Gaming

End of Abyss, From Ex-Little Nightmares Devs

End of Abyss, From Ex-Little Nightmares Devs

Image: Steam

Section 9 Interactive, the Malmö, Sweden-based studio founded by former Little Nightmares leads, has locked in an October 1, 2026 exclusive launch for its debut title End of Abyss on Xbox Series X|S. The date and platform confirmation were shared June 19, 2026, via an official hands-on preview published to Xbox Wire.

The title is the first release from the three-person team, co-founded by ex-Tarsier Studios leads Mattias Ottval (programming), Marcus Ottval (art) and Gustaf Heinerwall (game direction). All three co-founders contributed to the Little Nightmares franchise during their tenure at Tarsier Studios, per the official hands-on preview published to Xbox Wire.

Who is developing End of Abyss, and what is their pedigree from the Little Nightmares franchise?

End of Abyss is the first release from Section 9 Interactive, a three-person studio based in Malmö, Sweden. The studio’s co-founders all held senior roles on the Little Nightmares franchise during their time at Tarsier Studios before launching their independent project. The team’s small size informed their development priority of tight, responsive core gameplay paired with the grim, atmospheric environmental craft they honed on their prior work.

End of Abyss, From Ex-Little Nightmares Devs, Locks In October 2026 Xbox Release
Image: Xbox

When does End of Abyss release on Xbox, and is it a platform exclusive at launch?

The official launch date is confirmed as October 1, 2026, with exclusivity locked to Xbox Series X|S at launch as of the June 19, 2026 preview. No additional launch platforms have been announced by the studio to date. The official hands-on preview was conducted at Summer Game Fest: Play Days, with the three co-founders personally guiding the demo session. Gameplay shown in the preview was set several hours into the full campaign, rather than the opening hours.

What tone and setting was shown in the official End of Abyss hands-on demo?

The demo took place inside a dark, sprawling underground industrial facility. Players in the demo were tasked with activating three separate power cores to restart a dormant reactor, a scenario that leans into the sci-fi horror inspiration the team cited for the project. The team drew direct tone inspiration from the classic sci-fi horror films Alien and The Thing for the game’s oppressive, isolated atmosphere. This tone is reinforced by heavy industrial set design and lurking, misshapen mutant enemies that populate the facility’s dim corridors.

Protagonist Cel is a young combat technician who carries a recharging energy pistol and wears a large spherical diving helmet. The broad silhouette of the helmet was designed explicitly to make the character pop against the game’s grim, detailed environments, per the official hands-on preview breakdown.

How does End of Abyss’s twin-stick combat system control and function?

Unlike Tarsier’s prior Little Nightmares work, which focused on cinematic moments with mechanically simple gameplay, End of Abyss layers in robust action and exploration mechanics tailored for player agency. This design shift was confirmed via studio development notes shared during the Summer Game Fest: Play Days demo.

Players move with the left analog stick, aim 360 degrees with the right analog stick, and use face buttons for a dodge roll and limited-use healing. Healing for Cel recharges automatically at save pods scattered across the game map. Combat is supported by multi-function gear tailored to different encounter types.

The starting energy pistol can be held to fire a charged shot that temporarily drains the weapon’s ammo meter. A limited-ammo shotgun provides knockback for crowds and tough enemies, per preview details on combat systems.

What progression, crafting, and Metroidvania systems are confirmed for End of Abyss?

Flares illuminate dark areas and distract mutants, while grenades can be tapped for a short toss or held for a longer throw. All gear in the game is tied to a crafting economy that uses materials gathered from the environment and defeated enemies, per the official hands-on preview. Players can use these collected materials to craft ammo, new equipment, and permanent character upgrades. This system encourages engagement with both combat and exploration to progress through the game world.

Exploration follows classic Metroidvania design, with locked doors requiring key items, backtracking through previously visited areas, and shortcuts to cut down travel time. A scanning mechanic updates the map with new icons for points of interest as players explore, per the preview breakdown. The studio’s small three-person team prioritized tight, responsive gameplay paired with the grim, atmospheric environmental craft the founders honed on Little Nightmares.

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Aira

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