Guns of Eschaton has come a long way since its earliest prototype, but before there was an apocalyptic West, before Eschatology Entertainment took shape, and before the world had its visual identity, there was just a small team and one question:
How do you make soulslike combat work in first person?
For our very first devlog, we’re going back to where it all began: the first prototype, the people who helped turn an experiment into something much bigger, and a certain LinkedIn message that changed quite a lot.
Give it a read below:
(Click the Codex to enlarge it for a better reading experience)
We’ll be sharing more devlogs as development continues, taking you deeper into the making of Guns of Eschaton, the ideas behind it, and how the game has evolved along the way.
If there’s something in particular you’d like us to write about: combat, weapons, the world, art direction, enemies, development stories, or anything else, let us know in the comments.
We might just pick up one of your suggestions for a future devlog.
And if you haven’t already, wishlist Guns of Eschaton and follow us on Steam so you don’t miss the next one.
Want an easy way to translate the devlog to your language?
Here's the text, so you can do it easily:
THE FIRST SPARK