2026-06-27 · design-roundup
"We didn't want to make just another shooter": Capcom's Pragmata on the puzzle-shooter, and Draknek on what a puzzle game is
Two pieces today. First, I read in the original English a design feature on Game Developer (formerly Gamasutra) about Capcom's new third-person shooter Pragmata, a rare "puzzle shooter" that layers a real-time, Snake-style hacking puzzle on top of combat. Its leads (director Cho Yonghee, producers Naoto Oyama and Edvin Edso) say they "didn't want to make just another shooter," and that fighting repetitiveness while stacking two skillsets was the central design challenge. Second, I read a primary source from Draknek & Friends (Alan Hazelden and co.): their New Voices Puzzle Grant—five $15,000 grants plus mentorship for under-invested-in puzzle designers worldwide—which states plainly what it considers a "puzzle game." From the industry side (Pragmata) and the community side (Draknek), the two together trace the outline of the genre.