Guns of Eschaton, an upcoming title from developer Eschatology Entertainment and publisher 4Divinity, merges the demanding combat loop of Dark Souls with a distinct Weird West aesthetic. The game is set in a grim version of the Old South, characterized by "dust, blood, false saints, broken history, and occult horror," and features art direction inspired by Viktor Antonov, known for his work on Half-Life 2 and Dishonored. Players awaken as a nameless protagonist at the bottom of a ravine, a setting that serves as an introductory area to the game's core mechanics: shooting, dashing, and parrying.
The combat emphasizes a slower, more deliberate pace, beginning with the handling of the player's six-shooter. Instead of simple point-and-shoot, the game incorporates pseudo-realism with mechanics such as cylinder management, requiring players to reload after six shots, and cocking the hammer between each shot to rotate the cylinder. This adds a unique rhythm to the gunplay, where mistiming a shot can lead to a dangerous "click" of an empty chamber. Enemies in Guns of Eschaton are not simply defeated by landing bullets; each possesses a specific weakness that must be exploited through a sequence of attacks, targeting particular limbs in a precise order. This design philosophy, as described by CEO and creative director Fuad Kuliev, aims to create a "smart shooter, not a fast shooter," encouraging players to analyze their approach before engaging. Enemy weaknesses are detailed in an in-game Codex. For moments when direct shooting is not optimal, the game allows for countering melee and ranged attacks with well-timed parries, which deal increased damage. A dash mechanic, similar to Dark Souls' roll, provides a window of invulnerability for evasion.
Despite these mechanics, the initial hands-on experience proved challenging. Guns of Eschaton introduces numerous systems early on, including environmental bullet ricochets for auto-targeting, duels with specific no-first-shot rules, gunpowder management that limits firing opportunities, and a stamina system for dashes and parries. Players must also contend with different inventory belts, various ammo types, ability upgrades, magical "prayers," and item buffs that can come with inherent drawbacks, such as chewing tobacco reducing maximum stamina. The game's structure mirrors Soulslike titles, featuring respawn points known as campfires, where resting causes enemies to reappear. Upon death, players return to these campfires and must retrieve lost "Memories" from their place of demise before being defeated again. Evidence of a player-driven messaging system is also present. However, the game's unique gunplay rhythm, when mastered, offers a rewarding experience, combining kiting, parrying, and ricocheting shots.
Eschatology Entertainment has designed Guns of Eschaton to accommodate various playstyles. Stealth is a viable approach, with unlockable perks that can reveal enemies through walls, facilitating long-range ambushes. Custom bullets can enhance combat effectiveness, and a "darkness curse" ability can obscure enemy vision. Players opting for a more direct approach can utilize prayers to temporarily reduce incoming damage. Further customization comes through weapon modifications, allowing for unique transformations of firearms, and ammo mods that alter damage and recoil. These elements contribute to a "dynamic" approach to difficulty, allowing players to tailor the experience through their build choices and in-game tool deployment.
For players finding the game excessively difficult, Guns of Eschaton offers additional options. A "Nightmare World," a mirrored and easier version of the main game, is available. The game also features an optional two-player co-op mode. While co-op technically increases the number of enemies, Kuliev suggests that the synergy between two players can make the overall experience more manageable compared to solo play. Despite the initial steep learning curve and frequent deaths experienced during testing, Guns of Eschaton offers an intriguing and refreshing take on the FPS genre, blending familiar elements with innovative mechanics. The game is slated for release on PC via Steam and the Epic Games Store, with potential console releases on PlayStation 5 and Xbox Series X/S.