Ex-Limestone devs turn turmoil into “Immortal: And the Death that Follows”

Ex-Limestone devs turn turmoil into “Immortal: And the Death that Follows”

Game intel

Immortal: And the Death that Follows

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Develop your own unique fighting style, form your own gang and fight your inner demon while trying to escape an interdimensional prison for demigods. Immortal…

Platform: PC (Microsoft Windows)Genre: Adventure, Indie
Mode: Single player, MultiplayerView: Side viewTheme: Action

Why this caught my eye

I remember the Aeon Must Die saga vividly: allegations, counter-statements, a trailer copyright claim, and a team walking away from their studio. That same group is now Mishura, and they’re back with Immortal: And the Death that Follows, a 2D Metroidvania that pitches “kung-fu noir” combat, Buddhist myth, and-curveball-dating-sim elements. A free demo and a Kickstarter go live September 16 on Steam, with a full release planned for 2027. The pitch is bold. The question is whether it’s more than a stylish mood board.

Key Takeaways

  • Immortal blends fast, Sifu-adjacent melee with Prince of Persia-style platforming and a social system where 16 mob bosses can become allies or enemies.
  • The dating-sim angle looks more “relationship management” than rom-com; I want to see if choices unlock combat and traversal benefits, not just dialogue.
  • Kickstarter starts Sept 16; release target is 2027-ambitious for a debut studio, so set expectations accordingly.
  • Given the team’s public split from Limestone Games, transparency and a playable demo are the right moves—but a long road still lies ahead.

Breaking down the pitch

Mishura describes Immortal as a “Kung-Fu Noir prison escape” riffing on Buddhist myth. The hook is a persistent pursuer—Buddha’s bodyguard, “The Death that Follows”—which immediately gives me Metroid Dread E.M.M.I. and Prince of Persia: The Lost Crown vibes. If they nail the cadence of chase, counterattack, and escape, there’s real potential for tense, kinetic flow rather than button-mashy scraps.

Combat looks quick and readable in early footage: clean wind-ups, hard hit-stop, and the kind of animation priority that lets you commit to strikes. The promise of “fast and fluid” is easy marketing speak, but the devil is in things like invincibility frames on dodges, generous parry windows, and whether enemies telegraph clearly without feeling slow. If Mishura channels Sifu’s clarity with Dead Cells’ snappiness, they might have something special.

The relationships system is the wildcard. There are 16 mob bosses scattered across the world who can become allies or die on your blade depending on choices. If this is just dialogue plus a different cutscene, that’s thin. If it meaningfully changes routes, movesets, vendor access, or traversal abilities—think Persona-style social links granting perks or Mass Effect loyalty quests improving your build—it could give Immortal that rare Metroidvania replayability that isn’t just “speedrun a different path.” I want to see genuine systemic consequences: new talismans, altered boss arenas, even companion assists.

Context: from studio strife to a new IP

Mishura formed after several devs left Limestone Games during Aeon Must Die’s turmoil—allegations of unpaid work, IP disputes, and that infamous trailer copyright claim. It was messy, and it dragged on. What matters now is that the team is choosing to put a demo in our hands rather than hiding behind promises. That’s the right way to rebuild trust.

But a 2027 target with crowdfunding is a long haul. History lesson: Kickstarter successes like Bloodstained shipped years late but largely delivered; others burned goodwill. If you’re thinking of backing, treat it as support for a vision you want to exist, not a preorder. Check the roadmap, funding breakdown, stretch goals (watch out for scope creep), and how often they plan to share builds. Regular, playable updates are worth more than glossy concept art.

The Buddhist noir angle needs more than cool nouns

“Buddhist myth” plus “kung-fu noir” is a striking combo, but tone can whiplash if it’s just aesthetic garnish. If Mishura is borrowing from Buddhist concepts—karma, samsara, impermanence—there’s a chance to tie mechanics to theme: consequences that persist across runs, choices that alter the world’s “cycle,” or a death-pursuer that evolves with your actions. If it’s respectful and integrated, that’s fresh. If it’s just neon kanji and chant samples, it’ll feel weightless. The demo should make that clear fast.

What to look for in the demo

  • Combat feel: Are dodges responsive? Do parries reward skill without being mandatory? Is stamina or risk-reward clearly communicated?
  • Traversal: Does platforming evoke The Lost Crown’s precision? Are there readable tells for traps and chase sequences?
  • Consequences: Do dialogue choices change routes, NPC behavior, or abilities within the demo slice, or are they deferred promises?
  • Performance and input latency: A fast 2D brawler lives or dies on tight inputs. Controller support needs to be rock solid.
  • UI and onboarding: Tutorials should teach without pausing every ten seconds. If they trust players to learn, that’s a good sign.

Why this matters now

Metroidvania is crowded, but the subgenre rarely blends social systems with high-velocity melee. If Mishura can turn its studio’s rough past into design clarity—tight combat, branching relationships that actually matter, and chases that raise heart rates—Immortal could carve out a niche rather than becoming another pretty trailer lost to time. The demo on September 16 is the moment of truth.

TL;DR

Immortal: And the Death that Follows is a stylish Metroidvania from ex-Limestone devs, mixing fast kung-fu combat, a relentless pursuer, and a relationship system with 16 mob bosses. The demo and Kickstarter arrive Sept 16, with a 2027 release goal—promising, but the proof will be in how much the choices and combat actually interlock.

G
GAIA
Published 9/11/2025Updated 1/2/2026
5 min read
Gaming
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