

Initially revealed in 2020, information regarding *Pragmata* has been quite scarce—until it emerged at [Summer Game Fest 2025](https://www.cgmagonline.com/news/summer-game-fest-returns-june-2025/) and allowed the press to get some hands-on experience with the game. What first appeared to be a captivating idea has ultimately transformed into something fascinating, distinctive, and potentially very thrilling. While I was [previously doubtful about what *Pragmata* could entail](https://store.steampowered.com/app/3357650/PRAGMATA/) and how it might function in reality, at least from my 20 minutes with the game, I’m eager to learn more and witness what the game has in store when it launches in 2026.
Even though the game has been somewhat enveloped in secrecy, this year we’ve received a bit more insight into what’s happening and what makes the environment so alluring. Awakening after some sort of event, you control Hugh Williams, who finds himself clueless about what’s occurring—or why everything appears intent on eliminating him. During your quest, you are supported by Diana, an android resembling a young girl, who you soon realize can infiltrate other robots and machinery within the lunar facility, simplifying their defeat.
While it is a rather straightforward idea, *Pragmata* effectively establishes its setting and world early on, providing a reason to not only care for the characters but also to advance through the narrative. The enigma surrounding the lunar research outpost leaves just enough clues to encourage you to move forward, eager to understand what’s transpiring, who Diana is, and what role she plays in the station’s tale. From the demonstration, only a limited amount was hinted at, so it’s difficult to predict where things are headed, but I’m sufficiently intrigued to want to delve deeper into the game’s universe.
Fortunately, the demo kicks off strongly, offering a glimpse into Hugh’s character as he confronts a lethal AI android that might be targeting him—and Diana. Even after unleashing shots into the machine, it relentless pursues him—at least until Diana reveals her capabilities and hacks the android, disabling its defenses and highlighting one of the most distinctive features of *Pragmata*: the necessity to hack adversaries while engaged in combat.
### “*Pragmata* effectively establishes its setting and world early on, giving you a reason to not only care for the characters but also to advance through the narrative.”
Hacking serves as the main selling point of *Pragmata*, and this is where the overall gameplay framework and emphasis begin to coalesce. At first glance, hacking during battles with various robots and androids might seem like a tedious idea. Yet Capcom has successfully fused third-person combat with the hacking mechanism in a manner that not only functions but is genuinely enjoyable. When you first engage in battle, you quickly discover how ineffective it is to merely shoot the foes around the lunar research facility. Each attack barely affects them, taking off only a fraction of health compared to how much damage they inflict on you with a single strike.
It’s at this juncture that the [hacking system](https://www.cgmagonline.com/review/game/system-shock-2023-pc-review/) becomes relevant. Once Diana is assisting you, you’ll be introduced to a relatively straightforward hacking mini-game that you can complete while actively fighting. You must connect the starting point to the endpoint on a grid. Although the mechanic is simple initially, it swiftly starts adding power-ups and other components into the mix, and this is all before you’re compelled to handle multiple foes simultaneously. Even as the difficulty escalates, *Pragmata* manages to make it all function in a way that feels unexpectedly gratifying.
The pace slows marginally during hacking, granting you valuable seconds to perform the action without facing death. However, even with this brief slowdown, it never relinquishes the frantic sensation of needing to manage everything being thrown at you, all while striving to survive. It’s a distinctive concept that I didn’t anticipate enjoying, but [Capcom has executed it well](https://www.cgmagonline.com/tag/capcom/) making it feel fluid and fully incorporated into the gameplay loop.
Fortunately, there are various pickups distributed throughout the game world that help make the challenge more manageable. Different firearms can either enhance your attack power or hinder enemies, making the juggling of combat and hacking feel much more achievable.
Now, I’ll take a moment to admit—despite the 20 or so minutes spent with the demo—that, beyond a few sections featuring three or so different obstacles, most of the time
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