New information on No Law has just arrived, courtesy of developer Neon Giant’s appearance at the recent Unreal Fest 2026.
The Swedish studio went in-depth on how it’s utilising Unreal Engine 5 for the upcoming open world shooter, and shed some light on its design philosophy.
Just in case you need to be caught up, No Law is a cyberpunk adventure that was announced for PS5 at The Game Awards last year. It’s being billed as a story-driven, action-packed experience with RPG elements.
But Neon Giant isn’t gunning for your typical open world blueprint, where impressive map size is often touted as a key selling point. Instead, it’s focusing on density.
The press release reads: “With a team of around 20 veteran developers, Neon Giant set out to build an open world city defined not by sheer size, but by how much detail, reactivity, and gameplay possibility could be packed into each street, alley, and interior.”
Remember, Neon Giant previously released The Ascent — an isometric run-and-gunner with an often extreme attention to detail. To this day, its environments remain a feast for the eyes because of just how dense they appear.
The press release goes on to mention “a fully dynamic lighting and weather system”, alongside “more than 3,000 highly varied, dynamic NPCs”.
Based on everything we’ve seen of No Law so far, and given Neon Giant’s pedigree, I’m pretty confident in saying that this one’s well worth keeping an eye on.
The game doesn’t have a release window yet, but I’m guessing we’ll be seeing a lot more of it in the coming months. A 2027 launch sounds reasonable right now.
What do you make of No Law? Bring your biggest cyberpunk-style gun to the comments section below.
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Robert (or Rob if you’re lazy) is an assistant editor of Push Square, and has been a fan of PlayStation since the 90s, when Tekken 2 introduced him to the incredible world of video games. He still takes his fighting games seriously, but RPGs are his true passion. The Witcher, Persona, Dragon Quest, Mass Effect, Final Fantasy, Trails, Tales — he’s played ’em all. A little too much, some might say.