
Game intel
Raiders of Blackveil
Join the rebellion against the evil cooperation Blackveil in this action-packed roguelite for 1-3 players. Select your MOBA-like champion, collect RPG-style lo…
Co-op extraction games usually mean third-party voip, sweaty PvPvE, and that one guy camping the evac. Raiders of Blackveil is dodging that whole mess. Wombo Games’ 1-3 player rogue-lite hits Steam Early Access on December 15, 2025, with a pure PvE extraction loop and MOBA-style champions layered on top. That caught my attention because it aims at the Helldivers crowd-players who want high-stakes co-op without getting griefed-and it’s coming from a team led by IO Interactive co-founder Janos Flösser, with veterans from Hitman, Deus Ex, Tomb Raider, Just Cause, and Kane & Lynch. That pedigree screams systemic design and readable chaos, which is exactly what this subgenre needs.
Wombo’s pitch is simple: build a champion, infiltrate, wreak havoc, grab loot, and get out. The Early Access slice adds a fresh biome called “The Harvest Operation,” plus 11 enemies and two bosses. More importantly for a rogue-lite, the team is dropping a “major update” to perks and expanding items and mechanics-code for: they’re already tuning the buildcraft core, not just adding content walls.
That “MOBA-inspired champions” line is the hinge. If these heroes have tight, readable kits that combo with loot in interesting ways—think Risk of Rain 2 meets a trimmed-down LoL skill set—runs can feel wildly different without drowning players in RNG. If it’s just stat soup and cooldown spam, the identity gets muddy fast. The 1-3 player cap tells me Wombo wants deliberate team composition (tank/control, burst, support) without the herding cats energy of a four-stack. The big question: how well does the game scale for solo and duos? If it nails dynamic scaling and keeps bosses from becoming bullet sponges, that’s a huge win.
Executive Producer Benjamin Flösser puts the focus on community shaping the game: “Early Access is a huge milestone for us as it’s where we’ll really start shaping Raiders of Blackveil together with our community of players.” That’s the right tone, but we’ve all seen Early Access titles that promise the world and then disappear for quarters at a time. The teams that nail this—Hades, Deep Rock Galactic, Risk of Rain 2—ship frequent updates, communicate clearly, and aren’t afraid to cut features.

Extraction is having an identity crisis. Tarkov-style PvPvE is intense but punishing; The Cycle: Frontier shuttered despite potential; Bungie’s Marathon pivot speaks to how tricky the space is. Meanwhile, co-op-first PvE like Helldivers 2 exploded precisely because it delivers stakes without social toxicity. Raiders of Blackveil seems to understand that gap: high-tension infiltration and evac, but your failures are on the squad, not some third party camping a corner with a thermal scope.
The setting isn’t just wallpaper, either. An “industrial fantasy” uprising where oppressed animals chew through a human mega-corp could give the game a distinct vibe if the art and enemy design lean into it. We’ve seen animal-fronted action stumble before (Biomutant’s tonal swings), but get it right—closer to Tails of Iron’s commitment to grim fairy-tale brutality—and you’ve got a memorable identity. “The Harvest Operation” screams conveyor belts, fuel lines, and sabotage points; if the objectives let us meaningfully disrupt the factory machine rather than just clear rooms, this could stand out.
On the progression side, that perk overhaul is promising. The dream is perks that bend your hero’s rules in run-defining ways—dash turns into a parry window, a dot effect chains to nearby targets, or an ultimate gains an extraction-specific bonus—without locking power behind grindy meta systems. If every extract feels like it meaningfully upgraded your toolbox, players will chase “one more run” instead of logging off.

Expect a contained slice focused on systems: one biome, a curated enemy roster, two bosses to test builds, and a perk/item sandbox that’s still being tuned. That’s fine for Early Access as long as runs encourage experimentation rather than funneling everyone to the same meta. If the champions arrive with clear roles and clever synergies—and the evac flow adds real risk/reward decisions—Raiders of Blackveil could quickly earn a spot alongside the co-op staples we boot up weekly.
Raiders of Blackveil enters Steam Early Access on December 15 with MOBA-style champions, PvE extraction, a new biome, 11 enemies, and two bosses. The concept is strong, the dev pedigree is legit, and the Early Access plan looks ambitious. Now it needs fast, transparent updates, sharp combat feel, and a fair progression loop to turn cautious hype into a must-play co-op habit.
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