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"Pragmata" was considered an insider tip - for me, it's the best game of 2026 so far
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"Pragmata" was considered an insider tip - for me, it's the best game of 2026 so far

"Pragmata" is the big gaming surprise this year.

"Pragmata" is the big gaming surprise this year.

Capcom

There are video games that you play. And then there are games that you play, that grab you, don't let go and stay in your head for days afterwards. "Pragmata" clearly belongs to the second category.

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Hardly anyone would have bet that "Pragmata" would hit like a bomb. Six years of development, several postponements, a long silence from the studio. Many had long since written the game off. But the wait was more than worth it. But first things first.

The story begins on the moon. Hugh Williams, a systems engineer at a company called Delphi Corporation, is sent to a lunar research station that has suddenly gone silent. He finds no more people there, but a little girl called Diana, who turns out to be an android, and the two of them have to rely on each other to find a way back to Earth while the station around them continues to go haywire.

Teaser image

From the Mushroom Kingdom to outer space

The most famous plumber brothers are back

This sounds like familiar sci-fi material, and at first it is. But "Pragmata" takes the time to build something unexpected beneath that surface: a genuine emotional bond between two fundamentally different beings. Hugh is not a flawless heroic figure, but an astonishingly normal guy. The man you meet at the bar who suddenly says something between jokes that stays with you for days. Diana, on the other hand, radiates such an infectious energy that after a few hours you forget you're dealing with a computer program. The two learn from each other, grow together - and anyone who hasn't developed feelings for this unlikely duo by the end of the game is simply beyond help.

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A moon station like you've never seen before

Pragmata also breaks completely new ground visually. A material called lunafilament is extracted from the station's moon rock, which can be processed into almost anything in gigantic 3D printers - buildings, vehicles, even food. When the AI takes control and begins to produce uncontrollably, surreal backdrops emerge that are unseen in any other game: a half-finished Times Square on moon dust, a holographic seashore in the middle of a steel tunnel, a 3D-printed forest that looks deceptively real. The basic visual feeling is difficult to describe. Somewhere between the NASA aesthetic of the 1960s and a dystopian IKEA catalog from the future. Bulky and fascinating at the same time.

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Two halves of the brain, one controller

What sets "Pragmata" apart from everything else in terms of gameplay is its combat system, and this is no empty formula. In fact, it is so original that it takes a few hours to really grasp it. The basic principle: Hugh fights, runs, dodges. Diana hacks via a grid-shaped mini-game that requires enemy robots to be opened up and made vulnerable in real time before Hugh's weapons can do any damage. Both mechanics run in parallel, simultaneously, in the middle of a firefight. Left hand controls Hugh through the arena, right hand navigates Diana's chopping grid. And once you get into the game, you experience a rhythm that is addictive like few others.

Teaser image

"Crimson Desert" in the test

I've never been so torn by a game before

This also remains fresh because "Pragmata" consistently expands this system throughout the entire game. Hacking nodes with special effects that can be used strategically. Weapons that intervene directly in the chopping grid and eliminate fields. Enemies that actively disrupt the system. What sounds like a clever idea turns out to be a well thought-out game design that delivers new ideas right up to the last hour.

The arsenal of weapons is pleasingly versatile. An energy grid that briefly freezes enemies. A drone attachment that sends a dozen small robots after enemies. A sticky bomb that eliminates rows of choppers and makes Diana's job easier. Every weapon feels useful, none is superfluous, and the interplay with Diana's abilities keeps you trying out new combinations.

The hacking system brings a whole new gameplay mechanic that feels extremely rewarding.

The hacking system brings a whole new gameplay mechanic that feels extremely rewarding.

Capcom

Short, but not a bit too short

"Pragmata" is a linear game of around 12 to 15 hours in length - and that is one of its greatest strengths. There are no artificially bloated open-world fillers. Instead, there's a hub where you can upgrade equipment, buy weapons, and yes - bring Diana gifts. A progression system that feels steady and satisfying. A story that doesn't waste a minute. And for those who haven't had enough after the credits roll, there's a challenging New Game Plus mode that really puts all the skills you've learned to the test.

The game is not a safe, calculated product. It's a real risk in the form of a new IP. A strange world, an unusual combat system, an emotional story that could have been mistrusted from the start. Nevertheless, Capcom went all in and it paid off. "Pragmata" is fresh, original, warm-hearted and brilliant in terms of gameplay. Anyone with even the slightest interest in action games should not miss it. Anyone with children will cry when the credits roll. If you don't have any, you probably will too.