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Ezekiel

Ezekiel is a clasic first person shooter that sticks to the fundamentals: satisfying weapons, eccentric enemies and cool environments. No annoying cutscenes, no cringe-worthy writing, and no taking control away from the player. Just pure chaos, carnage and a killer soundtrack.

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Game contextLatest: IGF Team
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Latest Contributor: IGF TeamEdit notes
Updated: Jul 14, 2026Developer scaleThe operating scale of the game's developer.
Updated: Jul 14, 2026Publisher scaleThe operating scale of the game's publisher.
Updated: Jul 14, 2026Publisher statusHow the game's publishing relationship is classified.
Search Google: How is Ezekiel and Boomer Bros. funded?FundingThe known source of funding behind the game.
Updated: Jul 14, 2026Creative controlWho appears to retain creative control of the game.
Updated: Jul 14, 2026Release statusWhether and how the game has been released.

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About the Game

Ezekiel is an upcoming high-intensity "Boomer Shooter 2", a spiritual successor to the golden age of ’90s Build Engine first-person shooters like Blood and Duke Nukem 3D. It reimagines that era as if it had received a proper mid-2000s sequel, one that actually delivers on that promise.

Advanced Enemy AI & Complex Combat Interactions

Enemies aren’t just bullet sponges. Each type has unique behaviors, tricks, and reactions, ensuring no two fights play out the same. Expect ambushes, flanking maneuvers, and emergent chaos.

Multi-Purpose Arsenal with Tactical Depth

Every weapon features multiple firing modes and additional utility, including rocket-jump-style movement tricks for level traversal.

Detailed Gibbing & Gore System

Every shot has weight. Limbs fly, bodies explode, and the battlefield becomes a visceral mess. Bodies and blood persist letting you admire your carnage after the fight ends.

Features advanced volumetric blood effects and dynamic wound/dismemberment based on hit location.

Chaotic, Brutal, and Over-the-Top Based Action

A symphony of destruction where explosions rip through crowds, limbs fly with exaggerated gore, environments are full of stuff to destroy and screen shake is applied liberally.

Expansive Multi-path Levels

Large levels that don't feel like a cutscene corridor and respect the player's ability to navigate without a GPS marker in their face complete with Half-Life style set pieces and environmental storytelling.

Bold, Experimental Soundtrack

A sonic assault blending head-banding djent-inspired 8-string guitars with nomadic folk influences. Hypnotic, aggressive, and unlike anything else in shooters.

No Hand-Holding

NOT an arena combat game

NO pulling health/ammo out of thin air: scavenge, retreat, be clever

NO health regeneration

NO X-Ray vision

Survival is earned, not given.