Deadset’s Seasonal Mechanic Guide & All Character Cheat Sheet, Season 24 Edition

Greetings, Diablo!

The Ethereal items are introduced as a Seasonal Theme mechanic in Season 24 to honor the release of the Diablo II: Resurrected remaster on September 23rd 2021, and will make for one of the most loot chase-heavy, farming intensive seasons yet! Ethereals in Season 24 are not reproducing the ethereal item mechanics from the venerated Diablo II game, but present a supremely powerful item tier in their own right, one that is is a nod to the past in name only. We have a lot of ground to cover on the Seasonal mechanic, so I won't waste time with many build recommendations, but here's the short of it (I know y'all will play Inna Mystic Allies anyway!):






Demon Hunters:






Witch Doctors:




Oh, and as always,


(No, really!)





Despite their naming conventions which follow the Diablo II counterparts, Season 24 Ethereals use weapon bases from the standard Diablo III arsenal enhanced with significant local modifiers. In practice, this means that a standard Diablo III weapon template (which defines the item's minimum and maximum damage values, as well as its base attack speed and possible item affixes) has been modified with massive flat damage affixes and attack speed modifiers that improve it beyond the usual item capabilities associated with that weapon base.



Ethereal Weapons do not have a distinction between Primary and Secondary item affixes, much like Diablo II and Diablo III vanilla items. They also do not abide by the rules that encapsulate most Diablo III items, including stat allocation (Ethereals are able to roll traditionally non-weapon stats), stat ranges (Ethereals are able to roll higher on certain stats), and even include new affixes altogether. I have included a rundown of the affixes that you can encounter on an Ethereal weapon.


Increased Damage to Overall/Specific Class Skills

This is one of the strongest Ethereal weapon affixes, and is present on all of them in some form. It acts as an independent damage multiplier to the character's weapon damage, and is reflected as such in the overall damage calculation of the character sheet. This means it not only applies to the abilities of your character, but also any damage dependent on the weapon damage modifiers, such as Thorns.

The strength of this affix mostly depends on the weapon type, with One-Handed Ethereal weapons having a "+100% Damage to Skills" affix, and Two-Handed Ethereal weapons sporting anywhere between +150% (Demon Hunter's Buriza Do Kyanon), to 200% (Barbarian's The Grandfather), all the way to +300% damage (Wizard's Mang Song's Lesson) to make up for the off-hand stat loss.

Interestingly, some Ethereal weapons only enhance a single skill category – i.e., Witch Doctor's Ethereals all enhance particular skill clusters, with Arioc's Needle enhancing Decay Skills, Ghostflame enhancing Secondary Skills, and The Gidbinn enhancing Voodoo Skills. Another such weapon is Demon Hunters' Windforce, which enhances Archery skills.


Additional Damage per Paragon Level

This Ethereal weapon affix grows in strength alongside the character's Paragon levels, up to a Paragon 800 cap. It functions similarly to an Average Damage roll on jewelry, and its maximum damage value of 800 translates to a +400 Average Damage roll. This affix is present on The Grandfather, Buriza Do Kyanon, Windforce, and Arioc's Needle.


Consecutive Hits Increase Damage

This Ethereal weapon affix is reminiscent of the power of the Bane of the Stricken legendary gem, as it provides a stacking damage multiplier against the first enemy hit by an attack with a proc coefficient, using an identical internal cooldown (0.9/ApS) to the gem. Much like its gem counterpart, Ethereal weapons with this affix are best suited to solo Greater Rift progression and Rift Guardian Killer builds. This affix is present on Bartuc's Cut Throat (Monk), Blackbog's Sharp (Necromancer), and Wizardspike (Wizard).


Consecutive Hits Increase Attack Speed

This Ethereal weapon affix is an Aadditive Attack Speed buff that reaches up to 30% in 3% increments, lasting for 3 seconds and refresh-able with continued attacks. As you can expect, this is a powerful boon to Attack Speed-dependent builds and can greatly ease reaching desirable IASbreakpoints. This affix is present on the Crusader's The Redeemer, the Monk's Jade Talon, the Necromancer's Soul Harvest, and the Witch Doctor's Ghostflame.


Increased Damage to Monster Type

This Ethereal weapon affix is similar in effect to PigSticker, Monster Hunter, Corrupted Ashbringer, and other items with that affix. It provides a separate damage multiplier against enemies from the respective monster category. In a Greater Rift with monster composition that fall under that particular enemy type, this can be a decisive affix in the success of the clear. This affix is present on the Crusader's The Redeemer (+Damage to Demons and Undead), the Necromancer's Blackhand Key (+Damage to Undead), and the Wizard's Mang Song's Lesson (+Damage to Undead).


Resource per Critical Hit

This Ethereal weapon affix functions similarly to the Arcane Power on Crit affix on Wizard hats, wands and sources, and obeys the same rules as APoC – most importantly, its dependence on the proc coefficient of the skill used. The better the proc coefficient of the skill, the more resources you will regain. This affix is present on Jade Talon and Shadow Killer for Monks, and Ghostflame for Witch Doctors. It is also (technically) present on The Oculus, which has the traditional Arcane Power on Crit stat.


Increased Movement Speed

This Ethereal weapon affix either depends on killing an Elite pack (30% MS buff for 7 seconds, found on the Barbarian's Gimmershred and DH's Doomslinger, or picking up a Health Globe (40% MS buff for 7 seconds, found on WD's The Gidbinn. This bonus goes over the 25% movement speed cap of characters and is a great boon to speed farming builds.


Reduce Damage of Enemies Hit

This Ethereal weapon affix is a non-stacking (by itself or multiple sources) 25% debuff to the damage dealt by enemies affected by your attacks, with a 5-second duration. It can be a helpful addition to some Support character builds, which are meant to keep their DPS teammates alive. This affix is present on the Barbarian's Doombringer, the Monk's Shadow Killer, and the Wizard's The Oculus.


Unique Ethereal Affixes

Some Ethereal weapons have brand new or unique affixes, of varying strength:

  • Killing an enemy reduces the Steed Charge cooldown by 1 second – this affix is present on Khalim'sWill, mimicking some of the powers of Norvald's Fervor set. This makes it a great addition to speed farming setups.

  • Hits Against Frozen enemies are always Critical Hits – this affix is present on Buriza Do Kyanon, and is complemented by a 35% Chance to Freeze on Hit affix on the crossbow. This is a very powerful affix, allowing the DH to temporarily make full use of the Crit Damage stat. It incentivizes DHs in Season 24 to itemize differently and potentially lower Crit Chance in favor of other stats when using this weapon.

  • Chance to Knockback on Hit and additional Movement Speed – these two affixes are present on Windforce as a nod to the Diablo II item. Thankfully, the weapon also has a slew of other helpful stats and damage bonuses that make it more attractive.

  • Cursed enemies are Feared in place for 7 seconds – this is effectively a hard crowd control effect that roots enemies in place when the Necromancer curses them, making for an excellent proc for Krysbin's Sentence. This affix is present on Blackhand Key and makes it a wonderful speed farming item that both disables your enemies and makes them greatly susceptible to damage via the ring's buff.


Ethereal Legendary Item and Passive Affixes

Ethereal weapons roll with a random class passive for their respective class. They also roll with a random class-specific weapon legendary power, but are also able to roll a handful of cross-class, generically useful item powers such The Furnace, Ingeom, and Messerschmidt's Reaver. Ethereal legendary powers do not depend on the type of weapon you wield, meaning you can get powers from One-Handed legendary weapons on a two-handed Ethereal weapon, and vice versa. Their ability to take on the power of any weapon and replace the usual legendary occupying the slot makes Ethereals attractive to almost all the builds in the game.

Regardless of their type, item level and purpose, Ethereals share some common traits that need to be understood prior to strategizing their acquisition:

  • Ethereals are part of the loot table, dropping at a reduced rate, and obey the standard rules for smart loot, meaning they will overwhelmingly drop for the class you are playing at the moment. Ethereals are not an item rarity like Ancient or Primal Ancient items, which is another important aspect of their farming.
  • Ethereals cannot be traded between players, as they are account bound.
  • Ethereals can drop during the leveling process, practically at any level, and will have appropriately scaled stats. This will be important for one of the strategies discussed further in the guide.
  • Ethereals can only be farmed from slain monsters (trash, elites, bosses and Rift Guardians) and containers (chests, corpses, destructible objects). They cannot be obtained from bounty bags, be gambled for, or be crafted.


Ethereals can be farmed up in two ways, and the one you choose will largely depend on your intent for those items. If you intend to use them for the purposes of endgame farming and GR progression, you will have to farm for them at max level with your chosen character(s) – a time consuming process that will only grow more arduous the more classes you spread yourself to. If you strictly want them for the transmog and the Feat of Strength, you will use a clever snapshotting method that will net the Ethereals far quicker, but they will be at a low item level that renders them useless for the endgame. Read up on the two methods below.


Farming at Level 70

If you intend to use Ethereal weapons in your endgame build, you will have to farm them at max level. This will take a considerable amount of time, and there isn't a particularly deep strategy to get the job done – simply farming Torment 16 Nephalem Rifts (the highest standard difficulty) and Level 90 Greater Rifts (since drop amounts do not increase past that point) at the highest possible speed will yield the highest number of legendaries per hour, and by extension, Ethereals. Simply pick a strong speed farming build for your chosen class, and blast away; such builds include, but are not limited to:


Snapshotting at Level 12

This method was discovered by fellow theorycrafters Rob and Northwar and should only be used if you intend to get the Ethereals for vanity items ONLY, to keep the transmogs for future Seasons, and get the Feat of Strength. Keep in mind that this strategy requires the help of at least one more person, so make sure to co-ordinate your farming effort with as many friends as possible. You will be required to:


  • Step 0 (Preparation): The process described below can be greatly expedited if you already have an endgame character and have leveled up a Gem of Ease to 25. This way you can socket the gem into a lvl 70 weapon and make it usable to a level 1 character, so it can demolish any content care-free. Also slotting speedfarming-appropriate items in the Cube, such as Ingeom, MesserschmidtsReaver, Nemesis Bracers, etc., will be very helpful with low level Ethereal farming.

  • Step 1: Create a level 1 character, set the game to Normal difficulty, and level yourself to exactly Level 12. This has been tested to be the meeting point between the smallest legendary loot table across all classes and the lowest level at which Ethereal weapons can drop.

  • Step 2: You and your friend(s) make new characters of the class you want Ethereals on. Level them to no less, but ideally not above, Level 16. This is done because a 4 level difference between a "host" of a game and the invited companions keeps the game at the host's level.

  • Step 3: Make a game on the Level 12 character on Torment VI difficulty (the highest you can invite non-70 characters to), and invite your friend(s) to join with their Level 16+ Ethereal farming heroes.

  • Step 4: When they join, you can now safely leave the game with your Level 12 character and rejoin with the Level 16+ character you want to farm Ethereals on. The game will be snapshotted with a level 12 difficulty/loot table, as evidenced by the number in the upper right corner of the screen.

  • Step 5: Do Torment VI rifts, transmute Puzzle Rings at Kanai's Cube to open a portal and clear Greed's Realm of goblins, and transmute Bovine Bardiches to clear Cow Levels.

  • Step 6: Repeat the process above for any classes and Ethereals you may require.



We can clearly see an influx of new and returning players – people looking for guidance and advice on early crafting, gambling, and character building foundations. This is my attempt to convey as much information as I can in a single thread.

At the very start of the Season, your first job is, naturally, to create a new seasonal hero. While this first choice does not lock you down too terribly, note that the Seasonal Journey rewards you once per Season – only for the character that completes the chapters first. Bearing that in mind, pick your character and go in game.

While in town, approach one of the followers that most closely matches your class (Templar for Barbarians, Monks and Crusaders, Scoundrel for Demon Hunters, and Enchantress for Witch Doctors, Necromancers and Wizards), select the "Inventory & Skills" option, take their weapon and equip it yourself – it is a significant upgrade over the base weapon that you start with.

Note that once you reach level 7, vendors in all towns – the ones with the nickname "the Fence" in their names – will start selling rings. Each of them has a chance to sell rings that increase your Average Damage (i.e. 2-4 Damage), which is a massive DPS boost early on.


Challenge Rift Completion and Kanai's Cube

After your character is created, head to the Game Settings menu, go into the Challenge Rifts and start the current weekly run. Note that you have to have completed at least one Greater Rift on your account (either in non-seasonal or previous seasons) to have Challenge Rifts unlocked. Challenge Rifts are a weekly challenge that provides a fixed character and a build (usually using quirky skills and/or heavily unoptimized stats and items), and challenges you to beat the Greater Rift completion time of its original owner.

The completion of the Challenge Rift is usually trivial and can be completed either solo or in a group, and will net you a Challenge Rift Reward cache. Open it up in-game with your brand new seasonal character and claim its contents: Death's Breaths, a couple hundred of each of the base crafting materials, Blood Shard, a couple million gold, and 15 each of the Act-specific bounty cache materials. With your newfound riches, upgrade both your Blacksmith and your Mystic craftsmen in town to their maximum rank.

Your next important step is to acquire Kanai's Cube. Kanai's Cube is found in The Ruins of Sescheron – the waypoint in the top right corner of the Act III map. From that waypoint, run left towards the city and make your way around the ruins; one of its far corners (typically upper right, lower right, or lower left) will have the entrance to the next zone, the Elder Sanctum. Once in the Elder Sanctum, make your way through the zone, practically to its other end. When you find the Cube and click it, it automatically transports itself back to town.

While you are at it, take a look at the Kanai's Cube guide for additional details on its use – it is an incredibly important part of your character progression at any point of the game, so make sure to acquaint yourself thoroughly with its properties.


Which Item to Craft and Extract in the Cube?

One of the strongest early game boosts that you can obtain while leveling is to craft a yellow (rare) level 70 item at the blacksmith, then try to upgrade it into a valuable legendary at Kanai's Cube, and finally extract its property for one of the Kanai's Cube legendary power slots. Note that this strategy is stronger for some classes over others, particularly favoring Demon Hunters, Necromancers, and somewhat Barbarians. The remaining classes can skip this step and directly go to gambling, sparing themselves some disappointment and saving some materials for level 70, since you can do this recipe exactly once at the Season's start (you only have so many Death's Breaths).

When choosing which rare item to craft, keep in mind that you are looking to upgrade them into a legendary that provides some form of skill damage multiplier that will skyrocket your leveling efficiency. Every class has a different set of valuable items to attempt for:



  • Craft a rare level 70 Two-Handed Mighty Weapon, and use the Upgrade Rare recipe in the Cube to try to obtain either a Fury of the Vanished Peak, The Gavel of Judgment, Bastion's Revered or Blade of the Tribes.



  • Craft a rare level 70 One-Handed Flail, and use the Upgrade Rare recipe in the Cube to try to obtain either a Darklight, Gyrfalcon's Foote or Johanna's Argument.


Demon Hunter:

  • Craft a rare level 70 Dagger, and use the Upgrade Rare recipe in the Cube to obtain either a Karlei's Point or a Lord Greenstone's Fan. Demon Hunters are excellent at this strategy since they only have 2 daggers, and they are both great for leveling.



  • Craft a rare level 70 Daibo, and use the Upgrade Rare recipe in the Cube to try to obtain either an Incense Torch of the Grand Temple, Balance or The Flow of Eternity.



  • Craft a rare level 70 Two-Handed Scythe, and use the Upgrade Rare recipe in the Cube to obtain either a Bloodtide Blade, Maltorius' Petrified Spike, Nayr's Black Death or Reilena's Shadowhook. Necromancers are excellent at this strategy since they only have 4 legendary Two-Handed Scythes, and they are all great for leveling.


Witch Doctor:

  • Craft a rare level 70 Staff, and use the Upgrade Rare recipe in the Cube to try to obtain either a Staff of Chiroptera or Wormwood.



  • Craft a rare level 70 Wand, and use the Upgrade Rare recipe in the Cube to try to obtain either a Fragment of Destiny, Serpent's Sparker, Unstable Scepter or Wand of Woh.


Note that this part of the leveling strategy requires some amount of luck for non-DH and non-Necromancer players. Leveling in a group minimizes the risk of RNG screwing everyone over, but sometimes you will be unlucky; this is nothing to be bothered by, as leveling in Diablo is still a fairly easy and straightforward process.

If you are lucky, however, and obtain one of the items outlined above, you will have just about enough Death's Breaths to use the Extract Legendary Power recipe in Kanai's Cube. Do that, and then slot the (now maximized) legendary power of the item in the Cube, netting yourself a considerable leveling bonus. Needless to say, adjust your build accordingly to the legendary power, i.e. if you get Guard of Johanna as a Crusader, make Blessed Hammer your main damage dealing skill throughout leveling.


Spending the Challenge Rift Blood Shards

Your next step is to try and gamble for valuable items from Kadala at level 1. Since not every legendary is available right from the start, the legendary item pools for some classes are restricted in a beneficial way to obtain another strong damage multiplier right from the start. If you do not consider the legendaries listed for your class particularly attractive, you can always gamble for Helms for a considerable chance at obtaining Leoric's Crown; extracting its power and socketing rubies in your helmets throughout leveling will net you a hefty amount of extra experience.



  • Gamble for Bracers, trying to obtain either Bracers of Destruction or Bracers of the First Men. Spend any remaining Blood Shards on Boots for a chance at Lut Socks.



  • Gamble for Bracers, trying to obtain Gabriel's Vambraces. If you are lucky to get them quick, you can also spend some (or all, if you are feeling lucky) on shields for Guard of Johanna or Denial. At level 31, if you have any Blood Shards saved over, or new ones you are willing to spend, you can try your luck at Pants for Hammer Jammers.


Demon Hunter:

  • Not many great options; you can gamble for Belts, trying to obtain the Hellcat Waistguard, although Grenade comes a little later in the leveling process. Otherwise, either go for Leorics Crown (helm) or the damage proc of Pox Faulds (pants). Another gambling strategy you can attempt is saving shards for level 30, when you can gamble on Quivers for a chance at Sin Seekers, or level 31 – for the additional chance at Holy Point Shot and Spines of Seething Hatred.



  • Gamble for either Boots (hoping to obtain Rivera Dancers or The Crudest Boots) or Bracers (hoping to obtain either Pinto's Pride, Cesars Memento or Gungdo Gear). Adjust your gambling strategy for Monk depending on the item you obtained (if any) on the previous step, where you upgraded a rare item (i.e. gambling for bracers if you got an Incense Torch of the Grand Temple, hoping to get Pinto's Pride).



  • Gamble for Gloves, trying to obtain Grasp of Essence, or Rings for Circle of Nailuj's Evol if you upgraded your scythe (see above) into Reilena's Shadowhook.


Witch Doctor:

  • Not many great options; you can gamble for Mojos, trying to obtain a Gazing Demise, but its usefulness is rather limited in early character progression. Otherwise, either go for Leoric's Crown (helm) or the damage proc of Pox Faulds (pants).



  • Gamble for Sources at level 1, trying to obtain Winter Flurry, or save them for level 31, when you can gamble on Rings for a chance at Manald Heal, or level 33 – for Source gambling for Etched Sigil.


Crafting a High Level Rare and Reducing Level Requirement

Pick a two-handed weapon category of your choice (2h Axes, Maces, Swords…) and craft a level 70 weapon of the chosen type. Avoid class-specific weapons, since they add a class-specific roll to the secondary stat pool (i.e. Max Fury), making this strat harder. You are looking for a roll with:

  • At least a Crowd Control secondary stat – Chance to Stun, Slow, Fear,.. etc. On Hit;

  • Ideally, also a Life per Hit primary stat;

If both these stats are present, you have eliminated a large part of the possible Secondary stats on the weapon. Thus, you can easily reroll the other Secondary stat (the one that is NOT the crowd control stat) into Reduced Level Requirement – making the item wearable up to 30 levels prior to level 70. This is a tremendous damage increase for a large chunk of your leveling process.

Of course, if you are very lucky, the Reduced Level Requirement can roll onto your crafted item outright.


Complete a Boss Bounty

An easy early boost to your character in Seasons is to check your bounties for any easily completed act boss killing bounties – the most famous examples being Zoltun Kulle (at the Archives of Zoltun Kulle waypoint) and Maghda (down from the Road to Alcarnus waypoint) in Act II. Another option is Azmodan at the very end of Act III. Simply run past the mobs and go straight for the boss kill.

The boss bounties reward you with a Diabolic Hoard chest that is guaranteed to drop you a couple of rare items; they will boost your overall character power nicely right at the beginning.




Torment VI Traps Method

Turn the difficulty up to Torment VI and go to the Halls of Agony Level 1. Run and dodge past monsters that come in your way until you reach the falling blades traps; there, lure the monsters towards these traps and watch as they get slaughtered, netting you tremendous experience.

This method, while extremely efficient time-wise, is also (arguably) quite unfun and counter-intuitive, not to mention prone to mishaps. Needless to say, this strategy is not Hardcore-friendly and will result in the (frequent) death of your character.

Via Massacre Bonus

You can also consider leveling via Massacre bonuses — a very potent strategy in solo play. The Massacre bonus XP system was revised in Patch 2.4.1 into a multiplicative experience bonus that rewards you for chaining kills of monsters. The caveat is this bonus only works in bounties – and not during Rifts.

To successfully pull of long chains of monster kills, pick highly populated zones – the Cathedral (Act I), Halls of Agony Level 3 (Act I), and, most notably, Fields of Misery (Act I). The tactic is to always be on the move, leading monsters into one another, abusing Cursed Chests for monster spawns, and generally using skills with DoTs or high AoE (Rend for Barbarian, Blessed Hammer for Crusader, Multishot for Demon Hunter, Wave of Light for Monk, Locust Swarm for Witch Doctors, Blizzard for Wizards).

While Massacre leveling will require frequent restarts of the game (every 5-10 minutes), it will result in some of the fastest leveling in Diablo 3, clocking under the 2 hour mark when you get the hang of it. Due to its individual nature and the level of coordination required to pull it off in a multiplayer game, leveling by Massacre bonuses can only be recommended for 2+ players if they are experienced and have voice communication; this is predominantly a solo leveling technique. It also has the considerable downside of losing the increased legendary drop rate and blood shards of rifting.

Via Cursed Chests

This is one of the faster methods, clocking in under the 1 hour mark with experienced groups that have a Necromancer with them. The reason for the inclusion of the Necromancer is the supremely strong class-specific legendaries that are able to be gambled from the get-go — namely, Grasp of Essence to amplify the damage of Corpse Explosion, and Bloodtide Blade to amplify the damage of Death Nova. Either of those lucky finds can carry an entire group on up to Torment VI difficulty. Ideally, the remaining teammates will support the DPS carry with buffs and as much crowd control as they can muster.

The preferred way to level through Cursed Chests is to have individual party members make their own games, and invite the rest of the group when they stumble upon one of the Cursed Chests from the list below. Note that Act IV has no suitable spots.

  • Act I – The Cursed Cellar – The Old Ruins (dangerous for Hardcore characters due to lack of space!)
  • Act I – The Cursed Court – Cathedral Level 2
  • Act I – The Cursed Bellows – Halls of Agony Level 3 (dangerous for Hardcore characters due to fire traps!)

  • Act II – The Cursed Spire – Archives of Zoltun Kulle

  • Act II – The Cursed Pit – Archives of Zoltun Kulle

  • Act II – The Cursed Moors – Shrouded Moors

  • Act II – The Cursed Temple – Temple of the Firstborn

  • Act III – The Cursed Garrison – The Battlefields

  • Act III – The Cursed Bailey – The Ruins of Sescheron

  • Act V – The Cursed Peat – Paths of the Drowned (dangerous for Hardcore characters due to high damage monsters!)

Via Rifting

For groups and players that do not stress losing an hour in the 1-70 race, the general recommendation is to stick to rifts for the 1-70 journey. Rifts grant you increased legendary drop rate, blood shards for gambling, and a hefty "hand-in" bonus at the end. While rifting has a higher degree of randomness than bounties (map layout, monster density and composition are all RNG), the removal of Rift Keystones as a requirement to open them allows you to simply remake if you get a bad (difficult or slow) rift.


Final Thoughts

The introduction of Ethereal items is one of the coolest and most fun throwbacks that I could imagine to prepare us for the release of the Diablo II remaster. Terrifyingly powerful items with unique transmogs to chase, with considerable rarity thrown in for good measure to whet the appetite for grinding? Sign me up!

Thank you for reading the megathread and happy Season 24!


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