Lots of gaming journalists and creators came to see what Pathfinder: Abomination Vaults is all about, and today, we’d love to share with you how it went!
In case you missed it, we also took this opportunity to drop a brand-new gameplay trailer.
The MIX Summer Showcase
We first swung by The Mix Summer Showcase in downtown Los Angeles and demo’d Pathfinder: Abomination Vaults. This is another annual showcase specifically for indie games, organized by Media Indie Exchange (MIX) and running alongside Summer Game Fest.
The opportunity to share the space with so many other talented developers and spend the evening talking and playing games was incredibly fun. If you missed the event, you can tune in to watch the online showcase.
Our own Creative Director, Wyatt Gray, gave this interview to Seasoned Gaming at the Mix!
The Build
Our intention was to throw players straight into the action, so the version of the game we displayed threw players deep into the Vaults, directly starting at Level 8. At this depth, the map is mesmerising but deadly. This Darklands cavern is filled with dangerous enemies and hazards such as poisonous spores.
It took the squad through tutorials on combat, group-obstacle clearing and much more. Eventually, players made their way through to the chamber of the boss: the monstrous Urthagul.
Summer Game Fest
At the Summer Game Fest Play Days event, we used this same build to showcase Pathfinder: Abomination Vaults to gaming press and creators who had arranged to visit. Over the following three days, the game was shared in back-to-back appointments, and we’re delighted to say was massively enjoyed!
Here are some of the articles written in the days following Summer Game Fest:
Mobile Syrup – Canadians were behind some of Summer Game Fest’s most creative games
“You’ll be encouraged to create combos with your different characters, like special flame vortexes or poisoning scimitar slashes.”
TechRaptor – Pathfinder: Abomination Vaults Preview – Focused on Teamwork
“Pathfinder: Abomination Vaults looks like it will be a good time, particularly with friends. It has a let’s grab some food and drinks, chill for a bit, and just go on an adventure vibe.”
mxdwn – Previews of Omut, Thick as Thieves, and Pathfinder: Abomination Vaults
“If you’re into ARPGs that focus more on fun with your friends this game will be for you.”
The event held a fantastic atmosphere, and everyone was excited to get hands-on with the game. Our setup was a sofa in front of a large screen and captured the couch Co-Op feeling perfectly.
Creative Director Wyatt summed up the experience:
"At SGF, I had the opportunity to sit with prominent influencers and members of the press to battle alongside them, through hordes of spiders and other unwelcoming subterranean locals -- while telling them a bit about our vision for the game.
Putting our game in the hands of the press for the first time -- and getting to hear their feedback, thoughts, and reactions -- was incredibly energizing. During development, our heads are so buried in the weeds that it's easy to forget how far we have already come, and to regain perspective on what's working well and what we need to focus on more.
One thing I was pleased to see was how anyone, including folks who were novices on a gamepad, could pick up the controller and have a blast within just one minute of learning the controls. One of our tenets is the classic "easy to learn, hard to master" and I'd say we are progressing nicely on that front.
Surprisingly, one of my favorite moments was after we failed a boss fight. I was a bit worried, asking the two journalists I was playing with if they were willing to give it another shot. But then I saw it... that glint of determination (or maybe vengeance?) in their eyes, as they insisted we give it one more go, because they knew exactly how they would do things differently the second time around. And that second time around, we worked together much better and absolutely crushed the boss! The players were thrilled with their well-earned victory and couldn't wait for the next challenge. I guess you could say that "losing is fun!"
Another of my favorite moments was at the end of my second day. The journalist and I had just finished playing through the entire demo (while I yapped for 15 minutes) and defeated the boss soundly. I answered a few of his questions and we were about ready to wrap up when he paused for a moment and asked, "Hey... could we play it again?" I was thrilled! So, we played the entire demo again, this time swapping between characters and trying out all the abilities.
I can't wait for all our new friends from SGF to see the progress we'll have made when we return next year!"
Bonus Reveal: Swamps of Fogfen Concept Art Spotlight
Moving on to how development on the game is going! Here are some sneak peeks.
The swamp concept art you see here represents an early exploration of the Fogfen, the moody, mist-drenched wetland that borders Otari. Designed to feel both magical and menacing, these environments play with verticality, dense foliage and a thick layer of creeping fog that twists perception. Trees stretch like skeletal fingers through the mist, while hidden ruins and half-sunken pathways tease dangers just out of view. These pieces help guide our lighting, color scripting, and mood composition for future surface-world content.
Exciting times at BKOM Studios!
We had the pleasure of welcoming our amazing partners from Megabit Publishing to our Quebec City studio for a series of dynamic workshops with the development team. It was a week of expanding our creative horizons, sparking bold ideas and reinforcing our shared vision for the game.
From meaningful conversations to inspiring collaboration, the road ahead promises exciting challenges and unforgettable gameplay experiences.
Creature Sketches from the Vault
And because we know you love creatures as much as we do, here’s a peek at some of our monster concept sketches revealed during development:
- The Seugathi Servant, a grotesque mind-warped worm with psychic eyes and bladed tails.
- A Ghost, ethereal and sorrowful, floating in tattered robes with supernatural grace.
These early illustrations not only inform our modelling and animation pipelines but also help capture the tone and lore of Pathfinder’s universe. Expect these designs to evolve as we finalize VFX passes, voice work, and monster behavior.

On top of that, the team has been actively iterating on the Squadplay HUD, implementing animations and working on object interaction User Experience as well as quick time events prompt mockups. We’re also making a big push on squadplay mechanics, adding new features like giving precise orders to the teammates, or performing combos to break specific enemy defenses!
We can’t wait to give you more information on the above and show you what that looks like in a future update. Stay tuned!
In the meantime: keep your spells ready, your shield steady, and your stamina optimal. You’re going to need them!
Onward to adventure!
The Pathfinder: Abomination Vaults Team