The Spine game combines close-quarters combat, gunplay, and a cyberpunk setting in a single-player action experience. Its fighting draws on the flowing counters of the Batman: Arkham series and the stylish action of the John Wick films. A hands-on demo showed a promising combat system, although some early rough edges remain.

How the Spine game blends melee combat and gun fu
Players control Redline, a rebellious graffiti artist who is also a capable fighter. A metallic device implanted in her back, called a Spine, houses a sentient AI. Together, Redline and the AI take on an oppressive regime powered by artificial intelligence.
Combat is built around moving between opponents, attacking, dodging, and countering. A basic combo can lead into a cinematic takedown, while incoming gunfire is signaled by a laser sight. That warning gives players a chance to evade before returning to the attack. Enemies preparing to strike also display cues that can signal when to counter, including a move that flips Redline over an attacker.
For a more reliable approach, watch enemy movements rather than focusing only on landing hits. Dodging gunfire and responding to incoming attacks are important parts of the combat flow, and Redline can also parry melee strikes to punish an opponent.
The demo’s combat felt fluid as Redline moved between targets, though some animations and parry timing still needed refinement. The developer also described environmental attacks: when opponents are near interactive objects, Redline will be able to incorporate those objects into her moves. This feature was not available to try in the demo.

Guns, ammo, and enemy encounters
Unlike a purely melee-focused hero, Redline can use firearms during a fight. Pistols can interrupt enemy attacks and deal chip damage, including in the middle of a melee combo. Their damage is limited, so they work best as part of a broader fighting strategy rather than a replacement for hand-to-hand attacks. Shotguns and other larger firearms hit harder, but have limited ammunition.
The demo’s boss encounter put those defensive skills to the test. Edda Kopp, a fast, ninja-like opponent, can turn invisible and deploy spider-like drones that explode when Redline gets too close. The fight called for careful parrying, avoiding the drones, and striking during brief openings. Its camera sometimes spun too freely during close combat, making it harder to follow the action; this was one of the clearest areas that could benefit from further polish.
When facing groups, keep an eye on attack indicators and avoid staying locked into a combo if another enemy is about to strike. Against Edda, awareness of the spider-bots matters as much as timing counters against the boss.

What to expect from the Spine game
Earlier trailers showed parkour-style traversal, but that part of the game was not included in the hands-on demo. The showcased experience focused on combat, moving through grimy cyberpunk bars and alleyways before the boss fight. The story’s appeal remains uncertain based on this preview, while the combat is the main feature that stood out.
The Spine game has no announced release window. It is slated to launch on PlayStation 5, Xbox Series X/S, Switch 2, and PC. The demo suggests a stylish action game with a strong emphasis on counters, movement, and mixing firearms with melee attacks. Its final impact will depend in part on how much the animations, camera, and combat timing improve before release.