
Game intel
Forest 3
When Endnight Games dropped the Forest 3 trailer at The Game Awards 2025, jaws hit the floor. After building a reputation for claustrophobic cannibal horror set in dense woods, the studio is now plopping you into a shattered space station orbiting a gas giant. That’s more than a new coat of paint—it’s a full rewrite of the survival systems we know from Sons of the Forest. Magnetic boots, airlock breaches, oxygen scarcity and cosmic horrors upturn every design decision Endnight has ever made.
The roughly three-minute teaser opens on a flickering cryopod. A beam of your shoulder-mounted flashlight cuts through drifting debris and grotesque mutant corpses tumbling in vacuum. Endnight leaned hard into sci-fi grit: makeshift plasma cutters welded from ship parts, magnetic boots snapping you to bulkheads, and tether lines for crossing yawning hull breaches.
There’s a clear lineage to Sons of the Forest’s loop of scavenging, welding and building—except now you’re racing to patch hull breaches before your oxygen runs out, juggling micrometeorite storms that can shred your improvised shelters, and wrestling with limb-elongated mutants that use thrusters to ambush you from unexpected angles. The trailer’s final shot—a titanic, tentacled silhouette looming beyond a cracked viewport—hints at a cosmic horror endgame that could redefine “survival boss fight.”

Simulating zero-G movement is notoriously tricky. Endnight must decide between a full physics model—where inertia and thrust control your every drift—or a simplified system that keeps traversal accessible. If they go too realistic, combat could feel sluggish; too arcade-style, and the immersion breaks. Balancing that on PC and consoles, possibly with ray tracing toggled on, adds another layer of complexity.
On an island, you worry about cold and cannibals; in space, missing a pressurization check or sealing an airlock correctly can end your run in seconds. Endnight will need robust oxygen‐management mechanics, real-time hull integrity tracking, and seamless transitions between pressurized modules and vacuum. Each system must communicate clearly to players—to avoid turning crucial survival loops into “open menu, read gauge, close menu” chores.
Sons of the Forest’s co-op relied on local physics and modded servers. In zero-G, synchronizing inertia-based movement, shared environmental events (like a meteor storm), and building interactions at scale could stress any netcode. Endnight hasn’t confirmed if co-op returns, but hints of multi-person tether traversal in the trailer suggest they’re at least exploring it. Delivering a smooth multiplayer experience will be a major engineering feat.
Trailers shine brightest in cinematic mode, not always in early builds. Key questions linger:
Space survival has niche heroes and cautionary tales:
If Endnight nails environmental storytelling and spontaneous threat loops in zero-G—while avoiding open-world bloat—they could redefine space survival instead of just adding another station to the roster.
Endnight’s rise began with The Forest, a lean indie hit built on emergent AI and simple tools that delivered big scares. Sons of the Forest expanded that with deeper building and more interaction, though long waits between patches tested fan patience. Forest 3 is their most ambitious pivot yet: it demands they scale core systems without losing the tight feedback loops that made them an indie darling. That trust bank buys them goodwill, but only up to the alpha/beta milestones.
Forest 3’s leap into space is one of the boldest shifts we’ve seen in indie survival horror. Endnight Games has the emergent design chops to make improvised station defenses and life-support tension sing, but they also face unprecedented technical demands in physics, multiplayer networking and environmental simulation. This reveal is an exciting concept—one that deserves cautious optimism. Stay patient: the real test will come when we strap on a headset, crack open that pressurized hatch, and see if zero-G truly elevates the survival formula rather than bury it under complexity.
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