End of Abyss fuses Resident Evil horror with Metroid exploration

Section 9 Interactive's upcoming title blends Resident Evil's survival horror with Metroid's exploratory structure for a fresh 2026 release.

By Central
Hands-on impressions from Summer Game Fest reveal a punishing hybrid of resource management and backtrack-heavy exploration.
Highlights
  • End of Abyss launches on October 1, 2026 as an Epic Games Store exclusive on PC, plus PlayStation 5 and Xbox Series X|S.
  • The gameplay loop combines twin-stick shooting with crafting ammunition at workbenches under constant threat from relentless monsters.
  • A plasma gun with infinite ammo serves as a weak sidearm, forcing strategic use of limited resources and enemy drops.

The line between survival horror and exploration-driven action has always been a fertile space for experimentation, and End of Abyss, the upcoming title from Section 9 Interactive and Epic Games, is making a strong case for being one of the most intriguing hybrids of 2026. It would be easy to dismiss it as another third-person horror romp, especially given its clear nods to the classic era of Resident Evil. But after spending hands-on time with the game during this year’s Summer Game Fest: Play Days, it became apparent that the heart of this experience beats to a different, more exploratory rhythm. What initially appears to be a standard survival-horror shooter quickly reveals itself as something closer to a top-down Metroid adventure, fusing the tense resource management of one genre with the labyrinthine, backtrack-heavy exploration of the other.

Familiar Horror, Unfamiliar Territory: A Deep Dive into the Gameplay Loop

End of Abyss places players in the role of Cel, a combat technician summoned to investigate a dilapidated underground compound that has gone silent. The mystery is immediately set against a backdrop of violence, as the facility is overrun with inhuman monstrosities that charge with reckless abandon. The narrative hook is classic: uncover what happened within these walls and discover the origin of the twisted horrors. However, the gameplay loop itself is where the title distinguishes itself from its contemporaries.

The demo provided Cel with a standard loadout: a plasma gun with infinite ammunition and two health recharges. This is where the Resident Evil influence first becomes tangible. The plasma gun serves as a reliable, if underpowered, sidearm. It is, as one might describe it, the equivalent of a “pea shooter” against stronger foes, making it laughable in direct combat. The real challenge lies in resource management. Every other weapon in the game has limited ammunition, forcing players to rely on crafting. Resources dropped by enemies can be combined at workbenches to create vital ammo, but players must navigate a world of limited visibility and constant threat to reach these safe havens. The game operates as a twin-stick shooter, demanding quick reflexes, but the strategic layer of deciding when to fight and when to flee is ever-present.

The Core Loop: Searching, Scavenging, and Surviving

The immediate gameplay loop is straightforward but punishing. Monsters can often take Cel by surprise, making the acquisition of shotgun ammo a particularly high priority. The chase mechanics are relentless; enemies will pursue Cel across multiple rooms, meaning running is only a temporary solution. The necessity of reaching a save point or a workbench becomes a driving tension that defines the flow of exploration.

When Resident Evil Meets Metroid: The Structural Revelation

It was upon reaching the first save point that the game’s true structural ambition became clear. The room contained not just a save station, but also two healing packs that bear a striking visual resemblance to Samus Aran’s Energy Tanks. The layout featured locked doors that were clearly meant to be accessed later, and the entire environment was littered with nooks and crannies begging to be searched. This is the moment the gameplay loop clicked: the survival-horror tension of Resident Evil is the skin, but the skeleton of the adventure is pure Metroid.

Backtracking is not an occasional necessity in End of Abyss; it is a core design philosophy. Players will frequently be required to retrace their steps, returning to previously explored areas with new tools or keys to unlock pathways that were once inaccessible. This structure replaces the linear progression of many modern horror games with a dense, interconnected map that encourages methodical investigation. The satisfaction does not come from simply surviving the next encounter, but from remembering a locked door in a distant corridor and finally having the means to open it. This creates a powerful feedback loop of exploration and reward that is the hallmark of the Metroidvania genre.

How Does the Exploration Compare to Metroid?

The comparison to Metroid is not superficial. It is rooted in the mechanical design of the environment. The sense of isolation, the emphasis on non-linear discovery, the placement of hidden upgrades, and the constant pressure to expand one’s reach into the unknown are all directly reminiscent of the classic series. While the perspective is a top-down twin-stick shooter rather than a side-scroller, the player’s relationship with the world is fundamentally the same: you are a lone figure in a hostile, interconnected space, and your progress is gated by your ability to find the right key or tool.

An Unforgiving Challenge: The Centipede Boss and Learning Through Pain

Any good exploration game needs formidable obstacles to justify its sense of accomplishment, and End of Abyss delivers this in spades with its boss encounters. The demo highlighted a boss fight against a giant Centipede that emerged from pipes in every corner of the arena. This enemy strikes with varying, aggressive patterns, forcing players to learn on the fly.

Section 9 Interactive co-founder Mattias Ottvall noted that the bosses do have recognizable patterns, but the 30-minute demo session was a harsh reminder that pattern recognition in End of Abyss is a luxury that must be earned through repeated failure. This particular Centipede encounter was noted to be significantly tougher than the boss presented during the previous year’s Summer Game Fest demo. This level of difficulty positions End of Abyss not as a game that holds the player’s hand, but as one that respects their ability to learn from failure. The intense challenge level ensures that every save point is a hard-won victory and every new area unlocked feels like a significant achievement.

Release Date and Platform Availability

The wait for those seeking this fusion of horror and exploration will not be long. The official release date for End of Abyss was announced during the Friday Summer Game Fest showcase. The game is scheduled to launch globally on October 1, 2026. It will be available on PC as an Epic Games Store exclusive, alongside releases on PlayStation 5 and Xbox Series X|S. This multi-platform launch ensures that the unique blend of Resident Evil’s survival mechanics and Metroid’s exploratory structure will be accessible to a wide audience.

End of Abyss was not on many radars before its Summer Game Fest appearance, but its distinct gameplay loop has earned it serious attention. It is not merely a hybrid; it is a thoughtful synthesis that understands what makes both of its parent genres work. By marrying the tension of resource management with the joy of discovery, Section 9 Interactive is crafting an experience that feels both nostalgic and fresh. The difficulty is punishing, but the map is a mystery worth solving. For those who have long wished for a game that captures the specific thrill of unlocking a new area in Super Metroid while maintaining the gritty, desperate feel of classic Resident Evil, End of Abyss looks to be the answer. The clock is now ticking down to October 1, when players will finally be able to descend into the abyss themselves.

Share This Article