Wolcen Studio arrived at Gamescom 2026 with a project I honestly did not expect to see, especially considering the long and complicated road the original Wolcen: Lords of Mayhem has had. Instead of simply continuing where they left off, the developers decided to build an entirely new project on a different technical foundation, while also trying to address some of the problems that affected the first game. After attending the presentation at Gamescom, my first impression is that Wolcen 2 does not want to be just a bigger sequel, but rather an attempt to rebuild the entire concept on much stronger foundations.
What stood out to me throughout the presentation was that the same idea kept coming up in almost every part of the game: freedom. The game will not force players into traditional classes, lock them into a predefined build, or simply end once the main campaign is completed. Instead, Wolcen 2 is built around the idea that players should decide what kind of character they want to create, how they want to fight, and how they want to combine their abilities, weapons, and equipment.
Of course, all of this sounds great on paper, but after everything that happened with the first Wolcen, there is one very important question: will the studio actually manage to bring all of these ambitious ideas together into a stable and engaging game that can keep players interested for the long term?
Wolcen 2 Is Not Trying to Be Just a Sequel
Before we even get into the gameplay systems, it is worth pointing out that Wolcen 2 is, technically speaking, a completely new beginning. The original Wolcen: Lords of Mayhem was built using CryEngine, while the sequel is being developed in Unreal Engine 5, giving the studio a completely different foundation to work with. According to the information presented by the studio, this change was not made simply to improve the visuals, but also because of the problems and limitations they encountered during the development and support of the original game.
That may actually be one of the most important things to keep in mind when looking at Wolcen 2, because the studio clearly is not trying to patch up the old game and move forward. Instead, they want to use everything they learned from the first title to build something completely new. Alongside Unreal Engine 5, the networking architecture has also been redesigned, which is particularly important because the new game will support co-op for up to four players.
In other words, Wolcen 2 should not simply be viewed as the next chapter in the series, but rather as something of a reset for the entire idea behind it.
The Dark Fantasy World Is Still at the Center of Everything
Although a lot is changing under the hood, Wolcen 2 is not abandoning the elements that gave the original its identity. The dark fantasy atmosphere remains very prominent, while the new story once again takes us into a world filled with demonic threats, dark locations, and characters who have considerably bigger problems than simply being told to “save the world.”
The story takes place several years after the events of Lords of Mayhem, with the situation beginning to collapse again after Anathea, the goddess who keeps the Rift between reality and the demonic Void sealed, is mortally wounded. The player takes on the role of a Warlord, a warrior born from the shadows, who joins forces with veterans in an attempt to fulfill a prophecy and find a way to change the fate that has been laid out before him.
What interests me more here than the basic setup is the focus on themes such as redemption, free will, betrayal, and the struggle to take control of one's own destiny. That gives the story an opportunity to become more than another standard fantasy adventure where we simply move from one demon to the next, and it is also good to see that new players will not need to know the first game in order to understand what is happening. Veterans will obviously get additional context and a better understanding of certain elements of the world, but Wolcen 2 is designed to work as a standalone adventure.

You Build Your Own Class Here
One of the systems that caught my attention the most is the fact that Wolcen 2 does not have traditional classes. Instead of choosing a Warrior, Mage, or another familiar role at the beginning and then progressing through a predefined system, the game essentially tells you to decide for yourself what you want your character to become.
Weapons determine which abilities you can use, while those abilities can then be further modified through different modifiers and specializations. Everything is connected to a large passive progression system and the equipment you use, meaning your character can develop in completely different directions. You could create a fighter who uses magic, a spellblade who combines different playstyles, or something entirely different that emerges only after you start experimenting with the systems.
That kind of approach is exactly what I find interesting about ARPGs, because the best moments often come when a game does not simply tell you, “this is your class,” but instead lets you discover what your character can actually become. If all these systems come together properly, Wolcen 2 could become one of those games where there is no single “correct” way to play, and where you constantly feel like you can change something and experiment with a completely different combination.
Equipment Should Change the Way You Play
This naturally leads into the equipment system, which appears to be much more important than simply increasing numbers on your gear. In ARPGs, it is very easy to reach a point where you simply check whether a new item has better stats than what you are currently wearing and then equip it without giving it much thought. Wolcen 2 is trying to make loot more interesting by making equipment, abilities, and passive bonuses work together and influence the way you actually play.
Because of that, a new item could mean much more than simply increasing your damage. If a particular piece of equipment changes how one of your skills works, and that then fits into your passive abilities and the rest of your build, it can give you a reason to completely rethink your character. That moment when you find something that makes you think, “Wait, what if I build my entire character around this?” can be one of the biggest reasons players stick with an ARPG for hundreds of hours.
Of course, how deep this system will actually be remains to be seen once the game is further along and we have access to a much larger selection of skills, equipment, and combinations. Still, the basic idea is definitely something worth keeping an eye on.
The Combat Has to Justify All These Systems
All of this ultimately falls apart if the combat is not good enough, because combat is what you will spend most of your time doing in Wolcen 2. The studio is aiming for fast and rhythmic action against large groups of enemies, combining close- and long-range attacks with abilities that allow you to deal with multiple opponents at once.
During the presentation, it was clear that the goal is to make combat much more dynamic, although we obviously have to keep some perspective because the game is still in development. What we saw represents the foundation of what the studio wants to achieve rather than the final version of the system we will eventually play. With this type of game, the final layer of polish can make an enormous difference, especially when it comes to the feel of attacks, responsiveness, animations, and the way enemies react when you hit them.
One of the more interesting elements is the dodge system, which is not intended to be just another traditional move with a cooldown that you use whenever you see an incoming attack. The idea is to integrate dodging directly into the rhythm of combat and make evasion part of the overall gameplay flow, which could make a significant difference if it is executed properly.
Shadow Form Could Become One of the Game's Defining Features
This is where Shadow Form comes in, allowing the Warlord to take on a much more powerful form and completely turn the tide of a battle at the right moment. What I find interesting is that the studio does not want this to be just another “press the button and win” solution, but rather a system that connects with the rest of your character's development and build.
That makes sense, because if the game is built around giving you freedom over how your character works, then its most powerful ability should also be part of that philosophy. Ideally, Shadow Form will not feel exactly the same for every player, but will instead have a different role depending on how you have built your character and the choices you have made throughout the game.
If that works as intended, the moment you activate Shadow Form could become much more than a visually impressive transformation. It could be the moment when your build finally demonstrates why you created it that way in the first place.
The Most Important Part May Be What Comes After the Campaign
With modern ARPGs, the campaign is effectively only the beginning, so it is no surprise that Wolcen Studio is already talking about content that will become available after completing the main story. Wolcen 2 will feature systems such as Conquest, where factions fight for control of dynamic battlefields, while the Tower of Wonders will be aimed at players looking for additional challenges and specific rewards.
For me, this will be one of the most important areas when it comes to the game's long-term success. You can have a great campaign, a beautiful world, and highly enjoyable combat, but if there is not enough reason to continue playing after the story ends, interest will quickly begin to fade. That is why it is encouraging that the studio is already thinking about the endgame, additional activities, new chapters, and long-term world development.
Of course, there is a huge difference between saying “we have a plan for the endgame” and actually delivering an endgame that is genuinely good, so we will have to wait before we can give a final verdict on that part.

Co-op Could Add a Completely New Dimension
Wolcen 2 can be played solo, but it will also support up to four players in co-op. Because there are no traditional classes, this could make multiplayer particularly interesting. If every player can create a completely different build, then a team will not necessarily have to follow the traditional formula of assigning everyone a fixed role. Instead, players will be able to experiment with different combinations of abilities and build synergies.
This is something I particularly want to see once the game gets closer to release, because ARPGs can feel completely different when you play them with a group of friends. Something that is fun on your own can turn into absolute chaos when four players are throwing their builds into the same encounter, and if Wolcen 2 manages to create a system where those abilities complement one another, co-op could become one of the biggest reasons to keep playing.
Wolcen 2 Still Has Something to Prove
We cannot talk about Wolcen 2 without mentioning the series’ past. Wolcen: Lords of Mayhem had plenty of ambitious ideas and could look extremely impressive, but its development was accompanied by technical problems and other difficulties that eventually affected the game's long-term support.
Because of that, Wolcen 2 will have to prove much more than the fact that it looks good during a Gamescom presentation. Players will be looking at stability, how well the different systems work together, the quality of the endgame and, perhaps most importantly, how the studio responds to feedback once the game reaches a larger player base.
In that sense, the decision to launch Wolcen 2 into Early Access on PC during 2027 makes quite a lot of sense. The studio will have the opportunity to test its systems with the community, identify problems, and further polish the game before the full version eventually arrives on PC and current-generation consoles.
A New Beginning We Will Be Watching Closely
After the Gamescom presentation, I did not walk away thinking that Wolcen 2 is already a finished game, nor do I think it should be viewed that way at this stage. The game is still in development and plenty of things will change before Early Access and then throughout the development process. What mattered much more to me was seeing whether Wolcen Studio now has a clearer idea of what it actually wants to build.
And it seems like it does.
The most interesting thing about Wolcen 2 is not one particular ability, its graphics, or any single system, but rather the way everything is supposed to connect. There are no traditional classes because the player is expected to build their own, equipment is not simply there to increase numbers but should influence the way you play, Shadow Form is tied into character development, and the endgame is designed to give players a reason to remain in the world after completing the campaign.
Whether all of that will work once the game is finished is impossible to say right now. But after Gamescom, I can say that Wolcen 2 has caught my attention much more than I expected, precisely because it does not feel like an attempt to simply create another ARPG with pretty graphics and piles of loot.
It feels like Wolcen Studio is finally trying to make the game they should have made in the first place.
If the studio manages to polish the combat, stabilize the technical side, and create an endgame capable of justifying all of these character-development systems, Wolcen 2 could become much more than a simple sequel. It could be a genuine new beginning for a series that, despite its troubled past, clearly still has something to prove.
Wolcen 2 is planned to enter Early Access on PC in 2027, with the full release planned for PC and current-generation consoles.
Ako tražite povoljnije cene za igre, DLC-ove i druge digitalne proizvode, posetite Eneba i pogledajte aktuelnu ponudu.
Pre kupovine obavezno unesite naš promo kod BUFFGAMING i ostvarite dodatnih 5% popusta.
Kupi igre, poklon-kartice i dopune povoljnije



