Grey State Studios, previously known as Aurora Studios and now owned by Tencent, is launching a new horror-themed extraction shooter this week. Trailers showcasing the story and gameplay have just been released. Called *Rules of Engagement: The Grey State*, the game builds on the studio’s experience with the battle royale *Ring of Elysium*, but blends realistic military action with a wide range of horror elements. Instead of focusing on a single type of monster or horror cliché, *Rules of Engagement: The Grey State* draws inspiration from the entire horror genre, and the studio is using a similar approach to design the gameplay.
Rules of Engagement: The Grey State is an extraction shooter that takes inspiration from games like Path of Exile, giving players a lot of flexibility in how they tackle its mix of player-versus-player (PvP) and player-versus-environment (PvE) combat. The game also features a unique structure that blends these two styles of gameplay. Recently, Game Rant spoke with Bo Chen, marketing and communications lead at Grey State Studio, and Ray Fan, the lead game designer, to learn more about the game’s inspirations, how it plays, and the meaning behind its “horrorverse” concept. This interview has been edited for a more concise and readable experience.
Taking Rules of Engagement: The Grey State From Concept to Realization
Game Rant asked: Could you tell us how *Rules of Engagement: The Grey State* was originally conceived? What were the first steps in creating the game?
We’ve experimented with a lot of different ideas and gameplay styles over the last few years. Ultimately, we created something new – a blend of genres. We built upon the foundation of our previous game, *Ring of Elysium*, and combined it with the objective-based extraction shooter style seen in games like *Hunt: Showdown*. We also included RPG elements, like customizable skill trees inspired by *Path of Exile*, giving players a lot of freedom to create their own unique characters.
We then layered in the backstory from Grey State, combined with our idea of a connected “horrorverse,” and that’s how *Rules of Engagement* came to be. While many extraction shooters have been released recently, we’re aiming to stand out by addressing some common frustrations, like the worry of being easily defeated by players with superior equipment.
We wanted to create a fair experience for everyone, so we designed the game so all players start with the same basic equipment. Everything you find during a match is earned through gameplay, and your improvements come from developing your skills. This system addresses the worry about being outmatched by better gear and makes each match more unpredictable and balanced than typical ‘extraction shooter’ games. That was the core idea behind our game’s design.
Game Rant asked the developers what led them to create a horror-themed extraction shooter for their next project.
As a huge fan, it’s so cool to hear how the team came up with the idea! They noticed a lot of extraction shooters were super realistic and military-focused, and they started asking, “Where are the monsters?” They really wanted to make a game where *creating* monsters was a big part of it, and then it just spiraled into, “If we’re doing monsters, why limit ourselves? Let’s have *all* kinds of monsters – everything you can imagine!” It’s that kind of creative thinking that makes this game so unique and exciting.
We were initially inspired by the movie *Cabin in the Woods*, specifically the idea of a facility containing every monster imaginable. We thought it was a fantastic concept with endless potential. Looking ahead, we envision collaborations with other franchises and the inclusion of famous monsters, which we believe would be a great addition to the game.
How Rules of Engagement: The Grey State Aims to Stand Out From the Crowd

Extraction shooter games are becoming increasingly popular, but there aren’t many that focus on horror. What were the main aims in adding horror elements to *Rules of Engagement: The Grey State*, and how did the developers hope to make their game unique within this small group of titles?
We really wanted to create a lot of variety in the game, especially with the monsters. We experimented with different types to see how they would change the way people played. Unlike games like *Hunt: Showdown*, our monsters aren’t just about the fight itself; they’re meant to create more unpredictable situations and interesting interactions that lead to exciting player-versus-player combat.
We want to avoid making the game too difficult in player-versus-environment (PvE) combat, as that would detract from the player-versus-player (PvP) experience. If PvE was too challenging, it would negatively impact PvP and make the game less enjoyable overall. To address this, we’ve created two types of enemies: smaller monsters and large, imposing ones.
Early in the match, you’ll mostly encounter weaker monsters. These are meant to help you get started – gathering resources, finding loot, and equipping your character. While not overly challenging, they still require a bit of strategy. Later on, you’ll face much larger monsters, many of which can’t be defeated. Instead, you might try to avoid them or cleverly lead them towards your opponents. That’s the basic idea behind how we designed the monsters and their function in the game.
Game Rant asked about the game *Rules of Engagement: The Grey State* drawing inspiration from many different horror sources, particularly the idea of a “Horrorverse.” They wanted to know more about what this “Horrorverse” concept is and how it impacts the game’s horror elements, like its settings and enemies.
In the first trailer, we showed glimpses of different environments and enemy types, and revealed that the game takes place in Hong Kong. We’re currently building a Hong Kong map featuring traditional Chinese monsters, moving beyond just Western influences. We want to give players a unique Chinese experience that they might not have seen before, drawing inspiration from cultures all over the world. We’ve included futuristic and otherworldly creatures, as well as popular monsters from Creepypasta like Slenderman, and we plan to keep adding new monsters as we find ones that work well with the gameplay.

I’m really intrigued by *Rules of Engagement: The Grey State*! I’ve noticed that each run starts fresh, with everyone beginning on equal footing. I’m curious about how the developers came to that decision. They’ve said it was to make the PvP really shine, but I’m wondering if they ran into any problems during development that made them realize a fresh start for each run was the best way to go? What kind of discussions did they have about it?
We believe the game’s unique feel comes down to two main things: fairness and letting players make their own choices. Everyone starts each match on equal footing, without any pre-existing gear. The only differences are in how players customize their skills and abilities. This focus on fairness creates unpredictability, which is what sets us apart from other games in the extraction shooter genre.
Besides the dynamic map, a key part of the game is giving players meaningful choices. This is especially true in the later stages of each match, where they can either play it safe and leave with whatever they’ve earned, or risk it all for a bigger reward – a spot on the extraction helicopter. We originally used this system in our previous game, *Ring of Elysium*, because we found it created a really exciting and strategic experience. Combining this with the changing map feels special, and after trying different approaches, we believe this combination is the best way to play.
Mixing Extraction Shooting and RPG Progression in Rules of Engagement: The Grey State

Game Rant asks: The upcoming game *Rules of Engagement: The Grey State* is described as a tactical shooter. What games or influences likely shaped its shooting mechanics and combat style?
We’re primarily inspired by fast-paced shooters like *Call of Duty*. We wanted a game with constant action and very little waiting around, and that style of shooting really matches what we envisioned. We studied a lot of similar, quick-action FPS games to see how they handled weapons and gameplay.
So, if we’re comparing games, would you say *Rules of Engagement: The Grey State* is more similar to the fast-action style of Witchfire than the slow, strategic gameplay of *Escape From Tarkov*?
Chen: Yeah.
Game Rant asks: In *Rules of Engagement: The Grey State*, how does the game balance character progression—typical of RPGs—with the fact that players begin each playthrough with no pre-set gear or equipment?
There are two main reasons for this. First, most of the skills you unlock don’t directly make your character much stronger. Instead, they change *how* you play, like unlocking new abilities or subclasses and letting you customize your style. Second, some skill trees are designed for PvE – things like faster looting or running – and aren’t about improving your combat skills. So, if you don’t enjoy player-versus-player combat, you can focus on skills that help you with PvE or farming instead.
We’re also using a matchmaking system to prevent players with limited skills from being paired against those who have fully developed them. These design choices work together to create a fairer and more balanced experience.
Game Rant asked the development team about their plans for releasing *Rules of Engagement: The Grey State*. Specifically, they wanted to know if the game would be launched in Early Access to gather player feedback before the official, complete version is released.
Currently, we’re aiming to release the game in 2026. We’re considering whether to launch with an “Early Access” period, but we’re definitely planning several public playtests before the official release – at least three or four. We’re still working out the schedule for these playtests, including when the first one will happen, but we expect to run multiple tests early next year. This will help us refine the gameplay and ensure everything – both the content and the design – is polished and ready for players.
Game Rant asked the developers which features of *Rules of Engagement: The Grey State* they were most eager for players to experience.
We’re really eager to see how players experience our game. It blends elements from different games into something fresh, and we’re especially curious about their reaction to the unique way the game flows – particularly the two-stage system, RPG features, and skill tree. Getting player feedback on the gameplay is our top priority right now; we want to make sure we’ve built a solid foundation and that players are enjoying it.
[END]
Rules of Engagement: The Grey State is currently in development for PC.
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2025-10-16 19:11