RUINER – Cyberpunk Action Shooter – Announced & Coming In 2016

Reikon Games and Devolver Digital have announced RUINER, a brutal cyberpunk action shooter that will devastate gamers on PC, Mac, and Linux in 2016. RUINER is a brutal action shooter set in the year 2091 in the cyber metropolis Rengkok.

“A wired psychopath lashes out against a corrupt system to retrieve his kidnapped brother under the guidance of a secretive hacker friend.”

Players will be able to combine preternatural reflexes, augmented tools, and the arsenal of fallen foes to tear down and dismantle the corporate titans of virtuality dealers at HEAVEN.

Magdalena Tomkowicz, lead writer on RUINER at Reikon Games, said:

“The Reikon Games team is thrilled to work with Devolver Digital on our debut game. RUINER is a game we’ve been working on for quite some time and have wanted to make for even longer.”

Here are the key features of RUINER:

  • Sophisticated & Brutal Combat: RUINER features lightning fast combat that requires a delicate balance of overwhelming, brute force, and elegant strikes to overcome all manner of savage opponents. Blast through crowds or slow down time and hand select your points of attack before unleashing a storm of violence on the battlefield.
  • Cyberpunk Inspired Arsenal: Equip all manner of high-tech firearms and melee weapons to ruin all that oppose you. Employ state of the art gadgets like energy shield, dash augmentations, and the switch gun stun or hack the opposition onto your side of the fight.
  • Story-Driven Action: Violent confrontation is a means to an end and trust is a devalued currency in Rengkok as you navigate a senseless world with the help of a mysterious hacker friend.
  • Exceptional Soundtrack: Explore and battle to the intense beats of Khoven, DJ Alina, and famed anime composer Susumu Hirasawa (Paprika, Millennium Actress).

Enjoy!

48 thoughts on “RUINER – Cyberpunk Action Shooter – Announced & Coming In 2016”

  1. Getting some Crusader No Remorse/Regret vibes from it, I hope there’s some interactivity with the environment, not just shooting.

  2. looks like some kind of hotline miami with sick graphics. Actually even half of hotline miami awesomeness would be enough… definitely following

  3. Isometric? Talk about falling into the generic indie shooter trap with such an interesting premise. They should have made it third-person. It’d have easily stood out then.

    1. Can we stop funneling and diluting everything into “hurr durr this is generic”, there’s been thing like this since the dawn of videogames ffs.

      1. I know the argument is overdone but nevertheless it’s something I felt I should bring up. I’d rather use the term “overused” instead of “generic”; that would accurately get my point across I believe.

          1. Well they have to conform to some genre for the sake of gameplay. I just wish it weren’t the isometric shooter genre they chose to conform to.

          2. What if they choose this type of top down/isometric gameplay as something they like?
            Maybe it wasn’t the “Ah well, we can’t do a higher budget TPS, better do a top down/isometric instead”

          3. Well, that’s something “they” like then. I’m just saying how this game could stand out more in an already overcrowded indie shooter market.

          4. Heh, it stands out due to its premise, which by the way I absolutely love. Everything else, not so much. Also if you like isometric cyberpunk games in general, you can try out a free game called DataJack. It’s not this glitzy but gets the job done.

          5. Already played DataJack, it’s great!

            And no, it wasn’t the premise that stood out, not for me at least.

          6. I’m found of things that looks simple and rather “pedestrian” at first (like you’ve said, a overused/generic isometric shooter), but have this layer/mix of nice graphics and slick gameplay. The cyberpunk premise was the icing on the cake.

            The game may turn out turn out to be sh!te in the end, who knows, but the premise will still be there, so it wasn’t it that I’ve looked upon while watching the trailer.

          7. I see. From my perspective: nice graphics, check. Slick gameplay, check. Immersion is what’s missing for me here. I mean I’m so used to seeing these little characters crawl about like ants that I just can’t see myself as part of the game. It works for strategy games, but not action games.

    2. Being top down has nothing to do with being “indie” or “not indie”. It’s a design choice for gameplay. Not everything needs to be “generic” third person game.

      1. True, but there are more top-down/isometric indie games than there are third-person indie games. It also has to do with costs somewhat apart from design choice. But then if AAA-quality indie hits like Shadow Warrior and Strike Vector can exist, I don’t see a reason why newer indie games cannot afford to look better, especially since all the industry-ready development tools are practically free or have an affordable subscription cost.

        1. But not everyone can make it. If one team does it’s not the tools that will magically make every team be capable of doing so.

          1. But they can learn to, can’t they? If the team of four guys on a limited budget could make Strike Vector, then obviously indie games have gone beyond retro pixel graphics and the so-called old-school gameplay. Other developers should follow suit in creating better experiences and moving the industry forward. And I as a consumer will gladly pay a higher price for such titles.

          2. Higher prices, higher costs, I’m sure it will go very well.

            Also, that’s like funneling everything to conform to doing one thing only. Everything should be full 3D TPS?

          3. Higher prices and higher costs are offset by cheap development options like I mentioned before. Also there are higher budget indie games these days, so it’s not like there isn’t an audience. If anything, the game will take more time to develop, that’s it.

            And I don’t mean everything needs to be in third-person, just these sorts of games. Can you remember the last third-person cyberpunk game? Besides, we already had an isometric cyberpunk game recently… Satellite Reign.

          4. Remember Me, Binary Domain, Vanquish (kinda), Watch_Dogs, the upcoming titles Technomancer and Cyberpunk 2077, and I’m probably missing some.

            I still stand by my point that not every dev is equal, nor it should be, maybe development is easier and “cheaper” nowadays (and I’m using the word “cheaper” veeeery very loosely) but it doesn’t mean it is sustainable.
            You mentioned Strike Vector, that’s not doing that well is it? Or SOMA or a lot of other indies that stand out in quality but no so well on the market.

          5. Remember Me was from 2013. Binary Domain from 2012. Vanquish isn’t really cyberpunk. Watch Dogs is not cyberpunk either. And these are just a handful of examples. For every third-person title you mention, I can name roughly five isometric indie ones that came out during the same time.

            You’re correct though that not every dev is equal. Sustainability depends on the game and the price. But this “not every dev is equal” argument is widely exploited to give rise to a bunch of mediocre and sometimes downright awful games more often than not. It doesn’t apply to this particular game though, but there are a larger number of bad indie games than good ones. And the reason why I’m singling out this game in particular is because I can visualize how great this game could really be, if only they took the time to make it more immersive.

            As for Strike Vector it’s doing fine; not great but fine. The fact that it’s multiplayer-only is what works against it, with servers being frequently empty. But the game itself is stellar given how few people developed it. And I’m not sure why you mentioned SOMA… it has overwhelmingly positive reviews on Steam because of how polished it is for an indie game. Or am I missing something here?

          6. SOMA didn’t recover the money back (yet), it was praised but that didn’t translated in sales.

            I’m aware that the argument is “exploitable”, but that should be on “us” to know better and learn what is sh!te and what is not AND also see that the experiences may differ from person to person. You’ve mentioned immersion and “how the game could really be” and again, I’ll have to disagree, I think that is completely fine as it is. It looks good to me, the concept is interesting, I’m waiting for the story/plot to be good, and the gameplay seems fine. I can’t see the problem with it belonging to “genre X”.

            I know what you mean, sometimes I have these crazy ideas in my head aswell, “If only this had a FP mode” but “eh”, if it’s good, it’s good.

            Watch_Doges is cyberpunk mate, maybe in a “post” way, and it misses those great noir and cynicism vibes, but it drinks from the “cyberpool”. As for Vanquish, yeah, pulled that one from out of my ar$e. >.<

          7. Didn’t SOMA meet expectations? They sold 92,000 copies in 10 days I believe and were well on their way towards 100,000. The dev seemed happy last time I checked the report on Polygon.

            “Drinks from the cyberpool”. Yeah, in loose terms, probably. But I’ve always stuck to traditional cyberpunk tropes when defining the genre, Watch Dogs was, how should I put it, too clean, too contemporary and too non-violent to be cyberpunk, at least as per my tastes. It’s cyberpunk-lite for the masses, if I were to put it flamboyantly.

          1. Unfortunately there isn’t a single “action” game which I consider “fast-paced” with an isometric camera. The perspective itself is counter-intuitive to reflex-oriented gameplay in my opinion.

          2. the game seemed fast enough and i dont recall another game with an isometric camera being this fast. still, you cant seriously say this game is generic and then recommend them to go third person. theres hundreds of third person action games already whereas isometric action games are kinda rare

          3. “theres hundreds of third person action games already whereas isometric action games are kinda rare”

            AAA action games… yes. Indie action games… no. Especially with such an intelligent setting.

  4. lol video removed. ahahaha le indie dev got called out on stolen assets and music, and well….. mostly everything in that video was copyrighted.

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