Pragmata finally releases for PS5 in 2026, and it’s taken an awfully long time to get there. In new comments from the developer, we now have slightly more context for why it’s taken so long to make.
Publisher Capcom announced Pragmata in 2020’s PS5 Future of Gaming show, where it was pegged for release in 2022.
Of course, that never happened, and it’s now set for launch four years later than projected.
Speaking to TheGamer, the game’s director Cho Yonghee explained why the sci-fi shooter’s production has taken so much time.
Apparently, Pragmata’s core concept hasn’t changed over the years, but implementing the game’s unusual hacking puzzle element proved incredibly difficult to get right.
“It’s a big reason for it [the delay]. There was so much trial and error and back and forth just to see what could land and what works best.”
Producer Naoto Oyama elaborates, referring to the game’s unique combination of shooting and hacking.
“Having the two mechanics, Diana’s hacking and Hugo shooting, has been one of the causes for us to put more time into that game,” he explains. “We took our time to balance it all out.”
It sounds like there was also a struggle with the presentation as well, with Yonghee and Oyama unable to decide how much screen real estate to afford the hacking while in the midst of a fight.
The developers also comment on the game’s announcement all the way back in 2020.
“Putting the game out there so early served as motivation for us,” Yonghee tells TheGamer. “If we didn’t put that trailer out back then, Pragmata might not be the same game it is today.”
While it’s taken most of the PS5 generation to get the game out, we can at least now say that it should be worth the wait.
We’ve gone hands on with it not once but twice, and both times came away impressed with its unique setup.
Are you excited to finally play Pragmata in 2026? Let us know in the comments section below.
[source thegamer.com]
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Stephen has been part of the Push Square team for over six years, bringing boundless enthusiasm and a deep knowledge of video games to his role as Assistant Editor. Having grown up playing every PlayStation console to date, he’s developed an eclectic taste, with particular passion for indie games, arcade racers, and puzzlers. He’s also our go-to guy for Sonic-related matters, much to his delight/chagrin.