
Game intel
AWAYSIS
The ultimate dungeon brawler. A revolutionary, physics-fueled throwdown where you’ll jump, slide, and collide on your adventure to restore peace to the Awaysis…
When 17-BIT popped up during the ID@Xbox Fall 2025 Showcase with Awaysis-a physics-driven, 1-4 player co-op brawler launching day one on Xbox Game Pass in 2026-I perked up for two reasons. First, this studio has quietly built a reputation for feel: the crisp tactics of Skulls of the Shogun, the tight arcade handling of GALAK-Z, and the tactile survival design of the VR sleeper Song in the Smoke. Second, they’re promising a rare combo in this genre: slapstick chaos with fine control. If they pull it off, Awaysis could be more than another party physics meme machine.
Awaysis drops players into a sun-drenched, floating temple under siege. It’s Unreal Engine 5 under the hood, but the visuals skew “retro-modern”—think the clean, stylized punch of 90s JRPGs rather than photorealism. The hook is physics-first brawling: jump, slide, collide, and improvise with the environment—half-pipes included—while enemy hordes and level hazards keep the chaos flowing. It’s built for 1-4 players in short sessions, with gear that shakes up your build on each run. There’s mention of a competitive mode too, which could give it legs beyond co-op night.
It’s also a day-one Game Pass title. That matters. Party-centric physics games live or die on concurrency, and Game Pass can flood a lobby. The game is slated for Xbox Series X|S and PC in 2026, with a playtest on the roadmap. Translation: this is coming in hot with time to tune the netcode and balance.
Physics brawlers usually break one of two ways: they’re hilarious but imprecise (Gang Beasts, Human: Fall Flat’s brand of chaos), or they sand off the unpredictability to keep combat readable. Awaysis promises a middle path: “high-precision brawling” with unscripted outcomes. That’s a bold claim.

Here’s why I’m cautiously optimistic: 17-BIT has a track record of mechanical discipline. GALAK-Z’s dogfights felt exacting but expressive. Song in the Smoke nailed the physicality of VR survival in a way that few studios did. If anyone can wrangle a physics sandbox into something competitive and skillful without losing the fun, it might be them. Still, the devil’s in the details: input latency online, camera readability in four-player chaos, and whether collisions with teammates feel like tactical options or constant grief.
The arenas with half-pipes are clever—those shapes naturally encourage momentum, trick shots, and team set-ups. But they also heighten the risk of “whoops, there goes my build off the map.” If friendly collisions are always on, expect a lot of shouts, laughs, and the occasional controller side-eye. The line between emergent teamwork and unintentional slapstick will define Awaysis’ identity.
Visually, Awaysis has taste. Satoshi Matsuura’s angular, characterful designs stand out instantly, and Alexandre Diboine’s environment sensibilities from Amphibia and The Owl House scream “lively, readable spaces” over clutter. That matters in a physics-heavy co-op melee where silhouettes and foreground/background separation keep the chaos coherent.

Then there’s the soundtrack. Hip Tanaka—yes, the Metroid and EarthBound legend—is composing extensive original music. The press line frames this as a return after decades away from game scoring. To be fair, Tanaka hasn’t been absent from music, but a full-on, new game score from him is a big deal. His bass-driven, motif-rich style could give Awaysis a sonic identity that rises above “Saturday morning chaos.” If the combat is about rhythm and momentum, Tanaka’s grooves might be the secret sauce that makes the slapstick feel deliberate.
Session-based co-op and “game-changing loot” suggests builds that reshape movement and impact—dash modifiers, grapple tools, ricochet effects, maybe physics-altering armor. That could be great for variety, but balance will be brutal: one over-tuned item can erase the need for teamwork. I want to see if 17-BIT leans into synergistic roles (the launcher, the finisher, the controller) rather than just raw stat spikes.
Game Pass is a win for adoption. What I’m watching for next: cross-play between Xbox and PC, robust matchmaking, and a commitment to 60fps minimum. Physics multiplayer at 30fps is a firm no. Also, no word on monetization—please let this be a clean premium or Game Pass-inclusive experience without battle pass bloat that fights the pick-up-and-play loop.

Finally, 2026 is a ways off. The planned playtest will tell us if the “precision physics” pitch survives contact with four players, network jitter, and arena chaos. If it does, Awaysis could sit in the sweet spot between Party Animals’ mass appeal and the skill ceiling fighting game fans crave when they want something lighter.
The co-op brawler space is crowded with slapstick hits, but very few ask you to get better. If Awaysis marries momentum-based physics with genuine mastery—backed by striking art and a legendary composer—it could be the rare party game that your group plays for months, not a weekend. The foundation looks right; now it’s all about execution.
Awaysis is a physics-first, 1-4 player co-op brawler from 17-BIT hitting Xbox Series X|S and PC via Game Pass in 2026. It aims for slapstick chaos without sacrificing control, backed by standout art and a new Hip Tanaka score. If the online play feels tight and the loot encourages teamwork, this could be a keeper—not just a meme machine.
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