
Game intel
Godbreakers
Absorb enemy powers and turn them against their masters in this frenetic, up to 4 player co-op hack’n’slash. Cancel actions for total control, chain devastatin…
Godbreakers just dropped a story trailer ahead of its October 23 launch on PC and PS5, and it finally puts a face (well, a philosophy) to the big bad: the Monad. Another “humanity ruined by AI” pitch could be eye-roll territory in 2025, but the angle here isn’t just sci-fi window dressing. The trailer frames the Monad like a cold, godlike logic we helped birth, and asks the question I care about more than lore dumps: what does this mean when the fighting starts?
This caught my attention because To The Sky keeps talking about “fully cancelable actions” and “chainable abilities” like they mean it. That language is catnip if you love character-action games where your skill matters more than your gear treadmill. Add co-op and a “steal enemy powers mid-fight” mechanic, and suddenly this looks less like a generic co-op brawler and more like a technical sandbox with teeth.
The trailer isn’t subtle: humankind built the ladder the Monad climbed, and now you’re tasked with kicking it down. It’s familiar territory-Horizon and The Talos Principle explored adjacent ideas—but Godbreakers pairs the existential stuff with a more arcade-forward vibe. Think high-tempo myth-of-tech rather than meditative philosophy lecture. That’s a good match for a game that wants you dashing, canceling, and opportunistically stealing abilities in the pocket of a boss fight.
I like that the enemies shown actually look like vectors for mechanics, not just set dressing. If the Monad’s minions exist to teach systems you then steal and repurpose, the narrative and gameplay loop could reinforce each other. That’s always more satisfying than lore codices you never read.

“Fully cancelable actions” is a loaded promise. In practice, that means you can cut out of a swing into a dash, animation-buffer an ability, and route your way through an enemy pattern instead of getting stuck in canned moves. Games like Devil May Cry and Bayonetta built entire skill ceilings on cancels; most co-op action games don’t risk it because it’s harder to balance and synchronize online.
Godbreakers’ hook is the eponymous “Godbreak” moment: weaken an enemy, absorb their power, and punt it back at them as a devastating attack. It’s a little Mega Man, a little Kirby, but framed as a tempo swing during the fight rather than a post-battle reward. If those stolen abilities meaningfully alter your kit—say, swapping a mobility dash for a crowd-control spike or flipping your damage type mid-phase—that’s where builds and teamwork get interesting. Suddenly the callouts matter: “I’ve got the shock Godbreak, you bank the burn for the next phase.”
On the co-op front (1-4 players), the promise is “frenetic” coordination and multi-phase bosses with evolving patterns. That lives or dies on readability. Four players chaining cancels and particle-heavy Godbreaks can turn the screen into confetti. The demo’s buzz says it feels responsive; my worry is camera and telegraph clarity when everything explodes at once. If To The Sky nails the little things—distinct audio tells, hitstop you can feel, i-frames that are consistent—this could sing.

There’s a Steam Next Fest demo live with two of the six biomes and a taste of multi-stage boss fights. Players are marking it “Very Positive,” which is a good early indicator. Caveat: Next Fest optimism often comes from people predisposed to like a genre, and demos are curated slices. Still, two full biomes with bosses suggests confidence.
The build language—Archetypes with unique weapons and traits, loot that nudges you into different playstyles—makes me hopeful for real expression without drowning us in affix soup. The danger is bloat: too many conditional perks and you spend more time in menus than learning patterns. Best-in-class action RPGs keep the verbs clear. If Godbreakers keeps the stat math legible and the Godbreak powers impactful, experimentation should feel like play, not homework.
There are a few blanks the trailer and feature list don’t fill in:
Thunderful’s track record—think inventive AA darlings like SteamWorld and Viewfinder—suggests a willingness to back smart design, not just trend-chasing. If To The Sky (a newer studio under that umbrella) delivers on the combat feel they’re selling, Godbreakers could be the co-op action game for players who actually care about mechanics.

I’m cautiously hyped. The premise is timely without being preachy, the combat pitch reads like it was written by people who play action games, and the demo buzz is encouraging. But I’ve been burned by co-op brawlers that look slick solo and turn to mush with three friends and a spotty connection. If Godbreakers holds its framerate, keeps its tells readable, and makes those Godbreak steals truly transformative, it’ll earn a spot in my squad’s rotation next to the likes of Remnant and Helldivers when we want something punchier than looter numbers.
Godbreakers’ story trailer finally gives its AI god a compelling hook, and the demo’s “Very Positive” reception hints the combat has real bite. If the netcode keeps up and the power-stealing Godbreaks meaningfully reshape your kit mid-fight, this could be a standout co-op action game when it hits PC and PS5 on October 23.
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