No Law is the ultimate cyberpunk sandbox that refuses to waste your time

No Law is the ultimate cyberpunk sandbox that refuses to waste your time

If you’ve already played in Neon Giant’s isometric cyberpunk world in The Ascent, the studio’s follow-up, No Law is going to blow your socks off. Now backed by Krafton, the Swedish developer is moving away from 2D action toward a first-person perspective rich in frankly insane detail and tackling something way more ambitious. No Law is a deeply systemic, immersive cyber-noir shooter set in the brutal, overgrown coastal metropolis of Port Desire, and I got a detailed behind-the-scenes look at Gamescom 2026.

Walking me through an early game mission, what I saw was far from just another by-the-numbers cyberpunk shooter, and the world-building and old-school immersive sim design were reminiscent of the original Deus Ex. No Law should definitely be on your radar for your 2027 gaming lineup.

Welcome to Port Desire (you’ll need an umbrella)

Port Desire wasn’t quite the typical dystopian aesthetic I expected in a futuristic setting. Gone are the endless sterile concrete jungles of traditional sci-fi; this city drips with lush foliage that looks even more striking at night. Carved into towering ocean cliffs at a neutral border shared by 3 rival nations, the city is choked by relentless creeping green vegetation. Every night, chemical agents are sprayed to beat back the overgrowth, and if that stops, nature wins. But it makes for a breathtaking backdrop. It was raining heavily throughout the demo too, adding to the vibes!

You play as Grey Harker, an ex-military veteran who just wanted a quiet life tending to his plants (kind of a John Wick origin story) until he was dragged rudely out of retirement. As Harker, you’ll tear through Port Desire’s criminal underworld with a thirst for vengeance.

Gameplay screenshot from No Law

(Image credit: Neon Giant)

Neon Giant has built Port Desire with an insane level of attention to detail. The city can be explored vertically, featuring authentic street addresses, floor numbers, and mailboxes that actually correspond to the NPCs living within.

All the shops have dynamic pricing, physical inventory shelves you can load by hand, and products with readable nutrition facts on the back. You can steal everything from groceries to the doorbell, though if you rob a gun store or rack up a high enough bounty, you’ll be shot on sight.

Every single character in the game can be killed too. If you murder a shop owner, their store will remain permanently shuttered for the rest of your playthrough, or if you kill a crucial receptionist who was supposed to check you into a mission location, they won’t be at their desk when you need them, leaving you to figure out the objective on your own. You can’t break the story progression by ending someone’s life, but you can make it a lot more difficult for yourself if you accidentally take out someone of importance.

Zero hand-holding if that’s what you wish

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