Digital battlefields are rarely short on fascist antagonists to dismantle. From the cinematic brawls of Indiana Jones and the Great Circle to the anatomical carnage of the Sniper Elite franchise, players have countless ways to push back against the Third Reich. Yet, despite the saturation of World War II settings, few games pivot away from grand military maneuvers to focus on the authentic stories of the civilians and marginalized groups targeted by the regime.
For the team at ProbablyMonsters, Nekome: Nazi Hunter represents a more intimate approach to historical fiction. While it delivers the visceral, blood-splattered catharsis associated with the genre, it frames the violence through a lens of civilian retribution rather than soldierly duty. The result is a gritty, grindhouse-inspired revenge odyssey that feels as much like a cult classic film as it does a spiritual successor to Wolfenstein.
During this year’s Game Developers Conference, I sat down for a pre-alpha look at the project, which began production last year. Even in its early stages, the game’s core identity is clear: a global action-adventure that blends the rhythmic brutality of Sifu with the tactical brawling of the Batman: Arkham series. While the “one man against an army” trope is familiar, game director Jeronimo Barrera suggests that Nekome finds its edge in its specific perspective.
“When we conceptualized a game centered on dismantling the Nazi machine, we looked at the existing landscape,” Barrera explained. “Gaming has explored this ad nauseam, and films like Inglourious Basterds or Sisu have set high bars for stylized violence. We asked ourselves how to provide a fresh vantage point. The answer was to make it deeply personal, allowing players to confront history’s most heinous monsters through the eyes of Vano, a protagonist of Romani descent—a group that was among the very first to be systematically dehumanized by the party.”
The Romani people have endured centuries of systemic prejudice across Europe. Under Nazi rule beginning in 1933, they were subjected to forced internment and mass execution. While exact figures remain a subject of historical study, estimates suggest that between 250,000 and 500,000 Romani lives were extinguished during the Holocaust.
To ensure this narrative is handled with necessary gravity, ProbablyMonsters is collaborating with a Romani Sinti consultant. Subtle nods to this heritage are already present; the debut trailer concludes with a specific Romani whistle, a melodic motif the developers say will echo throughout Vano’s journey.
This isn’t just mindless brutality; every strike serves a narrative purpose.
The game’s title carries its own historical weight. “Nekome” is the Yiddish term for vengeance, a choice that originally hinted at a Jewish protagonist. Mark Subotnick, Chief Product Officer at ProbablyMonsters, noted that the story initially mirrored his own heritage. However, the creative team eventually pivoted to a Romani lead to shine a light on a frequently overlooked chapter of history, while maintaining the thematic bridge between the two cultures.
“The first draft featured a Jewish hero, which felt natural given my background,” Subotnick said. “But as the narrative evolved, we realized the Romani experience offered a story rarely told in this medium. We kept the Yiddish title because it symbolizes a shared legacy of resistance. Vano’s journey is one of cultural intersection; he is a man forged by multiple communities, all united against a common evil.”
Barrera emphasized that the game’s scope is global, reflecting the international coalition that rose up against fascism. The demo showcased a mission in Tripoli, featuring a prison based on an actual Libyan landmark. The campaign will span Northern Africa and Europe before taking a provocative turn toward the United States to confront uncomfortable historical realities.
“After being left for dead, Vano is rescued and brought to New York,” Barrera noted. “We delve into history that people often forget—like the fact that the largest Nazi gathering outside of Germany took place at Madison Square Garden. The violence in the game is intense, but it’s anchored in that historical weight.”
That intensity is the heartbeat of Nekome. The combat is designed to feel “heavy,” with Vano utilizing a “gutter style” of fighting where every encounter is a desperate struggle for survival. Eschewing the clean knockouts of typical superhero games, Nekome favors visceral knife takedowns and improvised weaponry that feels appropriately desperate.
“During that era, if you were a civilian thrust into this, you didn’t fight for points. You fought to end the threat immediately or die,” Barrera said.
The game leans into immersion by stripping away traditional UI elements. Players won’t find ammo counters or weapon durability meters on their screens. If you scavenge a sniper rifle, the tension comes from not knowing if it holds a single round or a full magazine. This design philosophy extends to the environment; players can dismantle propaganda and burn swastikas to earn skill points, further personalizing their resistance.
With its non-linear mission structure and dynamic quest system, Nekome aims to offer the agency of an immersive sim within a tightly wound revenge thriller. It’s a game that refuses to pull its punches, both narratively and mechanically.
“It’s iconic to punch a Nazi in the face,” Barrera concluded. “But there is a far deeper satisfaction in systematically taking them down.”
Source: Polygon
