There is certainly something to be admired in Peter Molyneux’s commitment to infinitely overpromising right through to what is meant to be his final game, Masters of Albion. I’m not saying I admire it, but someone might. And while I truly have no horse in the race regarding the quality, or potential lack thereof, in Masters of Albion, its latest gameplay trailer certainly does at least suggest it’ll be a true as it can be Molyneux game.
Blizzard kicked off 30th anniversary celebrations for the Diablo series yesterday with a 40-minute spotlight, focusing on updates and new content for the franchise’s current games. However, one question remains unanswered: is Diablo IV coming to Switch 2? And, additionally, what about a Switch 2 Edition for Diablo II: Resurrected?
Eurogamer’s Robert Purchase attempted to get some clarity, but instead was told that “the company had nothing to say on the matter”. A little disappointing, given how successful Diablo 3 and Diablo II have proven on Switch 1, but we’d be surprised if nothing is happening.
Chromagun 2: Dye Hard Splashes onto Xbox Featuring a Robust Accessibility Mode
Harrison Floyd-Marketing Manager PM Studios
Summary
Available now for Xbox Series X|S.
Robust accessibility system for those who are colorblind.
Wield your Chromagun across dimensions and parallel universes, each with unique physics, style and tone.
Color isn’t a barrier. While ChromaGun 2: Dye Hard is built on the language of color, it refuses to let color become a barrier. A unique symbol overlay system designed for color blind players earned ChromaGun 2: Dye Hard a Horizon Award for Technical Innovation at GG Bavaria 2025. It is a colorblind accessibility system that reimagines how players read and combine hues. Instead of relying solely on visual color differences, every color is paired with a distinct symbol: clean, intuitive shapes that overlay directly onto surfaces, objects, and even blended colors. When players mix hues, those symbols merge and stack in real time, creating a clear visual shorthand for every combination.
The result is a puzzle language that stays readable no matter how the player may see the world. Whether the player is navigating a monochrome chamber or juggling multiple color interactions at once, the symbol system ensures that every solution remains just as clever, challenging, and satisfying. With the goal that every player can experience the game on equal footing.
ChromaGun 2: Dye Hard features include:
A One-Of-A-Kind Tool – The ChromaGun: Wield the titular “ChromaGun,” a versatile paint-gun used to shoot primary colors onto surfaces and objects, mixing them to manipulate the environment and outsmart puzzles. Mastering the color wheel is essentially to success. Mix and fire primary colors to bend environments to your will! Rewiring doors, redirecting drones, and unraveling puzzles that twist in increasingly clever ways. Every puzzle hinges on how well you can mix, match, and manipulate hues under pressure. Fire blue at a red block and watch it shift instantly into a purple, opening new paths or triggering mechanisms you couldn’t reach before. The deeper the game gets, the more the game asks you to think and juggle multiple color combinations on the fly. With deeper color physics, sharper puzzle logic, and environments that react in surprising layers, the sequel delivers its most ambitious, brain‑stretching 3D challenges yet.
Magnetoid Chromatism: Master the proprietary core mechanic of Magnetoid Chromatism, a system where color isn’t just visual, it’s magnetic logic that governs how the entire world behaves. WorkerDroids, platforms, switches, and even environmental hazards react to color‑charged polarity, pulling toward or repelling away from whatever hue is applied. A single color can shift the flow of a room. ChromaGun 2: Dye Hard reimagines puzzle realities with ever-changing rules and visual styles, from comic-book labs to sci-fi facilities, keeping each challenge inventive and unpredictable. You interact with WorkerDroids, beams, tools and switches in flexible systems.
Multiverse Puzzles: Set in the dangerously pristine world of ChromaTech Industries, the game’s stylized presentation and humor blend clever problem-solving with off-beat charm. Travel through time and space across five different dimensions and parallel universes, each with new physics, visual style and narrative tone. Inside the comic‑book dimension, every action explodes with over‑the‑top flair. Each shot from the ChromaGun triggers a burst of hand‑drawn onomatopoeia – Wham!, Boom!, Pow! – that pop in like a comic book. Then there’s the chicken universe, an entirely different flavor of chaos. Poultry-based problem solving. Here, puzzles revolve around a flock of hyper‑aggressive, feather‑ruffling chickens who charge the player on sight. Instead of traditional switches or drones, progress depends on coloring these furious birds mid‑attack, using their reactions and movement to trigger mechanisms, open paths, and of course solve puzzles.
Welcome to ChromaTec, the universe’s leading producer of the ChromaGun (patent pending)! Here at ChromaTec, colors are magnets! Well, not exactly. Magnetoid Chromatism—a physical property of the pandimensional realm—is a bit more complex than that. In layperson’s terms: Walls attract objects of the same color. All kinds of objects! Like large boxes. Or small boxes. Or medium boxes! Or super-safe, friendly, decidedly non-murderous WorkerDroids*. (List not exhaustive)
Use your refined painting and color-mixing skills to voluntarily solve intricate puzzles on the ChromaTec Testing Track for ChromaGun Research Purposes, Mark II — aka ChromaGun 2.
Please note the following are not valid reasons for non-participation:
– Not having participated in the Testing Track Mark I
(aka ChromaGun 1; no prior knowledge necessary)
– Color-blindness
(A color-blind accessibility mode is available at no extra charge)
– Fear of birds**
– Fear of magnets (They’re colors, not magnets)
– Fear of being involuntarily forced to perform tests on an experimental color-based firearm (this will never happen)
ChromaTec would like to remind you of the following important disclaimer:
Not solving tests as instructed is not advised.
Breaking the ChromaGun is not advised.
Activating a portal to a parallALTERNATEel uniREALITYverse is not ADVISEDadvised…
ChromaLABS would like to remind you of the following disclaimer:
ChromaLabs is the universe’s foremost—and only—manufacturer of the patented ChromaGun. Our world-class engineers are all [redacted] free [redacted] and [redacted] motivated [redacted] to [redacted] ensure that our testing grounds meet the following criteria:
– Unbreakable tests: No constant restarting of test chambers necessary
– Removable paint: Painting and mixing is fine, but undoing it is even better
– Advanced puzzles: Physics challengPUZZLes, clever paintPAINT mechanics, and even [redACTED] oh TWO i [REDacted] UNIVERSES have a CANNOT EXIST bad IN feeling THE SAME about REALITY this.
We hope you enjoy your brief, pleasant, VOLUNTARY participation in the ChromaLabs CHROMATEC Testing TRACK.
* WorkerDroids may be less non-murderous than implied.
** Except chickens
On his RTGame channel in 2021, YouTuber and streamer Daniel Condren made headlines by dragging countless NPCs from a Hitman level into a walk-in freezer, in an attempt to simultaneously kill every single NPC in one map. He didn’t quite succeed. Now, he’s made another go at it, using the gigantic grape press in the winery that is Hitman 3’s final map. And this time, it went better.
You can watch it take place in a 40-minute edit of the stream. Well, actually the edit seems to be of two streams – in the first, he drags the NPCs one-by-one to smash them after knocking each one out with a baseball bat. That takes over 15 hours, according to the timer at the top of the stream. Then, the video cuts to what looks to be another stream, started at 5 hours and 49 minutes in, after he had dragged each body to the area just in front of the press, ready to be crushed by Condren’s cruel hitman.
For over an hour after that, he hauls each body beneath the press, framerate tanking every time the pile of bodies enters the camera’s view. A few game crashes later, and at about 7 hours and 13 minutes (again, according to the timer at the top of the screen), he’s done it. Elated and sounding a little like a cartoon despot, he hits the grape presser’s start button and smashes… most, but not all, of the NPCs. A second run of the press takes care of the last few. He then finds another body elsewhere in the winery that he’d either missed or that had been glitchily hucked there.
So Condren didn’t quite meet his mad goal of simultaneously making wine out of all of the level’s NPCs like some deranged, murderous Lucille Ball, but he got close enough for blues. He certainly seems pleased at the end when he adds, “And a shout-out to the population of Mendoza, Argentina. We love you guys. And you make a great beverage.”
Wes is a freelance writer (Freelance Wes, they call him) who has covered technology, gaming, and entertainment steadily since 2020 at Gizmodo, Tom’s Hardware, Hardcore Gamer, and most recently, The Verge. Inside of him there are two wolves: one that thinks it wouldn’t be so bad to start collecting game consoles again, and the other who also thinks this, but more strongly.
Back when Lil Gator Game arrived in the forgotten year of 2022, it received RPS’ coveted Bestest Bests badge because, well, it was just so darn delightful! And in the years since, developer MegaWobble have been tinkering away at a seemingly Zelda: Tears of the Kingdom influenced bit of DLC. Which, as it just so happens, has just been released today!
There’s an old refrain among comedians that no joke survives its retelling, and you don’t need to look any further than the shoddy track record of comedy movie sequels to see the truth in that. Fortunately, funny video games tend to fare much better, from Borderlands 2 to Portal 2, and so you would hope that a weird, deeply inappropriate game about drugs and talking guns like High On Life 2 might enjoy the same kind of evolution. In some ways it does just that, with many of its existing bright spots shining even more brightly – the lovable weapons that serve as your companions are more amusing than ever, and movement outside of combat is greatly improved by radical new skateboarding mechanics. But other areas don’t hold up as well, like the significantly less polished story, jokes that don’t land quite as often, and performance issues that are even more shaky than the first game. I still enjoyed my time with High On Life 2, and truly relish the opportunity to return to a world this goofy any chance I get, but this is definitely closer to Zoolander 2 than 22 Jump Street.
High On Life 2 picks up right where our foul-mouthed cast of characters left off… sort of. After a dizzyingly fast intro recaps the events of the first game and gets you back into the action, you find yourself on the wrong side of the law and ready to begin the familiar process of hunting down a list of baddies to bring down an evil organization. Instead of a drug cartel, this time the villain comes in the form of a pharmaceutical company that I felt no guilt killing off members of over the course of the roughly 10-hour campaign, now playing the role of rogue assassin as I ply my trade of death illegally – a nice twist to the otherwise nearly identical setup of the original.
Sadly, the story built around this string of over-the-top murder missions is a bit sloppy, with a couple big reveals that don’t really land and a surprising number of monologues to explain motives and technologies. There’s a shocking amount of “tell, don’t show” for a game that is typically very intentionally about not sweating the details and following the rule of cool. It sorta reminds me of a D&D campaign that’s gone on way too long and starts to feel like the DM is twisting himself in knots trying to get to that cool payoff, missing the mark too often in the process. The good news is that the plot at least moves along at a pretty fast clip with a steady stream of silly gags to keep you guessing, even when the story gets messy.
Speaking of silly gags, like its predecessor, this is an adventure that relies a whole lot on the success of its goofiness and whimsy, and there are plenty of laugh out loud moments to be had. The high points are extremely memorable, like when you fight an incredibly annoying boss who transports himself inside your menus and starts messing with your game settings (appropriately voiced by the legendary Richard Kind), or when one mission concludes with a murder mystery that has you gathering clues and interrogating witnesses instead of shooting guns. Sometimes the lowbrow humor also just hits, like a side quest where someone wanted me to help them find a bridge troll and…y’know, I think I’ll just leave it at that. High On Life 2 is at its best when it’s trying weird and creative things, and when it manages to pull that off, there’s really nothing quite like it.
I was having the most fun when it was trying new stuff, and the least when it was retreading old bits.
That talking Aussie blade cuts both ways though, as jokes fall flat a tad too often in this sequel, and it’s pretty tough to watch when they do. Granted, it’s always harder to pull off gags in a world that has had a lot of its juice squeezed out already – we know about the species of sentient guns, for example, and have already had most of the funny moments we’re going to get out of that surreal experience – but some of the jokes are quite literal repeats of things that happened in the first game. If I was having the most fun when High On Life 2 was trying new stuff, I was having the least when it was retreading old bits or just throwing a couple curse words onto the end of a sentence in lieu of actual punchlines.
The stars of the show in the original were the gun companions you met and befriended along the way, and that certainly remains true in this follow-up. Meeting a down on his luck pistol named Travis (who has a charmingly dorky voice from Ken Marino) and reuniting him with his estranged wife is both a satisfying arc and a clever way to introduce the first dual-wielded weapon when his spouse joins the party (I do wish they’d make out less though). All four of the new gun companions are awesome and have helpful abilities in both combat and puzzle-solving, like Sheath, whose harpoon “trick hole” attack can impale people during fights and create ziplines while platforming. Plus, most of the OG Gatlians make a return as well, including my favorite partner in crime (literally this time), Gus, the shotgun who looks like a frog and has the unmistakable voice of J.B. Smoove. Hell yeah.
Unfortunately, a wider variety of guns hasn’t done much to make the sloppy and overly simplistic gunplay any better – in fact it even feels a touch worse. Some of the new weapons are quite crisp compared to the wonky slugthrowers of yore, especially Sheath’s burst-fire that reminds me of the battle rifle from Halo. But with so many enemies and projectiles flying around, claustrophobic rooms with odd geometry that enemies get caught behind and within, and weapon accuracy being a bit all over the place, combat leans into chaos more than anything else. Most of the time that’s fine because you’re playing a game that’s all about over-the-top nonsense, but when you occasionally die due to unfair circumstances or when a fight drags on for a bit too long, it can kill the mood. To its credit, the enemy variety is mostly decent, with a stream of ugly new creatures to blast apart introduced at a steady clip, from flying robotic freaks to spooky, scary skeletons – but if you were looking for a polished FPS with gunfights that feel at all coherent, look elsewhere.
The biggest and most interesting change with High On Life 2 is mobility, as you’re given a trusty skateboard in the opening minutes that serves as your travel companion throughout the adventure. Instead of fighting on foot, most encounters highly encourage or outright require you to be grinding on rails, riding on the sides of walls, and soaring through the air on your skateboard. When it comes to traveling from place-to-place or navigating your way through platforming sections, this is pretty awesome, and a shocking amount of your time will be spent rolling around like you’re playing Tony Hawk’s Pro Skater. I didn’t really expect the skateboard to play such a big role, but honestly I can’t imagine going back to the relative sluggishness of running around on foot.
In combat, the skateboard’s influence isn’t so positive. You’re seemingly expected to never stop moving while fighting hordes of aliens, which makes the already chaotic encounters even more noisy and hard to read. Many fights take place in open areas where you’re surrounded by more bad guys than you could possibly keep track of, and staying put is a death sentence with so little cover, so you’ll have to take shots at passersby while leaping from various parts of the environment to keep yourself going as fast as you can. Combine that juggling act with slippery weapons, enemies that teleport around, and weird foes that are often hard to even understand what you’re looking at, and oh boy, the result is just an absolute diarrhea of pixels.
Those pixels seem to be pushing High On Life 2 to its limits as well, because I saw frequent framerate dips (some that caused my screen to freeze for several seconds before getting it together) and progress-hindering bugs that required me to reload the last checkpoint. Developer Squanch Games did include “various performance issues across the game” on a list of known problems with the review build that will apparently be addressed by a patch, but it didn’t specify the extent to which those would be resolved – and in my experience, a day-one patch rarely makes all of a game’s performance problems magically disappear when they are this extensive. Nothing I saw struck me as game breaking beyond a simple reset, but it was consistent and egregious enough to make me worried for the stuff people will find when this is out in the wild.
There are quite a few modern first-person shooters taking notes from the bullet hell arcade games from yesteryear. Games like BPM or Deadzone Rogue throw walls of projectiles and fodder enemies at you, and demand you thread yourself through them like a gun-toting needle to return fire without getting obliterated. Luna Abyss joins these ranks but certainly stirs the formula up a bit. When we took a look at the first level of gloomy sci-fi shooter a couple of years ago, we saw just enough to get intrigued by the potential quivering in the crimson glow between all of its shadows. Now that we’ve gotten our hands on a bit more, being introduced to a new weapon, movement mechanics, and a killer boss fight, I can safely say that the optimism was justified.
Warm-Up Round
I was dropped right back into Sorrow’s Canyon, a prison colony with the most accurate name in the universe. The grimy metal halls, scaffoldings, and makeshift walkways made out of piping mixed with occasional stone floors and weird organic growths all give a sort of Chronicles of Riddick, grim dark gothic energy. Giger-esque, without all of the phallic stuff. It certainly doesn’t matter what anyone was actually doing in a place like this before our hero, Fawkes, wakes up in an open coffin, finds a nifty gun, and starts shooting them all, because most of the things that move around down here that aren’t you are mindless husks who want to destroy you.
The almost sardonically chummy tone in which the sudden guiding voice in Fawkes’ ear, Aylin, takes with her charge does help add a bit of texture to what comes off as a pretty standard “everything here sucks and is bad” aesthetic. Most people, likely including her, would rather not be trapped here, but she is dangerously close to sounding like she’s having something that resembles fun, and that does make me want to know what this world is hiding, at the very least. It sits in contrast with the only other non-enemy character you meet in the demo, The Waif, who gives guidance in solemn riddles like a depressed Tom Bombadil.
Then I played the new additional mission from further into the game and…yeah, Luna Abyss might be cooking with gas.
Gliding from room to room, strafing gracefully through enemy fire and returning with blasts of your own is a breezy process, thanks to the aim function that auto locks to the enemy closest to your crosshairs, letting you focus more on the moving than the aiming. I liked this at first, taking the mental load off of trying to line up shots while gliding from cover to cover helps you focus on defense. But as the encounters progressed, the challenge didn’t really follow suit. Skull-faced drones chased me around the room while floating eyeballs fired from floating perches, but things didn’t get anywhere near too hairy to deal with in the canyon.
The Water Begins to Simmer
I found a second weapon, a shotgun that specialized in shutting down gleaming blue shields, and some nuance and complexity started to reveal itself. Some enemies now were cloaked in these barriers, which had to be shattered by the shotgun before doing damage to them directly. Now I was sliding from cover to cover, switching back and forth between weapons to make certain enemies vulnerable while trying not to overstay my welcome in any one spot for too long. That auto lock feature began to make more sense, but still, I found getting to the end of the Canyon to be a pretty tame experience. I know this was the extent of the original demo, and I can see walking away from this feeling tepid about what the future could hold for this goth-person shooter.
Then I played the new additional mission from further into the game and yeah, Luna Abyss might be cooking with gas.
Full Boil
The Scourge Crater is a snowy, craggy mountain face with floating platforms and a heaping helping of sunlight and sky. There are a lot of floating bits of rock and far away platforms that put Fawkes’ new double jump and air dash to great use. Theres no real indication to what has happened to Fawkes between the Canyon and now to give them these powers, likw the ability to execute low health enemies to regain health, but I don’t necessarily require exposition every time theres an opportunity to do something badass.
It doesn’t take long to find a new weapon, a long ranged rifle that does big damage, but overheats in just a handful of shots (unlike your standard gun or shotgun that you can squeak many more rounds out of before havin g to cool it down). New enemies come with it, like some floating bundles of death that explode when touched, or a larger, scarier eyeball creature with its one big single-shot laser. This new weapon comes with a new color of shield to dispatch, too.
When we get off to the races, moving from little island to little island, staying fast on the trigger for the new enemies that pop up at a brisk pace, and staying on top of what the necessary weapon to take them down with was the faster-paced slobberknocker I was looking for. It’s not quite Doom-levels of expressive combat – every enemy there has a best weapon to kill them with but not necessarily a “correct” weapon, leaving room to flex however you see fit. But the limited offensive options are balanced with the sometimes overwhelming need for defensive finesse. At its best, every plan has a window of time where it will be most effective before you have to regroup and try something else, like dipping behind a pillar of rock to wait out a big beam, knowing that a handful of bomb drones are well on their way to clear you out of cover with a bang.
Traveling through this stage between combat introduced some environmental movement tricks as well, like boost gates that launch you when you dash through them, or weird flovating balloons that you can possess, jumping inside them to get a view from their perspective before erupting out of them to continue the climb. There’s a cool, if not a little garish, moment a little over midway through the wintry crater where you can actually possess a Goliath, some sort of giant minigun wielding monstrosity that can mow down a small battalion of enemies with ease. Though this level kept things pretty simple, I like the potential of Luna Abyss using possession in conjunction with air dashing and double jumps for some good platforming puzzles – or even in combat scenarios.
Eye of the Beholder
The rowdiest and most difficult combat in the entire demo was against the level-ending boss, a big eyeball monster in the style of a Dungeons and Dragons Beholder by way of Dark City. It stayed in the center, relentlessly firing walls of bullets (and occasionally lasers) making it tough to find the space to take advantage of how exposed it was. Phases where it is invulnerable and you need to deal with how to fix that change the pace up well, at first its juvst breaking the connection between power points in the walls that are blasting it with an impenetrable shield, but eventually it’s surviving waves of enemies and long stanzas of incoming fire, etc. At its busiest, it almost felt a bit like Housemarque’s excellent Returnal, but in a smaller arena. I can only hope Luna Abyss’s combat can crescendo like this for all of its boss fights.
With some patience for its soft-touch opening minutes, I found myself very on board with the Luna Abyss’s brand of crowded screen shoot-em up. It’s thick with moody vibes, which can be more than just a good backdrop for the action. And don’t let that auto targeting aim get you complacent, because when the more blustery bad guys turn up the heat, you won’t have aiming as an excuse as to why surviving the onslaught takes you multiple respawns. If the gunplay and platforming can evolve further, as it did between these two demo levels, then I can’t wait to stare into the Abyss when it opens wide sometime this year.
This is probably a sentence that could be said literally any day of the week, but a new cosy farming sim is on the block, this time taking the form of Starsand Island. The flavour on this occasion is of the anime variety, with some slightly goofier farming mechanics (i.e. turning your watermelon patch into one singular, 10 foot tall watermelon), some very Pokemon Legends: Arceus looking combat, and some appropriately cute animals to hang out with. And there’s skateboarding! But never do launches go all that smoothly, as developer Seed Sparkle Lab have had to do a dash of damage control regarding some concerns over the game.
Firm cites Switch 2 release of Shadows as a contributing factor.
Ubisoft has released its financial report for Q3 2026, and despite expectations, it’s actually not all doom and gloom.
In fact, the firm states that the Assassin’s Creed franchise has “overperformed” this quarter, noting that year-on-year growth in active users is in “double-digits”. The release of Assassin’s Creed Shadows on the Switch 2 has been cited as a contributing factor, which Ubisoft says enabled the title to “broaden its audience”. It also mentions the Valley of Memory update for Assassin’s Creed Mirage, which launched in November 2025.
How High On Life 2’s Skateboarding Kickflips the Shooter Genre on Its Head
Summary
Chief Design Officer Erich Meyr shares with us how the High On Life 2 team brought skateboarding to their hilarious first-person shooter.
The team cites their experience working on games like Sunset Overdrive and playing Tony Hawk games to help capture the feeling of riding on a board.
High On Life 2 launches February 13, 2026, for Xbox Series X|S, Xbox on PC, and available on day one with Game Pass Ultimate with support for Xbox Play Anywhere.
When I first got my hands on High On Life 2last year, I was blown away by how well it captured the essence of skateboarding. Yes, it’s a video game, so there are some liberties taken with it, but it felt right in a way that feels familiar to skating game fans – even in a totally different perspective and genre. With large, skateable objects meticulously placed, paired with some great first-person shooting thanks to the hilarious Gatlians, it’s a mechanical change that gives High On Life 2 a truly one-of-a-kind feature, something we’ve genuinely never seen a developer try before.
This also makes High On Life 2 feel like a much faster game than its predecessor. By essentially swapping it out for your sprint button, and increasing your overall agility, the skateboard feels like an extra limb you never knew you needed – one that allows you to grind on rails, jump over objects, or even as a projectile against enemies.
Now, with release nearly here, I was able to connect with Chief Design Officer Erich Meyr to talk more about how the idea behind having skateboarding as a traversal (and combat) mechanic within a first-person shooter came about – and it turns out it was something the team had been noodling on since before the first game arrived.
“The earliest inspiration for the skateboard came back on High On Life when Concept Artist Sean McNally drew the bounty hunter riding a roly-poly type of alien,” Meyr tells me. “Unfortunately, a level-specific mechanic like that wasn’t in our timeframe on the first game, but good ideas tend to haunt us forever. When we were brainstorming for High On Life 2, the idea scuttled its way from our collective unconscious, and we thought it would be even better as a normal skateboard that helps ground your character as an Earthling.”
Parkour!
Skateboarding has embedded itself into the world of gaming over the years – there have been countless Tony Hawk games; Skate has returned in force; indie games like Session or Skate Bird bring their own flare to the skate video game genre. Now High On Life 2 is building this out as a first-person experience and is taking cues from games from both the past and the present to help it really feel distinct. But one of the big inspirations isn’t technically a skateboarding game at all:
“Three of us on the dev team were lucky enough to work on Sunset Overdrive at Insomniac Games, and while doing first-person skating is a bit different then Sunset’s grind-heavy parkour, I really wanted to capture a similar environmentally driven flow,” Meyr explains. “While working on Sunset Overdrive I was addicted to traversing across Sunset City; I’d often travel all the way across the city to play my work, instead of using developer shortcuts, just to explore and enjoy the traversal team’s amazing job. When we started seriously considering having a skateboard in High On Life, I knew deep in my cobwebbed soul we should strive for that feeling, even if it inflated the skateboard into something much larger.”
As far as digging into the classics, the team went back and analyzed a lot of Tony Hawk games to figure out what would work (and not work) for first-person skateboarding. For example, Tony Hawk’s controls don’t work as an FPS, but served as a baseline inspiration for what skating should feel like: “It really got me thinking about layering in vert ramps, half pipes, and grinds. I played a ton of Session as well, though as much as I love it for being insanely technical, we were going for a much more simplified control scheme and couldn’t fit in something like their awesome trick system.”
Finding Inspiration from Indies
During the research and conceptualizing phase of High On Life 2, Meyr was surprised to find that there were practically no first-person skating games available, beyond some mods for Skate. Then he stumbled upon an indie game called Griptape Backbone. “It’s very chill and dreamy and got us thinking about how to cheat the board placement so it’s more visible in first person and helps ground you.”
“When we were near the last year of development, [open world FPS] Echo Point Nova came out – I had a blast playing it and loved how they simply replaced sprinting with a hoverboard. We applied that same philosophy to our game (choosing what button to put the skateboard on was giving us no end of grief) and it really made combat on and off the board feel seamless. So, we pulled inspiration from a lot of different games along the whole process. The inspirations were all great references, but it really came down to some very clever engineering, solving a lot of wild design problems, tuning the controls, and a lot of playtesting.”
Once it was settled that skateboarding was going to be a key feature for the next game, the team began to tackle High On Life2’s more unique challenge – mixing both skating and shooting and making them feel fun to play. One of the largest debates that Meyr tells me about on the team was whether your aim should be independent of your movement direction while on the skateboard.
“For a long time, you could look in any direction while skating, which felt very natural and let you do some crazy moves like circling around enemies while shooting and skating backwards while still fighting,” Meyr says. “However, in playtesting, it meant we kept having to make larger and sparser arenas so you wouldn’t be running into stuff constantly because you’re not looking where you’re going!”
In the end, the team decided to lock the player’s movement to their viewpoint while skateboarding but allow free look while grinding objects – effectively, skating is all about getting to the right place, and grinding is about unleashing hell once you’re there. This simple change made navigating spaces and the overall usability of the skateboard in combat feel much better. Having navigated through a few levels in my time with High On Life 2, I get the trade-off here, as I no doubt would have bumbled into numerous walls and objects if I wasn’t looking in the right direction.
In part, that’s because of how fast the skateboard lets you travel – this is far more than a fancy sprint button, letting you cross huge swathes of a level in a way most FPS games don’t. It adds a major new dimension to combat but, given that the game has a compelling and hilarious story to tell, with tons of performances to capture, it’s also entirely possible for you to accidentally skip past a character or line of dialog if you’re not facing the right way. I asked Meyr how the team tackled this challenge, even in the moments where there wasn’t a narrative beat to adhere to.
“Well, firstly it made storytelling harder as players can now fly past everything as fast as they want! We had to get clever about how we funnel you into important moments to give players time to notice them,” Meyr tells me. “But aside from that, it was also a fun challenge to figure out what kinds of city objects make natural skate elements. One of my favorite moments was when someone put a big octopus mascot in the middle of the city, and we were like, ‘Hey, this is great, but it needs to work with the skateboard because every single player is going to grind on that shit.’ And then we exposed its brain as a bouncer to launch you crazy high. There’s no real story there I guess… we just love making stupid things fun.”
Ride, Shoot, Have Fun, Repeat
Matching that fun with a well-paced game is another element the team tackled when deciding how much influence skateboarding should have on the overall design and pacing of High On Life 2.
“In the first game we typically paced gameplay to cycle between traversal, combat, and narrative beats. The skateboard fit pretty easily into the traversal piece of that formula,” Meyr explains. “Skating has a large influence on the combat aspect of the game, but we didn’t let it take over. In the end, we wanted the game to still have a lot of what makes a traditional shooter feel fun. We didn’t want the skateboard to muddy the FPS experience by having to blow out aim assist or let you move so fast enemies have to do crazy things to keep up with you.”
The game wastes little time in getting me on the board and it isn’t long until I’m unleashing this tandem of skateboarding and shooting in High On Life 2, like sliding across powerlines as I dispatch a variety of alien goons in the opening zoo level. The skateboard never feels like it gets in the way of the shooting; it amplifies it, nudging me to mix it into my newfound ability to reach alien foes on rooftops who would otherwise be inaccessible without it.
The first game already featured a lot of verticality and unique traversal elements thanks to the Gatlians like Knifey and their grapple ability – but the skateboard only intensifies that ambition. Grinding, riding in sewer pipes, and wall riding all create opportunities for unexpectedly complex riding options in the environment. Every level features unique opportunities to test your skills, like navigating across a mix of floating rails and pools, giant balloons to bounce on, and other zany obstacles while traversing the planet ConCon as one such example.
Board riding can also be vital, as highlighted in some of the boss fights so far. With the bounty hunter Sheath, it took place in a large room with slanted, quarter-pipes that run up the walls, making for plenty of opportunities to remain on the move while dishing damage. Or fighting against Brutakis, the mini-boss of MurderCon, the entire zone felt like a skatepark with plenty of ramps, rails, and stairs to navigate. This all feels designed with purposeful intent to keep you moving to help bring a natural fun and flow to the battle.
Letting Go of Your Hands
It’s always a balance to teach a new mechanic to a player while making it not feel like you’re holding up the momentum of the game. Initially, the team did a lot of “hand holding tutorial” tests for the skateboard and found it made for a terrible experience. In the end, they pared the tutorials back until they were just hitting the essentials and letting the player grasp and play with the mechanics on their own time.
“There are elements to the skateboard we don’t teach up front and let you discover on your own, then reinforce in later levels,” Meyr says. “By that point you may have already figured them out and won’t even notice the tutorial, or you will learn them there and think, ‘Holy crap I could have been doing this the whole time, I need to go back and try this in the city!’”
Meyr tells me that, during playtesting, he was relieved to see the concept embraced by the internal team. “I was worried if we leaned fully into skating, it meant we’d need to sacrifice some of the core FPS, but it turned out when the skateboard was treated as an extension of sprinting it really helped naturally juggle between the two. I was also delighted at how much people wanted to do with the skateboard in combat. We came up with bailing on your board and having the board fly and hit enemies, and immediately playtesters wanted to bounce on enemies’ heads and bash into them. So, we made all that work! I’m curious if players will be able to beat the game just using the skateboard once you obtain it.”
Through constant iteration and driven by a passion for skateboarding, the team at Squanch Games have not only built upon the success of their first game but pushed themselves to bring something wholly unique to its sequel – while doing a kick-flip over a bunch of aliens. We can’t wait to get on our board on February 13, 2026, when High On Life 2 launches for Xbox Series X|S, Xbox on PC, and available on day one with Game Pass Ultimate with support for Xbox Play Anywhere.
Pre-order High On Life 2 now to get a “I PRE-ORDERED HIGH ON LIFE 2” hat for select weapons! It doesn’t do anything but if you don’t pre-order you’ll never be allowed to have it! (And the weapons in our game can feel real emotions so if you don’t get the hat they’ll remember it and resent you for it!)
Offer ends at launch.
You’ve done it. You’ve taken down an intergalactic cartel, brought humanity back from the brink of extinction, and hunted dangerous bounties to the far corners of the galaxy. Bounty hunting has brought you fortune, fame and love; but when a mysterious figure from your past reappears and puts a price on your sister’s head, your cushy life gets thrown into chaos.
Do you have what it takes to risk it all and bring down an intergalactic conspiracy that once again threatens your favorite species (humans)?
High On Life RETURNS as you and your beloved rag-tag team of alien misfits shoot, stab, and skate your way through gorgeous, dangerous worlds all across the galaxy to blow up the EVIL pharmaceutical conglomerate hell-bent on putting price tags on HUMAN LIFE!