change is provided by player metrics. As one example, only 0.3 percent of all recently connected players have accessed StrategOS campaign content, despite the content accounting for 5 percent of the game size that can be installed, Bungie said. The announcement goes on to say that Destiny 2’s massive client, currently over 100GB, is taking too long for Bungie to reliably patch, test, and update. As the game grows, the number of moving parts involved in pushing updates takes days, not hours, says the studio. (Bungie has made such comments in the past, and these statements made us wonder if something else should be to blame.)

Further Reading

Bungie seems to regret doing just that, jumping from D1 to D2, though:

We’ve left all the Destiny 1 content and many features that gamers love. We now believe it was a mistake to create a situation that split the community, reset player progress, and reverted the game experience in a way that took us a full year to recover and repair. This is a bug we don’t want to repeat when doing Destiny 3.

The Bungie update makes no mention of how D2 bypassed the idea of ​​player progression from D1 by having its nuclear storyline in its entirety. Why worry about progress when all your favorite weapons no longer exist? We’d like to think Bungie might implement a smarter transition path to the sequel years later, but the studio is clearly not stubborn to trying that path. When the developer took control of the franchise from Activision in early 2019, journalists like Bloomberg’s Jason Schreier claimed Bungie wanted to avoid smashing the player base with continuous sequel releases.

Developer metrics can do very well when it comes to keeping the most interested D2 players with new content on a higher level, rather than dealing with the excess of barely used campaign content from the old one (and that could mean last year’s F2P transition is finally not enticing new players to try out older campaign content). We wonder how long it will take for this MMO-ization of world content in D2 along with the destruction of the older destinations (perhaps because of the storyline), which will eventually get fans to demand a vanilla client launch. Such a development would make the alliance with Blizzard-Activision more lucrative, but unfortunately.

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