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Black Myth: Zhong Kui Gameplay Trailer Breakdown (15-Minute Reveal)

Sword techniques, default parries, elemental imbues, summons, mounts, and the details Game Science still has not confirmed.

Sword techniques, default parries, elemental imbues, summons, mounts, and the details Game Science still has not confirmed.

Game Science dropped a 15-minute gameplay video for Black Myth: Zhong Kui with no warning, and it is the first real look at how the second Black Myth game plays. The footage lands exactly one year after the character was revealed at Gamescom Opening Night Live 2025, back when the studio admitted it had almost nothing playable to show. This time there are boss fights, combat systems, story beats, and a handful of strange side activities.

Quick answer: The trailer confirms a sword-based single-player action RPG with four equippable skills, default blocking and parrying, elemental weapon imbuing, lingering summons, and enemy transformations. It is still early in development, has no release date, and is planned for PC and major consoles.


Black Myth: Zhong Kui trailer: what is confirmed so far

Before the mechanics, it helps to separate what the studio has actually stated from what the footage merely suggests. Game Science labelled everything in the video as captured in-game from a work-in-progress build, so anything here can change.

DetailStatus
DeveloperGame Science
GenreSingle-player action RPG
EngineUnreal Engine 5
PlatformsPC and major consoles (consoles unannounced)
Release dateNot announced; no Steam or Epic Games Store page
Build stateEarly development, work-in-progress capture
Capture formatPC footage at 21:9 aspect ratio
Source materialChinese folklore surrounding the demon-quelling figure Zhong Kui

What happens in the 15 minutes of footage

The video opens on a young swordsman moving through a forest with an elderly companion. He sets off an explosion under some rocks, escapes on a raft, then carries the old man on his back before putting him down to fight a group of grey armoured enemies.

The old man then breaks apart into a swarm of insect-like creatures, which sends the swordsman on a chase that ends at the water’s edge. A creature with enormous clam-shell wings rises out for a boss fight, and partway through, control appears to shift to a hooded figure carrying a long jian before returning to the original protagonist. Game Science has not said who that second swordsman is or whether the swap is a second playable character.


Combat: blocking, parrying, and counterattacks

This is the clearest break from Black Myth: Wukong. Wukong pushed you toward dodging, and parrying only existed if you invested in the Rock Solid ability. Zhong Kui appears to have parrying built in by default, and the player parries and counters constantly throughout the fights.

Counterattacks look like the timing-based variety, where you strike just before an enemy blow connects. Straight blocking is also on show, cutting incoming damage rather than negating it. The protagonist fights with a sword, martial arts, and heavier strikes instead of Wukong’s staff and acrobatics, and paper talismans show up as well.

Swordsman thrusting his blade at a spear-wielding enemy during a duel in Black Myth: Zhong Kui
A counterattack landing on a spear-wielding enemy. Image: Game Science

Sword techniques and the charge bar in the HUD

The bottom-right corner of the screen holds four skill slots, the same layout Wukong players will recognise. The difference is what fills them. Rather than flashy spells, these read as sword techniques tied to the weapon itself.

Sitting next to those slots is a bar that fills as you land hits, parry, and dodge. It behaves much like the heavy attack stance bar from Wukong. None of the four skills display a cooldown timer, which points to the bar acting as the resource you spend to use them.

Combat HUD with a circular skill icon lit up in the bottom-right corner during a sword strike
The four skill slots and charge bar sit in the bottom-right corner of the HUD. Image: Game Science

Elemental imbuing: pulling fire and lightning into the blade

Wukong handled elements through spirits, weapons, and transformations. Zhong Kui hands that control to the player directly. In one moment the protagonist draws fire out of the environment and channels it into his sword, then uses it to clear out a group of minions.

He later does the same thing with a boss ability aimed at him, effectively stealing the attack and wearing it. Another sequence shows the blade carrying lightning, and a tougher boss fight has him coating it in a black material. The takeaway is that your damage type is meant to change on the fly based on what the fight throws at you.

Protagonist swinging a sword wreathed in flames while launching a ranged attack
The sword after absorbing fire from the surrounding area. Image: Game Science

Summons, transformations, and a rideable beast

A spirit is summoned mid-fight and then keeps fighting alongside the player. That persistence matters. Wukong’s spirits fired off a single borrowed ability and vanished, so what is shown here works more like a proper summon than a one-shot move.

A summoned spirit fighting beside the player character in Black Myth: Zhong Kui
A summoned spirit stays on the field for the rest of the encounter. Image: Game Science

Later in the same encounter, the protagonist transforms into that summon and starts using its moveset directly. This part looks close to Wukong’s transformation system, where a defeated enemy becomes a temporary form.

Sword strike landing on a large enemy with a boss health bar and ability icons on screen
A transformed moveset in use against a boss, with the health bar visible up top. Image: Game Science

Mounts are strongly implied but never played. Cinematic sections repeatedly show a rider on a large beast, the trailer closes on a figure crossing the landscape on a tiger-like creature, and the official art of Zhong Kui puts him on a giant beast as well. It is possible mounts are wired into the summoning system so the creature fights with you, though nothing confirms that yet.

A rider on a large tiger-like beast crossing the landscape at the end of the trailer
The trailer’s closing shot, with a rider on a tiger-like beast. Image: Game Science

Music, fishing, and the odd non-combat moments

Not everything in the video is a fight. One short scene has the protagonist performing traditional Chinese music inside a skeleton ensemble, with each member on a different instrument. That points toward some form of playable instrument activity rather than a purely cinematic flourish.

The protagonist performing traditional Chinese music alongside a band of skeletons
A skeleton ensemble performing traditional Chinese music. Image: Game Science

Another cutscene shows him fishing with a simple wooden rod and hauling up an enormous sea monster. Whether fishing is a system you can use freely or just the trigger for a boss fight is unclear.

Fishing with a wooden rod moments before a huge sea creature surfaces
Fishing with a wooden rod, which pulls up a massive sea monster. Image: Game Science

Elsewhere the footage cuts between more potential boss encounters, a woman applying make-up to a man, what looks like a spirit-catching activity, walking mushroom creatures, and a small spirit sitting in a boiling pot. None of these are explained.


Release date, platforms, and what is still unanswered

There is no release date, and no store page exists on Steam or the Epic Games Store. Game Science has said the game is coming to PC and major consoles without naming which consoles, and the studio has been open about refusing to rush development or lean on AI to speed it up.

Gamescom 2026 runs later this month, with Opening Night Live on 25 August. Game Science has not confirmed that it will be there, though the character was first unveiled at the same show a year ago.

Note: The single most consequential unknown is the hooded jian user. If control genuinely switched to a second character mid-boss rather than playing out as a scripted cutscene, that would be a structural change from Wukong’s single Destined One. Nothing official addresses it yet.

Taken together, the reveal reads as a deliberate shift from a staff-wielding monkey with spells to a human swordsman who defends, counters, and borrows whatever element the arena hands him. The systems are recognisable to anyone who finished Wukong, but the moment-to-moment rhythm is not the same game, and Game Science is clearly in no hurry to put a date on it.