00:06Guns of Eschaton
00:07Guns of Eschaton is packed with mechanics that feed into each other, master them, and the Frontier starts fighting on
00:13your terms.
00:14To maximize damage, follow the sequences. Every enemy has one. Study them in the Codex.
00:21Striking sequence points interrupts enemy attacks, and a series of hits in the correct order multiplies your damage.
00:33A well-timed parry cancels incoming damage and chips away at the enemy's poise. Drop it to zero, and the
00:40world slows down, letting you line up devastating synergized shots.
00:47We faithfully recreated the historical guns of the Wild West era. Each has its own firing rhythm, resource logic, and
00:55behavior to learn.
00:56You'll even cock the hammer yourself. Like a steed, each weapon has a character of its own.
01:04To be prepared is half the battle. By choosing blessings and bullet types for specific chambers, you're basically creating a
01:12battle plan for the next fight.
01:13Furthermore, weapons like this shapeshifting dueling pistol have their own abilities, their own chamber configurations and reload systems.
01:21All of this has a big impact on your playstyle.
01:26Different creatures have different vulnerabilities. We rotate the cylinder to choose the best first bullet for the fight.
01:33It hits a sequence point. The second bullet banishes the opponent from the battlefield.
01:38We parry an attack and hit the enemy with a shot that deals more damage after a parry.
01:45The banished enemy returns, but we're out of ammo. To survive his lethal attack, we literally have to pray, and
01:52then counterattack with a dueling pistol,
01:55making full use of our passive ability to deal more damage on low health.
02:02As you unlock new abilities, you create personalized builds from weapons, active and passive skills, armor, talismans, consumables, and special
02:18ammo.
02:20Progression here isn't a linear stat increase. It changes the flow of combat itself.
02:30We want players to be able to develop a style tailored to their own skills, whether that means close combat,
02:36resource management, magic, ambushes and traps.
02:48Or sniping.
02:56Magic is intertwined with your gunplay. Enchant your weapon with biblical verses, so every shot carries an extra effect.
03:04On a miss, on a hit, or on a kill.
03:11Or throw voodoo hexes at your enemies, and shoot them mid-air to unlock their full power.
03:25Our visual director, Viktor Antonov, is best known as the creator of the worlds of Half-Life 2 and Dishonored.
03:33Cohesive worlds where architecture, culture, and the environment tell the story.
03:38Souls-like players get their apocalyptic giants.
03:41Western fans get their bandits, sheriffs, and trains.
03:45We combined the two, and got bosses like the demonic train.
03:50Guns of Eschaton takes the core principles of souls-like games, reactive battles, builds, limited resources, bonfires, death, and rebirth,
04:01and translates them into the language of a first-person shooter.
04:04It is not an FPS with separate souls-like elements.
04:08It is a true souls-like game in which the player's main tools are firearms.
04:14It is reproduced which habiliterifies.
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