How No Law Evolves Neon Giant’s Cyberpunk Vision with Brutal FPS Action

Summary
- Neon Giant’s newly announced No Law is a first-person shooter set in the densely built cyberpunk city of Port Desire.
- Players choose their approach – go loud or stay stealthy – against systems driven enemies and environments that react to noise, sightlines, and pressure.
- No Law is a brand-new IP currently in development; release details will be shared at a later date.
You may know Neon Giant from The Ascent, our debut title that found a huge audience through Xbox Game Pass – and taught us exactly where our strengths lie: dense, handcrafted cyberpunk spaces and combat encounters that feel alive, reactive, and a little bit dangerous.
With our next title No Law – which we just revealed at The Game Awards 2025 – we’re evolving that foundation into first-person play, leaning hard into gun feel, impact, and combat flow while doubling down on what we do best: rich urban density, stunning visual variety, and chaotic cityscape combat. It still bears our fingerprints, but it’s a new franchise in a new setting just with a new level of brutal, satisfying FPS action.
FPS gunplay is one of Neon Giant’s core strengths. Our team has been directly responsible for some of the best shooters in recent memory – from Bulletstorm, to Far Cry 3, to modern Wolfenstein titles. So we wanted to go from The Ascent’s isometric top-down view down into the streets, where we could really show off a high-fidelity, gritty, grounded cyberpunk setting. This perspective shift allows us to not only see the action from all angles, but also significantly enhances the types of open world encounters available to the player: expanded stealth options, improved device mechanics, and deeper narrative moments.
Port Desire is our new cybergrunge metropolis – lush with unexpected greenery and overflowing with personalities: hustling arms dealers, street vendors slinging dubious “food”, and gangsters who remember what you did. Each district is built to play differently. Tight, vertically stacked slums reward patience and planning. Open thoroughfares and residential courtyards let firefights spill into the streets. Luxurious interiors are layered with vents, service corridors, and hackable systems. That visual and structural variety lets us stage firefights that are readable, tactical, and messy in all the right ways.
Moment to moment, No Law is about agency with consequences. Want to go loud? Build a loadout that hits hard, feels heavy, and rewards snap decisions and stylish execution. Prefer to play it smart and stealthy? Manipulate patrols, short-circuit security, or carve a path above the streetline. We give you the tools; what you do with them is up to you.
We’ve also carried forward our love of systems-driven design. Enemies react to sounds, sightlines, and pressure. Because of emergent systems and NPC reactivity, two players who “do the same thing” can still see the world react differently, fueling those shareable stories we love to hear. Encounters should feel authored but never prescribed.
Of course, density means nothing without clarity. One of the biggest lessons from The Ascent was guiding the eye in crowded spaces. In No Law, immersive world lighting, neighborhood color-coding, and cybernetic UI cues highlight options without breaking immersion. Even in the busiest alleys, you can read threats, identify routes, and improvise with confidence. When a plan comes together – or falls apart spectacularly – it should be because of your choices, not guesswork.
If The Ascent was our statement of intent, No Law is our next step – an invitation to lose yourself in a city that pushes back. We’ll share more as development continues, including deeper dives into weapons, characters, and how we’re building scenarios that support multiple playstyles. For now, consider this your first look at where Neon Giant is headed: a new franchise, a world of criminals and consequences, built for meticulous planners and those who just like to see the blood and bullets flow.




