The studio behind Streets of Rage 4 is developing a new game called Absolum, which is a roguelike beat-em-up.

The studio behind Streets of Rage 4 is developing a new game called Absolum, which is a roguelike beat-em-up.

      Guard Crush, the studio behind Streets of Rage 4, has announced its next project. Rather than revisiting an established franchise, the team is developing an original game titled Absolum in collaboration with Dotemu and Supamonk. This cooperative, fantasy beat-em-up combines elements of a classic genre with roguelike progression features.

      Before its official reveal, I had the chance to experience several runs of Absolum during a 90-minute session. It took me a few attempts to fully understand what Guard Crush aims to achieve, but I’m beginning to see the overall vision clearly. Absolum strikes a balance between a traditional beat-em-up and a contemporary action game, blending elements from both that enhance each other. It represents the kind of original sequel I hope to see from a studio that has established itself with a well-known IP.

      A fresh take on beat-em-ups

      Like many 2D brawlers (such as Dotemu’s popular Teenage Mutant Ninja Turtles: Shredder’s Revenge), Absolum appears quite straightforward at first glance. At the outset, I move from left to right, halting to attack monsters with my fists and sword. Its illustrative art style, reminiscent of a playable comic book, and the weighty nature of its attacks immediately recall the work of the makers of Streets of Rage 4. I quickly start chaining combos—until I unexpectedly meet an early demise.

      This is where Absolum reveals its true nature. The game essentially merges a standard beat-em-up with roguelike mechanics, although it took me a few tries to see where these concepts intersect. After exploring a hub area, I embarked on my first proper run. My basic move set consists of two regular attacks and a special move that consumes mana. However, there’s more depth to discover as I play. My relentless punching can break an enemy's guard, allowing for a follow-up with damage, akin to a 2D fighting game.

      I battle through levels as before, this time dodging enemies on giant boars that charge at me (I can commandeer their mounts as well). Upon defeating foes, I receive run-specific upgrades, with my first granting fire damage to my attacks, while other levels provide upgrade materials.

      Once I perish again, the progression loop kicks in. My character levels up, and I acquire a kind of golden insect. I take this to a nearby NPC to exchange it for a different special attack for my hero. Additionally, I’ve gathered numerous stones during my run that I can spend on permanent upgrades like health increases. Although I start with just six options, a new skill tree unlocks after enough purchases. Ultimately, I earn a revival ability that allows me to return from death once. Each successive run lets me progress a bit further as a consequence.

      There are additional progression layers woven into the runs themselves. Occasionally, I reach a point that unlocks a new power for my character, expanding my options. When I meet a shopkeeper and buy a passive relic that boosts my defense, he stamps my loyalty card. It’s evident that filling this card will yield a reward, incentivizing spending with him during each run. There are quests too; in one attempt, I guided a ghostly character to a hidden study within a level. After defeating my first boss, I even expand my moveset to include a throw attack. There are many opportunities for growth, even in runs that don’t succeed, reflecting the best aspects of the genre.

      However, Absolum diverges from traditional roguelikes in that the run itself is not randomized. There’s no procedural generation, and the level layout remains consistent, with the same set of screens guiding me from a river path into a castle. At first, it feels overly static, as if Guard Crush is merely trying to extend the typical length of a two-hour beat-em-up. But then I experience a breakthrough. On one screen, I discover another path subtly hidden in the background. Upon taking that route, I find myself traversing an alternate path. One run has me charging through the front gates of the castle, while another has me navigating its lower levels, battling mushrooms among mine carts. Each new route I discover gets added to my map.

      By the end of my play session, I have a clearer understanding of the entire gameplay loop. I embark on a run, face death, purchase upgrades, and explore new paths each time. At its core, it remains a traditional beat-em-up, but one that makes starting over feel rewarding. There’s no simply inserting another quarter into an arcade machine and hoping for a different outcome.

      I’m interested to see how much depth lies within this concept over the long term. I enjoyed my initial 90 minutes but am uncertain if there are sufficient paths to keep a full run engaging enough for multiple playthroughs. Additionally, some aspects of the combat still need refinement, as I sometimes struggle to align with enemies properly. There’s room for adjustment, but the fundamental

The studio behind Streets of Rage 4 is developing a new game called Absolum, which is a roguelike beat-em-up. The studio behind Streets of Rage 4 is developing a new game called Absolum, which is a roguelike beat-em-up.

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The studio behind Streets of Rage 4 is developing a new game called Absolum, which is a roguelike beat-em-up.

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