Project EVILBANE’s UE5 Co-op Looks Sharp—But Can Netmarble Win Over Core PC/Xbox Players?

Project EVILBANE’s UE5 Co-op Looks Sharp—But Can Netmarble Win Over Core PC/Xbox Players?

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Project EVILBANE

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Project Evilbane is a dynamic and action-packed strategy-based experience that you can tackle solo or with friends. Switch freely between ranged and melee weap…

Genre: Role-playing (RPG)Release: 12/31/2026

Why This Trailer Actually Got My Attention

Project EVILBANE popped during the Xbox Tokyo Game Show 2025 broadcast because it aims straight at the hot zone: third-person co-op action with big bosses, flashy “ultimate”-style skills, and crisp Unreal Engine 5 sheen. Netmarble Monster’s pitch-real-time weapon swapping, four-player missions, and “Heavenstone” abilities-reads like a mash-up of Remnant’s gunplay, Monster Hunter’s coordination, and Destiny’s supers. That’s a potent cocktail if the studio can stick the landing.

  • UE5 presentation looks strong, with readable effects and heavy-hit feedback.
  • Real-time swapping between melee and ranged could elevate encounter variety.
  • Co-op boss fights will live or die on netcode, roles, and encounter design.
  • Pre-alpha expanded via Xbox Insider; wishlist pages live on Xbox and Steam.

Breaking Down the Announcement

The new trailer puts three pillars front and center: fast switching between weapon styles, team-based boss battles, and powerful Heavenstone skills that function like momentum-shifting ultimates. The setting is a grimdark fantasy world where squads push into hostile zones, pick their fights, and (ideally) combo abilities for big payoff windows. Netmarble is talking up timing and counters as much as raw DPS, which suggests they want fights to be more about mechanics than spongey health bars.

On the logistics side, the pre-alpha that started in late August via the Xbox Insider Program has expanded beyond the U.S. and Canada to Brazil, the U.K., Germany, and France. Wishlist pages are up on Xbox and Steam, with the game confirmed for Xbox Series X/S and PC. Release timing isn’t locked-some speculation points to 2026—but the studio’s clearly building momentum with wider testing rather than rushing a date.

The UE5 callout matters. If they’re leaning on modern features like Nanite and Lumen, we could see dense environments and more reactive lighting without loading the GPU with unnecessary bloat. What the trailer shows—clean silhouettes, punchy particles, and solid hit reactions—suggests they’re prioritizing clarity in the chaos, which is critical for co-op readability.

Screenshot from Project Evilbane
Screenshot from Project Evilbane

The Real Story: Can Netmarble Earn Core Trust?

Here’s where expectations get tricky. Netmarble is a mobile titan. If you remember EvilBane: Rise of Ravens on mobile, you know they can do crunchy action and loud spectacle—but also that their games often lean hard into monetization. Ni no Kuni: Cross Worlds became a case study in how crypto and gacha can sour a community. Bringing a co-op action game to Xbox and Steam raises immediate questions: is this free-to-play, a premium box price, or a hybrid live service?

If Project EVILBANE leans F2P, balance has to be sacred. Weapon swapping and Heavenstones can’t be tied to gacha drop rates or paywalled progression without gutting co-op cohesion. If it’s premium, the grind needs to feel purposeful—think Remnant 2’s archetype unlocks or Monster Hunter’s gear trees—without battle-pass churn. The trailer sells a combat fantasy I want to believe in; the business model will determine whether the community sticks around.

Screenshot from Project Evilbane
Screenshot from Project Evilbane

Combat Potential vs. Pitfalls

Real-time swapping between melee and ranged can be more than a gimmick. Done right, it opens space for stance dancing—closing gaps with blades, then popping off mid-range burst to extend combos or exploit stagger windows. Heavenstones look like team-synergy buttons: group shields, massive staggers, or burst windows that reward coordination. But that only sings if enemies telegraph fairly, animations have clear priority, and hit reactions make you feel the impact.

The pitfalls are familiar. If bosses are animation-cancel happy or immune to staggers, those big moves feel useless. If the UI is cluttered and effect spam hides danger zones, your “skill-based” system becomes a particle soup. And none of it matters if the netcode struggles: rubberbanding and desync will kill any co-op meta before the first content patch. Dedicated servers, regional matchmaking, and cross-play/cross-save (not confirmed) are the questions PC and Xbox players will be asking immediately.

Screenshot from Project Evilbane
Screenshot from Project Evilbane

What Gamers Need to Know Right Now

  • Play access: Pre-alpha is running via the Xbox Insider Program in select regions (US, Canada, Brazil, UK, Germany, France). Expect more rounds if feedback is the focus.
  • Platforms: Xbox Series X/S and PC confirmed; wishlist pages are live. No word yet on cross-play/cross-save.
  • Release window: Unannounced. 2026 is being floated by some outlets, but nothing official.
  • Watch for: Monetization model, server architecture, co-op roles (tank/support/control), and an endgame loop that’s more than gear score inflation.
  • Feel matters: Controller latency, animation locks, and damage readability will make or break the weapon-swap promise.

Why This Matters Now

Co-op action is having a moment. Helldivers 2 showed how communal chaos can dominate the conversation—along with how server strain can drown it. Remnant 2 proved there’s appetite for crunchy builds and punishing bosses. Monster Hunter Wilds is looming. If Project EVILBANE nails its combat loop and respects players’ time (and wallets), there’s room for another squad-based staple. If it defaults to mobile-era monetization, it’ll be a gorgeous ghost town by month two.

TL;DR

Project EVILBANE’s trailer shows a stylish UE5 co-op brawler with real potential—especially the melee/ranged swapping and team “ultimate” synergy. I’m cautiously optimistic, but Netmarble’s monetization history and the realities of online co-op mean I’m waiting to see the business model, netcode, and endgame before getting fully onboard.

G
GAIA
Published 12/17/2025Updated 1/2/2026
5 min read
Gaming
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