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NO LAWNewsWhere No Law has been
Community

Where No Law has been

NO LAW · published 13 Mar 2026, 00:02 UTC

All newsPlayers around this dateRead on Steam

NO LAW After The Game Awards: What We’ve Learned, What We’re Building, and What We Want to Hear From You

When we revealed NO LAW at The Game Awards 2025, we saw a wave of excitement and curiosity. We felt it, too. Some of us were in the audience that night, and it’s a surreal feeling to watch something you’ve worked on for years suddenly appear for millions of people to see. We’ve been overwhelmed by the positive support for the game. You got a look at Port Desire, our dense cyber-noire city, and a taste of the kind of first-person intensity we’re aiming for.

Since then, we’ve been reading your comments and looking at your reactions. Clearly players are hungry for a cyberpunk world that feels alive, where choices matter, and where moment-to-moment gameplay rewards both planning and improvisation. That’s exactly the game we want to make. Now we just have to deliver it. No pressure. 

Where we’ve been since the reveal

NO LAW is a brand-new IP for Neon Giant, and it’s our chance to take what we learned from The Ascent (dense spaces, tactical chaos, and a city full of personality) and bring it into a first-person perspective, where gun feel, impact, and combat flow can shine. Port Desire is designed district-by-district to support different kinds of play: tight vertical slums that reward patience, open courtyards where firefights spill, and layered interiors full of vents, service corridors, and hackable systems.

What we’re building next

Player agency is the heart of NO LAW. Go loud with a heavy-hitting loadout or stay quiet, manipulate patrols, short-circuit security, or leap across rooftops and avoid the obstacles completely. We’re building encounters that feel authored, but not prescribed, so two players can take similar actions and still see the world react differently.

And because density means nothing without clarity, we’re investing deeply in readability: lighting, street signs, and UI cues that highlight options without breaking immersion. When a plan comes together (or falls apart spectacularly), we want it to be because of your choices, not guesswork.

What we want to hear from you

We’re proud of the work we’ve done so far, and we’re happy that people are excited about what’s coming. We’re eager to share more, but even more eager to learn what you want to see next. Reply below and tell us, so we can prepare something special for you in the coming months.

Be sure to wishlist and follow NO LAW on Steam as we reveal more. Follow us on our social media channels.

More from NO LAW

Other announcements

All news
Community27 Aug 2026A Piece of Port Desire Has Come to Life at GamescomPort Desire has a new district. For the next few days, it’s in Cologne. The Peacekeepers are here to maintain order. #NOLAW Officially, they’re keeping the peace. Officially. Peacekeepers don’t just appear overnight. They need discipline, training, and a strong desire for free merch. A familiar face from Port Desire made the trip. Meals are wack, grab a snack! Mr. Munch! Mr. Munch! Show off you…Community14 Aug 2026Food in the Near-Future: NO LAW’s Cyberpunk CuisineSnacks are important to our studio. They don’t last long. Many hours were spent making sure the sweets and meats in NO LAW looked appetizing. Neon, Rain, and A Bowl of Ramen Instead of primarily referencing games, we look a lot at comics, anime, manga, movies and places we have actually visited. We also wanted NO LAW to avoid pure grimdark. Port Desire is violent and cynical, but there is humor…Community10 Jul 2026Verticality in Port Desire: Variation in Approach and InfiltrationAre you curious about just how “open-world” Port Desire is? Want to know more about how we’re using verticality to broader exploration? Density over Size NO LAW is an open world shooter, but we are not chasing sheer size. The focus is on density and intimacy. Every area is handcrafted, full of verticality, shortcuts, side stories and systems you can poke at. Unlike vast but sparse open worlds,…