Following the reveal of Tides of Annihilation during the latest State of Play broadcast, we can finally publish our brief roundtable Q&A with the developers at Eclipse Glow Games from Gamescom 2024. We're also able to share a few exclusive screenshots that the developers kindly provided as a token of appreciation for our early interest in the game. Enjoy them throughout the article!
Powered by Unreal Engine 5, Tides of Annihilation is in development for PC and consoles, with a tentative 2026 launch window. In this action/adventure game, London is the target of an Outworld invasion that seemingly leaves protagonist Gwendolyn as the only survivor. Fortunately, she discovers the ability to command the legendary Knights of the Roundtable from the Arthurian myths. With this power, she sets out to save her sister, discover the truth about her origins, and save not just London but the fantasy realm of Avalon, too.

Tides of Annihilation looks amazing. Is the combat more like Devil May Cry/Bayonetta or like Soulslike games?
The combat gameplay is definitely more like Devil May Cry. Unlike most Souls-like titles, we also have difficulty mode selection. From the concept, we have implemented fairly simple controls for those players who would like to actually play action games without being hardcore users.
WCCFTECH: Do you have any roleplaying game elements in the game, like leveling up?
Yeah, definitely. We have levels and skill trees, but it's not too heavy on that, like an action RPG or Soulslike game.
WCCFTECH: Can you get better equipment?
Yeah, but actually, the outfit in the game doesn't really have a positive effect for players because they're just aesthetic. But yes, we have some armors to collect.
Will the game be released simultaneously on all platforms?
Ideally, we'd like to do that.
The combat system of Devil May Cry is all about Devil Arms. Will Tides of Annihilation also feature different play styles?
Yes.
How many weapons are in the game?
Four.
Can you share which ones?
We have fists, swords, and bows. Sorry, I forgot the fourth one!
Why did you choose the Western setting?
Here's some context. This game and Black Myth: Wukong are two projects invested in by Tencent, and there were different expectations set on these two projects. Black Myth: Wukong targeted the Chinese market, but for this project, we targeted a Western audience, so we chose the Arthurian legends. The origin of this project was when the producer came up with the concept surrounding knights, and then we made the connection with the Knights of the Round Table from Arthurian myths.
The reason we reached out to you guys at this early stage is that the target audience is Western, and this is our first title. So we want to, you know, gather as much feedback as we can to just improve the game for the final version.
Can you share the game's current development progress?
Now, we are still in the Alpha stage. At the end of this year (2024), we are going into the beta phase, with a tentative launch window of 2026. Again, we’re very much in the early dev phases where we are still getting feedback, so this is all subject to change.
WCCFTECH: You talked about potentially expanding the franchise to other settings and mythologies. I know that's far away now, but would you still have the same character going into these other settings, or would it be more like an anthology series where the main character is different in each game?
We would change the protagonist. But we would still want to use the Outworld invasion concept that we're using for Tides of Annihilation.
Do you already have an estimate of the game's length?
There should be over thirty hours of gameplay on average.
How many bosses will there be in the game?
Over thirty, each with their own abilities. Players will have to prepare for very challenging boss fights.
Thank you for your time.