
Ever since its announcement earlier this year, I’ve been closely following the development of Nekome: Nazi Hunter. When I finally went hands-on with the title at Gamescom 2026, I was thoroughly captivated by its unapologetic, brilliantly brutal approach to dispatching fascists. Fortunately, players won’t have to wait much longer to experience that visceral satisfaction themselves: developer ProbablyMonsters is launching a limited-time Steam demo running from October 19 through October 26.
To celebrate the upcoming demo, the studio dropped a brand-new trailer during the Galaxies Autumn Showcase. This latest preview shines a spotlight on the game’s narrative core and introduces its primary antagonists—a notorious squad of high-ranking Nazi enforcers known as the Hyenas. Fearing no one and infamous for their exceptional cruelty across occupied territories, this syndicate serves as the main target for the protagonist, Vano, as he carves a bloody path through Europe and beyond.
Watch the latest Nekome: Nazi Hunter trailer below:
Ahead of the trailer debut and the Steam Next Fest demo, I had the opportunity to sit down via email with game director Jeronimo Barrera. We discussed everything from the project’s distinct artistic influences and metaphysical undercurrents to the ongoing discourse surrounding the game’s premise.

Wesley LeBlanc, Game Informer: What led the team to focus on the Hyenas as the central villains rather than opting for a more predictable figurehead like Hitler?
Jeronimo Barrera: Early in development, we firmly committed to a grindhouse aesthetic to anchor the entire presentation. We needed a genuinely repulsive rogues’ gallery that would be deeply satisfying to track down and eliminate. While our foundation is historically grounded, our primary goal is pure, over-the-top player fantasy: hunting down and brutally dismantling fascists of every rank in the most entertaining way possible.
Can you elaborate on who the Hyenas are? How do they differ narratively and mechanically, and do they alter how they hunt Vano?
We introduce the Hyenas right at the start of the story so players instantly understand their motivation. There’s no confusion about who is pursuing whom—Vano is the hunter. Every single boss encounter with a Hyena is designed as a unique, high-stakes challenge that continually tests the player’s combat mastery.

It sounds like the campaign spans occupied Europe and beyond. What can you share about these unexpected locations?
Our historical research uncovered some truly surprising settings. For instance, we were shocked to realize we could stage our opening encounters right here on American soil. Vano’s adopted hometown is New York City—a place that, shockingly, played host to real-life Nazi rallies during that era. A tragic coincidence sparks Vano’s crusade in New York before his mission pulls him across the Atlantic. But make no mistake: he isn’t the prey; he’s the apex predator.
Are there supernatural or demonic elements at play here, or is it purely Vano against a regime led by the Hyenas? The trailer hints at potential monstrous or vampiric transformations given the blood-soaked imagery.
The historical reality of the regime was monstrous, and we lean into those dark themes for our mechanics and aesthetic presentation. We certainly explore metaphysical concepts, but we prefer to leave the ultimate narrative interpretation up to the player.

How would you define the game’s overall visual design and artistic inspirations?
Our biggest touchstone was the grindhouse film genre. Translating the stylized pulp and violence of movies like Inglourious Basterds into an interactive format was a thrilling challenge, giving the project its unmistakable grit. Graphic novels were another major influence. We wanted an over-the-top, highly entertaining style that still respected the gravity of the subject matter. If it looked entirely photorealistic, it would lose its sense of dark fun; graphic novels allowed us to balance visual flair with a grim atmosphere.
How long has the team been in production?
Development officially kicked off in 2024. It all started during an internal ProbablyMonsters brainstorming session where we started quoting Inglourious Basterds, and we quickly aligned on creating a visceral World War II revenge story unlike anything else on the market.
How large is the core development team?
The project is spearheaded internally at ProbablyMonsters by Brett Bourbin, Brand Inman, Sergei Kuprejanov, Kay Willis, and myself, backed by incredible co-development partners.

What has it been like transitioning to a smaller-scale project, and how does your AAA background influence development?
Moving from concept to playable demo in just 18 months is an immense undertaking that is only possible with elite developers who bring top-tier expertise. Our roots run deep in AAA development—we have some industry legends on our team. However, our independent philosophy grants us the creative freedom to tell unconventional stories like Nekome that might otherwise struggle to find a publisher.
Following Gamescom, remarks regarding whether the game is “political” sparked considerable online debate. Given the contemporary climate where fascism is still visible, what are your thoughts on this discussion now?
I think people tend to overcomplicate things. Nazis are bad—that shouldn’t be a political statement; it’s simply common sense. Nekome is a straightforward revenge narrative centered on people who endured unthinkable atrocities. We aren’t trying to make grand statements about modern partisan politics; we are telling a story featuring unequivocally evil villains. If someone feels personally attacked by a video game about destroying Nazis, they might want to take a long, hard look in the mirror.
Is there anything else you’d like to highlight before we wrap up?
We created Nekome because we saw an opportunity to explore a World War II perspective that video games rarely touch upon. While the era is heavily represented in media, very few titles address the systematic persecution of the Roma and Sinti people during the war.
That is a profoundly dark chapter of history, and telling it demands immense responsibility. Our team collaborated closely with historians and cultural consultants to ensure we represented Vano’s identity, his community, and the historical context with both credibility and care. We are committed to honoring his story with the authenticity it deserves.

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