
Game intel
Absolum
Crafted with passion by the dream team that redefined side-scrolling beat 'em ups, Absolum mixes top-of-the-class combat action with modern roguelite elements,…
Absolum wasn’t on my October shortlist until today. Then Dotemu rolled out a deep-dive video focused on the game’s soundtrack-hosted by Ori composer Gareth Coker-featuring fresh snippets from Mick Gordon (DOOM Eternal) and Yuka Kitamura (Elden Ring), plus a surprise appearance from Motoi Sakuraba (Dark Souls). That’s a ridiculous roster for any game, much less a beat ’em up. When Dotemu and Guard Crush (the Streets of Rage 4 crew) say they’re fusing classic brawling with an action RPG spine, pairing it with this kind of musical firepower suggests they’re swinging big. The game launches Oct. 9 on PC, Switch, PS5 and PS4.
It’s easy to roll your eyes at “soundtrack reveal” hype, but this one’s different. Coker’s calling card is lush, clearly defined themes that evolve with player momentum—perfect for a game that shifts from alleyway skirmishes to magical showdowns. Gordon brings serrated-edge aggression that made demon-punching feel like a rhythm game in DOOM Eternal; layer that under a crowd-control brawl and you could get combat that feels propulsive rather than button-mashy. Kitamura excels at brooding choirs and tension that blooms into catharsis—ideal for Absolum’s high-stakes fantasy arc. And Sakuraba? If you’ve fought a Souls boss, you know what a Sakuraba crescendo does to your pulse. If the team assigns distinct musical identities to stages, factions, and boss phases, we might get a soundtrack that actually amplifies build choices and encounter pacing, not just window dressing.
The vinyl double LP announcement nails the aesthetic play: a bold crimson motif and the full cast front and center. That tells me Dotemu isn’t treating the music as background; it’s part of the brand. The four streaming tracks going live ahead of release are a smart move too—let players feel the tone before they decide if this world is worth a run.
Streets of Rage 4 proved Guard Crush and Dotemu can modernize a classic without sanding off its edge. TMNT: Shredder’s Revenge doubled down on approachability, co-op chaos, and replay loops. Absolum looks like the next logical step: a Golden Axe-flavored fantasy setting with branching routes, quests, and “permanent warrior upgrades” that hint at meta-progression between runs. That wording screams roguelite seasoning—unlock paths, stack perks, return stronger—and I’m cautiously optimistic. The upside is variety: new builds and routes stop stages from blurring together. The risk is grind: if base power feels anemic until you farm upgrades, brawler satisfaction dips. Dotemu has walked this line before; the question is whether the RPG layer deepens decision-making (spells, counters, synergy between characters) instead of padding runtime.

Supamonks handling the universe and cast is another interesting signal. Their animation chops should mean punchier hit reactions, readable wind-ups, and big personality in enemy telegraphs—the stuff that makes or breaks a brawler’s feel. If spells and counters are legit systems, the team needs those animation cues to sell timing and risk-reward, especially in co-op chaos.
Confirmed: Oct. 9 release, solo or co-op play, multiple playable fighters with upgradable abilities, handcrafted stages, and a narrative about resisting a tyrant Sun King with forbidden magic. That’s more lore than your average belt scroller, and I’m into it—Dungeons & Dragons: Chronicles of Mystara showed ages ago that brawlers can carry branching quests and world flavor without losing momentum.

Unconfirmed (but crucial): is co-op online as well as local? Does it use rollback netcode? Is there cross-play? Dotemu’s recent track record suggests online support is likely, but if Absolum wants to be a long-tail staple, the netcode must be solid and matchmaking painless. Also unclear: how deep are the builds? Are spells tied to gear drops, skill trees, or character-specific routes? Can you respec between runs? And what’s the death penalty—light roguelite reset, or a more forgiving checkpoint flow?
On the business side, Dotemu typically ships complete premium games with optional DLC rather than nickel-and-diming. No mention of battle passes or microtransactions here, which fits the brand. The vinyl and early streaming tracks are clearly the monetization adjacent to the game—not inside it—and that’s the right move for a genre built on pick-up-and-play purity.

October is stacked, so Absolum needs a hook beyond “another good brawler.” The soundtrack supergroup is a statement, but the lasting impact will come from how those tracks sync to mechanics: phase-based boss music that mirrors break points, adaptive layers that escalate with combo multipliers, and distinct sonic identities that make replay routes feel genuinely different. If Dotemu and Guard Crush deliver that alongside crunchy hit-stop, smart enemy mix-ups, and real build expression, Absolum could be the rare beat ’em up that survives in your rotation long after the credits roll.
Absolum drops Oct. 9 with an absurdly good composer lineup and the Streets of Rage 4 team chasing a brawler-RPG fusion. I’m excited about the music and cautiously optimistic about the meta-progression. Now I want answers on online co-op, rollback, cross-play, and how deep the builds really go. If those land, this could be October’s surprise time sink.
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