Concord gameplay combines first-person shooting with character abilities and team-based objectives. In this hands-on preview, the upcoming 5v5 multiplayer shooter from Firewalk Studios felt closest to a blend of Destiny and Overwatch: firefights reward accurate aim, while each Freegunner’s skills can change how a team approaches an encounter. The preview also raised questions about how much the game’s extensive world-building will matter to players focused mainly on multiplayer matches.

Concord gameplay blends familiar shooter ideas
Concord takes place in a science-fiction setting where players control Freegunners, members of an outlaw mercenary crew. The Guild governs travel and freedom across the stars, while the crew’s possession of a Galactic Guide gives players access to a map filled with locations and background details.
The Guide is primarily a lore library rather than a world players can explore like a single-player role-playing game. Its entries offer more context for the setting, but players who want to get straight into a match can treat it as optional reading. The game also opens with a short, polished character vignette, and Firewalk said it planned to release a new vignette each week. These scenes provide personality and crew details, though it remains unclear how many multiplayer players will follow them regularly.

How Concord’s Freegunners shape combat
The shooting feels deliberate compared with faster first-person shooters. A longer time-to-kill means landing accurate shots, including headshots, matters, and opponents have more opportunity to use their abilities. That makes it useful to learn not only your chosen Freegunner’s skills but also the threats posed by enemy characters.
Jabali, for example, can fire Life Pulse Orbs to heal teammates and Hunter Orbs to damage enemies. Lennox brings powerful handguns, an explosive knife, and a self-healing ability, so engaging him without a plan can be risky. Abilities are more than occasional extras: choosing when to use them can determine whether a fight is winnable.
Other characters offer different ways to control an encounter. Haymar uses firewalls and blinding flash grenades, while Teo can use smoke to obscure an area. Vale’s trip mine can threaten a route, and 1-Off can deploy an air barrier that blocks incoming projectiles. Some deployed objects remain in place between rounds unless an opponent destroys them, so checking corners and watching for active barriers can help prevent avoidable surprises.
Roles emerge from abilities and weapons
Firewalk described the roster as having no fixed tank, damage, or support classes. Instead, Freegunners combine weapons and skills in different ways. In practice, some characters still feel suited to absorbing pressure, healing allies, or leading attacks. Teams may benefit from considering those strengths when selecting a crew, even without formal role labels.
The preview included 16 Freegunners and access to three of the game’s final 16 maps. The varied character kits and map layouts added different considerations to each match, making it worthwhile to experiment with more than one character rather than relying on a single play style.

Game modes and team objectives
Trophy Hunt is a team-deathmatch-style mode in which players collect a defeated opponent’s trophy to score. Cargo Run asks teams to secure a Blue Buddy robot and return it to one of two zones. Clash Point centers on controlling a single capture zone.
Cargo Run and Clash Point use rounds with no respawns: once eliminated, a player waits until the next round. During the preview, teams often concentrated on defeating opponents instead of completing the objectives. That can make survival and team coordination especially important, but it may also cause objectives to receive less attention. Players who prefer continuous action may find respawn-based modes such as Trophy Hunt a better fit.
Storytelling, progression, and what to watch
Concord’s maps include environmental details such as graffiti, props that suggest a recent rebellion, and skyboxes that hint at incoming storms. Along with the Galactic Guide and character vignettes, these elements show that Firewalk has invested in the game’s setting. Still, the preview could not establish whether this lore will become a major draw for players who primarily want competitive matches.
Several systems also remained to be explored, including Crew Building, Crew Bonuses, Freegunner variants, and progression. Post-match screens displayed experience and unlocks, but more information would be needed to understand how these systems fit together. Progression details, seasonal content, and the balance between controller and mouse-and-keyboard players were also open questions at the time of the preview.
Final thoughts on Concord gameplay
The hands-on session made Concord gameplay more compelling than its initial presentation suggested. Its strongest elements were the responsive-feeling firefights, distinct character abilities, and the tactical choices they create in a 5v5 match. The round-based modes may need objectives that keep teams engaged after the first encounter, while the value of the lore and long-term progression will depend on how those features develop. For players assessing the shooter, the most useful things to watch are its mode variety, character balance, and how well its systems support the core action.