I will admit: I have not played the original painkillers. I am aware of its inheritance as a ball alternative to earthquake and ruin, but this preview was the first time I set my foot in Skjärsild.
So it was not nostalgia that pulled me against Anshar Studios Restart of the series, but a great interest in its new direction. I am a big fan of Horde shooters: games where a group of friends cut down waves of enemies, preferably with a convincing premise and some kind of class progression.
When I started painkillers relatively short preview, even though I was a beginner to the series, I was hit with a wave of knowledge during the supervision section. It felt much like Warhammer: Vermintide 2. A descent to a dark pit with three loyal companions, accompanied by a monologue explaining the circumstances of the assignment? I expected to be engaged by rattles instead of painkillers version of enemy feed, the demonic nephilim.
Paradise lost
The prerequisite for painkillers involves a war that develops in Skjärsild (the neutral afterlife between heaven and hell) between God and Azazel, a fallen angel. Your morally questionable party works for metatron, God's voice, to prevent Azazel's plans for interplanes.
The attitude is thoroughly gothic and adapts the kind of divine gray morality you find in John Milton's work. During one of its monologues, metatron immediately says that there is only one “short tumbling” between being an angel and the demonic creature that Azazel has become.
It is an appropriate premise for the genre: you need a narrative excuse to continuously send groups of players on assignment and get them to regroup in a central location afterwards. The central conflict in preventing Azazel from raising and supporting a nephili minin vasy is a natural set for painkillers.
As with Vermintide 2, there seems to be a natural completion for these assignments. The preview had only a couple of assignments, but the layout for the user interface and the loose connection between the two assignments indicates that there will be a coherent, chronological story to the assignments, even if you can play them in some order.
Gothic destruction
As usual in the genre, painkillers have four playable characters that double as classes: Void, Roch, Sun and Ink. These characters do not play as differently as you would think, as their signature abilities are only passive. The real depth of painkillers is in weapons and gun brackets, of which there are many. Each character has access to the same weapon.
The titular painkillers, a demon-shattered melee weapon, is an important tool in your arsenal because killing enemies with painkillers restores your ammunition and operating your ranked weapons. It is also the weapon you use to perform enemies at the mini-boss level when you have stunned them.
I also had access to Stakegun, a high-goal weapon with high damage (type of as a demon-killing snikes rifle) and the electrodel, a quick fire projectile weapon. I upgraded the electro driver with the help of a fortress that added a bouncing effect to its projectiles and made devastation in large groups of enemies.
Painkillers, Stakegun and electro driver return all weapons from the original painkillers.
The majority of the enemies are variants of Nephilim, humanoid zombie-like demons that load you. There is Nephilim with shields, Nephilim that turns big weapons on you, Nephilim Wizards that act as annoying enemies. Then some mini-bosses require more attention to deal with because of their high injuries. I met three different mini bosses; Ideally, a few more variants will be added before the edition to keep the game fresh.
Movement shooter
The layout on the levels is inspired by the original painkillers, which often had to locked the player in arenas until they defeated a certain number of waves of enemies. These traditional arenas are combined with Limal zones with fewer enemies and more bytes and areas where you need to achieve something to develop, usually by filling a blood tank.
These thoughts are filled by killing enemies nearby, but the best thing is that the thoughts are the subject of a very bouncing physics engine. A Stray Boot from a Nephilim can send a tank that takes care of a cliff in a fiery pit and restore your progress in a moment. It forces players to find a safe place for the idea where enemies can be grown effectively. I can see that these specific sections become very chaotic at higher levels of difficulty.
The leveling point is where painkillers really differ from other Horde shooters. Everything has been constructed with the fact that players have two jumps and an air line in mind. Zones have jump pillows, fixed points you can block up or swing from. There are also plenty of deadly drops in place to punish bad lines from panicked players.
It is an experience you can completely get involved in: you are constantly shooting, kits, lines and reacts to a rapidly changing environment; There is never a standstill when you are in the middle of the battle. Painkillers are its unique sales site in a stacked genre with several popular and well -supported games.
Unfortunately, the preview ends just as you meet the first boss. The sudden “thank you for playing” just like Boss's Health Bar is shown reminiscent of an old demo disc that interrupts you just before the good part to encourage you to buy the game. I can imagine that a similar version of the preview will be released as a public demo at some point.
Every game in this genre comes with a simple warning: How much content and variety will the game have at the launch? Both levels I played had long sections where I had to fill blood tanks, for example, which will quickly lose their charm if each level has one. There must be variation in the assignment goals to keep the core game loop to feel fresh, and I hope Anshar has prioritized. Nothing can stop the game's momentum faster than excessive repetition.
Painkillers will be released on October 9 on PC, Playstation 5 and Xbox Series X/S.
Painkillers
- Published
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October 9, 2025
- ESRB
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Mature 17+ / blood and gore, language, violence
- Developer
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Anshar Studios
- Engine
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Unreal Engine 5

