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About Us

About WeeklyXP

WeeklyXP is an independent publication about games — what they are, how they play, and how to get good at them. We cover the whole spectrum rather than one genre: massively multiplayer worlds, role-playing games, shooters, indie releases, mobile titles and simulations.

We are not a game studio, a publisher, an official fansite or an esports organisation. What we do is read the primary material carefully — patch notes, developer statements, published system documentation, store listings, and the player-side record of what actually happens in a live game — and write down plainly what it supports, what it does not, and where the honest answer is "no one has published a number for that."


Why This Site Exists

Most gaming coverage is written to be published on launch day, in the week the marketing budget is largest and the game is least understood. The mechanics that decide whether a game is worth your time — the economy, the progression curve, the endgame, how a build actually performs after the first patch — surface months later, when the coverage has moved on.

So we do the slower part: we follow games past launch week, keep the numbers attached to a date and a patch version, and translate the systems into a decision. Where the evidence is thin, we say so instead of inventing a verdict.


What We Cover

  • ๐Ÿ—ก️ MMO — levelling and endgame, in-game economies, professions, group content, and what a live-service game costs you per month
  • ๐Ÿง RPG — builds, classes and skill systems, difficulty and pacing, and honest comparisons between similar games
  • ๐Ÿ”ซ FPS — map and weapon fundamentals, settings that measurably help (and the ones that do not), and competitive basics
  • ๐ŸŽจ Indie Games — releases worth the shelf space, roguelikes and metroidvanias, early access that is and is not worth buying today
  • ๐Ÿ“ฑ Mobile Games — what is actually playable without paying, gacha and stamina systems, and port quality
  • ๐Ÿ—️ Simulation — colony, city, farming and management games; the systems under the tutorial and what difficulty really changes
  • ๐Ÿ–ฅ️ Gaming Gear — mice, keyboards, headsets, monitors and controllers, judged on specifications and measured behaviour rather than marketing claims

How We Write

Every article follows the same method:

  1. Start from the source, not the trailer. A mechanic is described from patch notes, developer documentation, datamined or published values, and the game's own menus — not from announcement footage.
  2. Date the claim. Live games change. A guide that was correct in patch 1.0 can be actively misleading in patch 1.4, so numbers carry the version and the date they were taken from.
  3. Separate evidence from assertion. A measured frame time is evidence. A "pro-grade sensor" line on a product page is not. We mark the difference in the text rather than splitting it in a score.
  4. Explain the trade-off, not just the winner. The build that is fastest to level is usually the slowest to gear; the cheaper peripheral often costs more later. We say which trade you are making.
  5. Correct the record. If a patch invalidates a guide, or we get something wrong, the article is updated and the correction is noted. Write to us and we will look at it.

How This Site Is Produced

We are upfront about this, because you are entitled to know how a site like ours is made: articles are drafted with AI assistance and reviewed and edited before publication, against a written sourcing and style rule set. Structured facts — release dates, patch versions, prices, hardware specifications — are checked against primary sources, and each article's comparison tables and FAQ are derived from those sources.

Three things follow from that, and they are the point:

  • We do not claim play time we did not log. Where a piece rests on hands-on time, the article says how much and on which version. Where it rests on published material, the article says that instead.
  • No invented patch notes, prices or player counts. If a figure is not in a source we can point to, it does not go in the article.
  • No paraphrased reviews sold as our own. Other outlets' reviews are linked when relevant, not rewritten to look like first-hand impressions.

Independence and Disclosure

  • We do not accept payment for reviews or rankings. No publisher can buy a place in a list, and no publisher can buy a verdict.
  • Affiliate links, where present, are disclosed on the page. They never determine whether a game or a peripheral is included, how a comparison table is ordered, or what a verdict says. If we recommend something, it is because the evidence supports it — not because the link pays.
  • Advertising is labelled as advertising. Display ads on this site are served by Google AdSense and are separate from editorial content.
  • Corrections stay visible. We do not quietly delete an article because a publisher objects to it.

Full details are in our Disclaimer & Disclosure.


What We Are Not

We are not affiliated with any game developer, publisher or platform holder, and nothing here is official documentation. Game systems, economies and hardware behaviour change with patches, seasons and regional releases, so an article is a dated assessment rather than a permanent truth. Use our articles to ask better questions about what you are about to spend money or time on — then check the current patch notes and store page for yourself.


Get in Touch

  • ๐Ÿ’ฌ Corrections and tips — if an article is wrong, out of date, or missing a source you think matters, tell us. Corrections get priority.
  • ๐ŸŽฎ Developers and publishers — we will look at published systems documentation, patch history and review access. We do not promise coverage, and we do not accept payment for it.
  • ๐Ÿงพ Reader experience — played the game we wrote about, on a version we did not? Tell us what changed. Reader reports are one of the few real-world signals this category has.

Reach us through the contact page.

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