
Godfall developer Counterplay Games reportedly shut down earlier this year, so seeing it suddenly reappear with Armatus, a full-blown roguelite shooter coming to PC and consoles in 2026, might be somewhat of a shock.
A trailer, including everything from far-along cinematics and tense gameplay, materialized during today’s November 2025 Xbox Partner Preview. It’s undeniably got that Godfall flair to it, as its main character can be seen smashing and blasting their way through a post-post-apocalyptic Paris.
It’s not often a game developer seemingly closes down only to reemerge months later with a brand-new video game for PC, Nintendo Switch 2, PlayStation 5, and Xbox Series X | S. We sat down with Counterplay studio head and creative director Ming Zhang to learn more about Armatus, its roguelike gameplay, and what it’s been like for the team to continue its work when those rumors were kicked up. You can see the full interview below.
IGN: To set the stage, tell me about Armatus and this trailer we’re going to see. What are players looking at in this first trailer?
Ming Zhang: What you see in this trailer is snippets of gameplay, largely with a little bit of cinematic footage from our game. You know, it’s been a number of years in the making, and this is Counterplay’s next entry in our love of visceral combat. You see some of the abilities, some of the enemies, and some of the cool moves that you’re going to be you’re going to be able to do, in this case.
What can you tell me, in a little more detail, about its gameplay, its story, and, especially, the world it takes place in?
Zhang: It’s a third-person roguelite shooter, and in order to build the world, what we did, is we took the concept of urban fantasy, which is the grim supernatural underneath the real world, and we took it to the nines. What happens in the post-post-apocalypse of an urban fantasy world? Well, you know, the real world kind of starts to break apart, and underneath, all the supernatural stuff starts to spill forth, right? When you think about, ‘What is a city that evokes classic but also modern, and has all the right tone and tambre, even un-supernatural?’ It would be Paris. Starting from there, we then said, ‘Well, what is the kind of character that we would have bring here? We wanted to create the supernatural character, who was powerful and had access to these celestial abilities that you would be able to use, but we also wanted to take the sound and fury of modern firearms and put that in the hands of this supernatural being. So, you’ve got the magic and the firepower, and put it together.
I saw The Vanishing is what triggered this Paris to look like this. What can you tell me about that event and how it resulted in something like that?
Zhang: There’s something about the word spoiler that is coming up (laughs), so you’ll have to, you’ll have to play and find out, but it is the pivotal event. That kicks off the game.
That’s totally fair. You talked about it a little bit there, but what else is it about Paris that makes it the location you go to for this instead of somewhere else around the world?
Zhang: Paris just has incredible visuals, as a city. Again, when you think urban fantasy, it’s impossible to avoid a lot of the gothic undertones. The architecture of the city already evokes the emotions that we wanted from those from the supernatural side of the world, so combining that real world with the supernatural was a big part of the setting as well.
I’m curious if you can tell us more about the different tools players will have at their disposal. Are there different guns, weapon modifiers, or abilities? What can we generally look forward to?
Zhang: This is a run-based game, and the primary, I say, means of combat that the player has is, of course, your gun. So, you have your gun, you will be able to shoot it, but you also have a melee weapon at your disposal, and you have several locomotion kits and several abilities that you will be able to pick. One of the things that was really important to us was that players do this thing that we internally call ‘creative expression through combat,’ where not only is it that, you have all these amazing tools that you can use in your in your player kit, it’s that you get to customize the player kit that you’re taking on the run as you play each run. Just as it’s important to have visceral fidelity in the gameplay, it was important for us to have the build craft to go along with it.
Armatus is described as a third-person, roguelite shooter. Are there any specific games that inspired Counterplay when crafting its gameplay?
Zhang: We have a lot of references, as all game designers do. I think you’ll have to play and discover all the references, but I think fans of the genre will be very pleased with what we have to offer.
I don’t know if maybe you’d have the same answer, then, for some of the different movies, books, and games or shows that inspired the story and universe this takes place in?
Zhang: Well, one of the things that we always look for at Counterplay, and we’ve done this since the beginning, was interesting genre blends. Without getting you know too nerdy (laughs), we always look for combinations. We always look for the chocolate and peanut butter or whatnot, and so I think a lot of the fun in doing that is for our players to figure it out on on their own, but I think you’ll see the inspirations worn pretty heavily on our sleeves.
Roguelite, I think, is a term that a lot of people hear, and they feel like if they’ve played one, they’ve played them all. What does Armatus do to stand apart from other rogue lights and shooters?
Zhang: I tend to think of roguelite as a design framework. It’d be like saying, ‘If you played one RPG, you played them all.’ The design framework is the thing that you scaffold the game on top of, but it’s not the only thing in the game. As we emphasized, our game really sings when you get into the combat. Creative expression through combat is a core pillar of what we wanted to do. If you came into this game and you just wanted to slaughter demons using abilities and guns and melee, this is the game for you, and if you wanted to be the kind of person who strategically picks every single upgrade in order to hit the perfect combination and eradicate rooms that way, this is also the game for you. So that’s kind of how we think about it.
How long is your average run going to be? Is this the kind of thing where you can play quick run before bed, or do you really need to sit down and lock in for hours and hours?
Zhang: We’re still working on the game, so I prefer not to give a number at this at this point, but what I will say is, like many games that have come before and after, both in the third-person action genre, as well as the roguelite genre, the choices that you make have a big impact on how much you can do.
I think at the end of the trailer, you tease a boss fight. I’m not looking for specifics here, but are bosses something players can look forward to in Armatus, and what can you tell me about them?
Zhang: Yeah, bosses are definitely a part of the game. Thank you for that. Bosses are definitely a part of the game, and we call them Greater Demons. What they represent is, if you think of the demonic incursion that’s happening in Paris, in the post-apocalypse that we talked about, the Greater Demons are the ones that anchor. They’re more solid than the other ones. They’re bigger, they’re scarier, they are figures of nightmare, and I think players will have a great time being killed and killing them as well.
So would you call Armatus a particularly difficult game, then, or is that in the hands of the player through different options?
Zhang: I think that’s going to be up to the player, but I guess you’ll have to wait and see on that one, too.
What are some of the lessons the team learned from, specifically, Godfall, because it’s really easy to compare these two, that the team brought into the development of Armatus?
Zhang: I think the biggest one is this: Coming out of Godfall, one of the things we consistently received feedback on, and it was almost all positive, but basically the big discussion point was the starting point in the game felt almost primordial. Then, as you unlocked moves in the skill tree, suddenly you were doing this and you were doing that. The combat in that game felt like a conversation with the developers. Again, I’m paraphrasing, you know, one or two reviews here, but that was a major source of feedback we got across the board. Fans really resonated with the dynamic combat that we had in Godfall, and they really liked this conversation with the developer-style of play that they had. So as we moved into our next project, we said, ‘Hey, we did it for melee. Can we pull it off for shooters as well?’ So we took that, and that’s where this emphasis on build craft comes from.
I saw a lot of rumors earlier this year that Counterplay had shut down, and sitting here now, that’s obviously not the case. So, I’m curious if you have any comment on that situation you’d like to share, and more specifically, what it’s been like for the studio to see those rumors swirl while knowing full well that Counterplay’s next game is very much still in development, despite that.
Zhang: I think most of the studio was too busy working on the game (laughs) to really pay attention to rumours that don’t really apply to their day-to-day. I think the only comment I really have on it is, the announcement and future release of Armatus is a celebration of Counterplay Games, of our camaraderie, and this team that has gone through thick and thin together. It means the world to us that players are going to be able to see this game. They’re going to play it, and we think that people are going to have a lot of fun. So, my comment is, go play Armatus, and then you can tell us how you feel about, right? (laughs)
Moving back to the game itself, I couldn’t tell based on the trailer alone. Is this an entirely single-player experience, or are there any multiplayer elements, even scoreboards, or anything like that?
Zhang: It’s a single-player game, and as for features, again, we’re, we’re still in development, so wait and find out.
I get it. It’s hard to talk about these things when the pieces are always moving, I’m sure.
Zhang: I think it’s harder not to talk about these things, right? That’s kind of the challenge here.
PC, PlayStation, and Xbox versions are on the way, but I also saw that a Nintendo Switch 2 version is in development. Were there any challenges in bringing Armatus to that console, and is the Switch 2 version expected to launch at the same time as other platforms?
Zhang: Yes, they are all expected to launch together. The challenge with these things is always optimization, but if you’ve seen Godfall, a PlayStation 5 launch title, you know that, if there’s one thing that we do well, it’s optimizing game systems.
Is there anything about Armatus that you want to talk about or that you want players to know now that they’re finally seeing what this looks like?
This game is a love letter to action combat in all its forms. It’s a love letter to the urban fantasy, gothic horror inspirations that we see in so many games and fiction all over, and the thing that is most important to us here at Counterplay is for players to see this letter that we’ve written. So, I can come up here and yammer about systems and features all day long, and all I would be doing is making promises to the audience, but the promise I will make is that if you play our game, you’re going to have a really great experience of butchering all these demons.
Michael Cripe is a freelance writer with IGN. He’s best known for his work at sites like The Pitch, The Escapist, and OnlySP. Be sure to give him a follow on Bluesky (@mikecripe.bsky.social) and Twitter (@MikeCripe).









