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News 12 October 2026 • 2 min read •

A different path: Krafton thinks PUBG Ded.Net's pulpy gameshow violence and roguelite twist can be the next big battle royale

Creative director Dave Curd discusses the concept of PUBG Ded.Net: a blend of 90s-style gameshow hyperviolence and roguelite mechanics.
Author: Флешка •
A different path: Krafton thinks PUBG Ded.Net's pulpy gameshow violence and roguelite twist can be the next big battle royale

While PUBG defined the battle royale era, the genre has since split between tactical military sims and colorful, cartoonish adventures. Publisher Krafton is looking for a third way. In an interview at Gamescom, creative director Dave Curd revealed details about PUBG Ded.Net, a project that transforms survival into a violent, pulpy gameshow infused with roguelite elements.

Developed by PUBG Madison, PUBG Ded.Net maintains the core DNA of its predecessor: third-person perspective, a shrinking zone, and intense looting. However, the setting shifts from gritty realism to a 90s-style hyperviolent entertainment show. The most significant departure is the implementation of a pick-three-style roguelite progression system that spans multiple consecutive matches. By selecting upgrades during a match, players gain buffs or debuffs that can impact subsequent games.

This mechanic is designed to mitigate the frustration often found in battle royales. Dave Curd explains that even after a loss, players might gain enticing abilities for their next run—such as the ability to dual-wield shotguns—which encourages them to keep playing. The game avoids the "math" of traditional roguelites; instead of incremental stat boosts, powers are designed as strategic gameplay opportunities.

The visual and gameplay style promises to be highly eccentric. Players may encounter:

  • Blade arms, obtained by slamming limbs into a pinball machine, which prevent the use of firearms for the rest of the match;
  • Living dolls that can jump on the backs of allies or enemies to steal items;
  • The ability to hack objects, such as making a truck explode after a set time.

Despite the absurdity of some mechanics, the team aims to make them meaningful. For instance, if two dolls (one from an ally and one from an enemy) are attached to a player simultaneously, a bespoke doll-fighting system is triggered. Even driving includes specific details: a seatbelt system determines whether you are flung through the window during a high-speed crash.

For Krafton, this project is an attempt to evolve. Dave Curd emphasized that the team isn't trying to build a massive industry "monster," but is instead relying on innovation through lean, agile teams. The goal is to create something memorable that makes players smile, even amidst the hyperviolent chaos.

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Флешка

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