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Guns Of Eschaton Hands-On: A Soulslike FPS That Wants Fewer Shots

The demo's design treats a slow, read-then-fire loop as the point of a shooter rather than a flaw, and Eschatology Entertainment is pitching that loop inside soulslike framing (respawn campfires, parries) rather than as a high-difficulty FPS.

Reporting from 1 source: Game Spark.

Guns Of Eschaton Hands-On: A Soulslike FPS That Wants Fewer Shots

At gamescom 2026, Game Spark played a demo of Guns of Eschaton, a soulslike first-person shooter from developer Eschatology Entertainment and publisher 4Divinity. Combat turns on Sequence Points, an order of body parts that must be shot to add damage to later attacks, tracked in a hand-drawn Cherokee Codex. The demo covered a tutorial, an enemy village, and a boss fight, and included campfires that act as respawn points.

The demo build at gamescom 2026 condensed the core systems into a tutorial, an enemy-filled village, and a boss fight. Combat runs on Sequence Points: each enemy has an order of body parts to shoot, and hitting them in that order adds damage to attacks that follow. The orders differ per enemy, and a development staff member said the aim is not to shoot a lot but to fire very few shots with extreme precision.

One staff member described the game as a shooter in appearance, but first and foremost a soulslike. Players carry a hand-drawn Cherokee Codex for enemy behavior and weak points, parries are possible, and lit campfires work as respawn points.

Synthesized by Yomimono from the 1 cited source below, including Japanese-language reporting where cited, then editorially reviewed before publishing.

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