According to Wccftech, Raiders of Blackveil, a co-op roguelite from new studio Wombo Games, has launched into early access on PC. The studio was founded by IO Interactive co-founder Janos Flösser and is staffed by former developers from IOI and Square Enix who worked on Hitman, Tomb Raider, Deus Ex, and Just Cause. The game itself features eight classes, over 300 perks, and MOBA-inspired action RPG gameplay. The Copenhagen-based team announced the studio and game back in April 2025, revealed the early access date last month, and has now released it. Executive producer Benjamin Flösser stated the early access phase is for refining the core experience with players. The full 1.0 release is currently slated for sometime in 2026.
From Hitman to Roguelite
So here’s the thing: this is a pretty dramatic genre shift. We’re talking about a team whose collective resume is steeped in meticulously crafted, narrative-driven single-player experiences or open-world chaos. Now they’re building a co-op roguelite, a genre defined by procedural generation, build-crafting, and repeatable runs. It’s a fascinating pivot. You have to wonder if that AAA pedigree in level design and systemic gameplay will translate into exceptionally tight combat and interesting synergies, or if they’re facing a steep learning curve in a totally different design philosophy. The promise is definitely there—imagine the build depth of a roguelite with the polish of a Hitman sandbox. But it’s a big “if.”
The Early Access Gamble
Their strategy is clear: use the early access period, which could last over a year, as a true development partner with the community. Benjamin Flösser’s quote is straight out of the modern playbook—”shaped by players,” “foundation is solid,” etc. It’s smart. For a game in this genre, player feedback on balance, perk viability, and progression feel is absolutely critical. Getting that data early from a dedicated player base is invaluable. But it’s also a risk. The market is flooded with co-op roguelites and action RPGs. Can they build enough momentum now to sustain interest through to that 2026 launch? Early access isn’t just a development phase anymore; it’s a marketing and community-building marathon. The clock is ticking.
Why The Pedigree Matters
Look, the “former AAA devs” angle isn’t just a press hook. It’s a signal about production values and scope. When you see names from those specific franchises, you expect a certain level of technical competence and artistic polish. That might be their biggest differentiator in a crowded Steam marketplace. The risk, of course, is that players come in expecting a Hitman-level of detail in a genre that often thrives on more abstract, gameplay-first principles. They’re banking on their ability to merge that high-end craft with addictive roguelite loops. Basically, they’re trying to have their cake and eat it too. I’m curious to see if they can pull it off.
