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Guns of EschatonEventsDevlog #1: The First Spark
Community

Devlog #1: The First Spark

Guns of Eschaton · published 12 Sep 2026, 12:00 UTC

All eventsPlayers around this dateRead on Steam

Every story has to start somewhere.

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 SPARKBefore the world in Guns Of Eschaton started burning and the
lawmen in it were damned beyond saving, a question was born.
One could say it was a shot in the dark.How do you make a soulslike combat work
in first person?
The prototype answered louder than we expected. From the first
pull of the trigger, it felt stronger than an experiment has any
right to feel. What began as a way to learn a new engine turned,
in 2022, into something we couldn't put down.Every choice grew out of the mechanics: timing, parries, the
weight of committing to a single shot, the conviction that every
bullet has to matter.
The world and the weapons
formed around those constraints, and
the story pulled us West.It started with Dima and me. I wanted to learn Unreal Engine,
so Dima told me to bring him a small design document,
something to work from as a lesson.I brought him one. He read it and told me we should each
just do what we were actually good at; I built games too
well, too coherently, for him to waste that by teaching me
an engine instead. He'd rather program what I designed,
than teach me to program it myself.A couple of weeks later, we had built the first demo.Boris joined next, bringing his administrative backbone from
Wargaming R&D and tabletop games, holding the
paperwork together from day one.Then came Viktor Antonov.What we still needed was a soul to look at. So we messaged
Viktor Antonov on LinkedIn, not expecting a reply. Viktor
didn't usually answer on social media.
But he answered within a day. He'd spent half his life
waiting for a game like this. “Who are you?” he asked.
“Can we meet right now?”We met, we talked, and Eschatology
Entertainment caught fire from that very first spark.~ Fuad Kuliev
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