Breaking down the new “The Eye Has Opened” trailer for Luna Abyss, its bullet‑hell FPS structure, platforms, narrative hooks, and why its stark sci‑fi style could click with fans of Doom Eternal and Returnal when it launches in 2026.
The latest trailer for Luna Abyss, titled “The Eye Has Opened,” finally gives a clear look at how this debut FPS from Bonsai Collective is going to play. On the surface it is a single player, story driven shooter set on a mimic moon. Underneath, it is closer to a first person bullet hell stitched into a brooding sci fi dungeon crawl, where traversal and pattern recognition matter as much as raw aim.
Bullet hell in a first person cage
The big takeaway from the new footage is how unapologetically Luna Abyss leans into bullet hell design. Enemy attacks arrive as dense, geometric patterns of projectiles, carving bright lattices through the gloom. Instead of peeking and trading shots, the player is constantly reading these patterns, snapping to safe lanes, and dashing through gaps while keeping enough focus to keep firing.
This structure is closer to Returnal’s hypnotic arenas than a conventional corridor FPS. Each encounter looks like a self contained challenge: waves of corrupted shapes, orbiting drones, and towering constructs all vomiting spirals, cones, and nets of energy across the arena. Success seems to rely on timing dash windows, committing to aggressive repositioning, and understanding when to push damage versus when to purely survive the storm.
The trailer also hints at a light loadout layer. Different weapons spit contrasting firing lines against the chaos, suggesting that choosing the right tool for each encounter will matter. Combined with the sheer density of incoming fire, Luna Abyss is positioning itself as an FPS for players who enjoy reading attacks almost like a rhythm game, where movement, aim, and survival are one intertwined loop.
Platforming and the shape of the arenas
Bonsai Collective is not just throwing bullets at you in flat rooms. “The Eye Has Opened” emphasizes how much of Luna Abyss is built around verticality and traversal. Fawkes, the imprisoned protagonist, sprints, jumps, and air dashes across massive chasms and layered platforms, stitching together routes through a brutalist megastructure inside the mimic moon.
Combat arenas double as traversal playgrounds. Staircases hang over bottomless pits, thin bridges connect floating chunks of architecture, and combat spaces rise in stacked layers. Dodging a deadly spray of projectiles might mean dashing to a distant platform, dropping to a lower layer, or committing to a risky jump that lines up a perfect flank.
Between fights, the trailer shows slower tours through Greymont’s ruins and the mechanical guts that surround it. Moving through these spaces looks closer to a first person platformer, with carefully placed jumps and momentum based sections that break up the intensity of the firefights. The overall structure hinted at in the trailer and early previews is a loop of high focus arenas connected by exploratory runs through the larger megastructure.
Platforms and release window
Luna Abyss is targeting a 2026 launch on PC and current generation consoles. Bonsai Collective and its publishing partners have confirmed versions for PC through Steam and other storefronts, PlayStation 5, and Xbox Series X|S.
Given the pace and density of combat on display, that focus on modern hardware makes sense. The amount of projectiles on screen, the layering of volumetric lighting, and the sprawling arenas all look tuned for machines that can keep a smooth frame rate while the screen is flooded with effects.
A prisoner, an AI, and a dead city inside the moon
For all its mechanical spectacle, Luna Abyss is equally interested in narrative and atmosphere. “The Eye Has Opened” reinforces what recent previews have outlined: you play as Fawkes, a prisoner condemned to explore the megastructure embedded in the mimic moon Luna. You are watched and guided by Aylin, an AI warden who speaks with a disarmingly calm voice while sending you deeper into danger.
This setup creates a tight, antagonistic duo at the heart of the game. Fawkes is expendable labor, Aylin is both handler and judge, and the abyss itself feels like a third character. The ruins of Greymont, a collapsed colony, sprawl through the interior. As you push through its empty streets, cathedrals of metal, and industrial caverns, you piece together what happened through environmental storytelling rather than neat exposition.
Disembodied voices echo from the depths, muttering about prophecy, the All Father, choirs, and a Scourge that rewrote the colony’s fate. The trailer leans into this cosmic horror edge without spelling out the rules. Creatures and constructs look less like traditional demons and more like abstract, ritualistic machines of flesh and stone, barely understood remnants of a larger, uncaring design.
It is the kind of framing that invites players to connect fragments, log entries, and visual clues as they push deeper, while always feeling slightly off balance about what is real and what is manipulation from the voices in their ear.
Why Doom Eternal and Returnal fans should pay attention
There is a clear through line between what Luna Abyss is showing and what made games like Doom Eternal and Returnal resonate with a certain kind of action fan.
From Doom Eternal, Luna Abyss seems to borrow the idea of combat as a resource driven puzzle. Eternal asked you to constantly move, swap weapons, and use every traversal and utility tool to stay alive in fast, arena based fights. Luna Abyss applies that philosophy to bullet hell patterns instead of demonic brawls. Just as Eternal forced players to treat arenas like lethal playgrounds, Luna Abyss expects you to read the battlefield, manage your position in three dimensions, and commit to bold movement instead of hiding behind cover.
Returnal is the more direct mechanical cousin. Housemarque’s game translated arcade bullet hell into a third person roguelike shooter, with enemies drawing neon curtains of fire across dark alien vistas. Luna Abyss appears to chase the same feeling but from a first person perspective and within a more linear, narrative focused structure. The glowing arcs of enemy shots, the need to thread needles between projectile waves, and the looming, surreal architecture all echo Returnal’s language, but filtered through a different camera and a tighter, authored story.
Where Luna Abyss sets itself apart is its aesthetic and pacing. The color palette is stark, with slabs of concrete, red voids, and razor sharp silhouettes cutting across the frame. The mimic moon’s interior feels both industrial and ritualistic, like a prison built inside a dead cathedral. That harsh, brutalist look could hit the same nerve as Doom Eternal’s most hellish arenas and Returnal’s ruined citadels, but it is pushed further into abstract cosmic dread.
If Bonsai Collective can maintain performance, clarity, and readable attack patterns inside this dense aesthetic, Luna Abyss has a chance to carve out a distinct niche. For players who love high skill, movement heavy shooters with strong art direction and a taste for unsettling sci fi worlds, “The Eye Has Opened” is an early signal that Luna Abyss should be on the 2026 watchlist.
