🚨 THIS GAME IS COMING FOR GTA 6’S CROWN! 🚨
By day: Chill DVD store clerk stacking VHS tapes and dealing with picky customers… By night: TOTAL MAYHEM – John Wick-level gun-fu, skull-crushing takedowns, chairs flying as weapons, blood everywhere, non-stop brutal executions! 😱🔥💀
Alpha footage just exploded online: cinematic flips, headshots mid-dive, curb stomps that make you wince… It’s like someone mashed GTA’s crime world with pure John Wick revenge fantasy. Indie devs dropping THIS level of savage style while we all wait for Rockstar’s next masterpiece? This could be the surprise that steals the show in 2026!
The double-life twist is wild – one slip-up and your “normal” day turns into a bloodbath… Too intense? Too perfect? You have to see it to believe it. 👇

An indie third-person action game from AttritoM7 Productions has generated significant buzz following the release of alpha gameplay footage, with outlets and fans drawing direct parallels to Grand Theft Auto VI (GTA 6) and the John Wick film series. The project, set for a Q3 2026 PC release via Steam, features a protagonist balancing an ordinary retail job with a secret life as a contract killer, delivering high-intensity combat that emphasizes fluid gunplay, grounded melee, and cinematic brutality.
GamingBible described the footage as belonging to a “GTA 6 rival,” highlighting its sophisticated gun-fu mechanics inspired by John Wick‘s signature style. The alpha clip showcases seamless shifts from mundane daily routines to explosive violence, positioning the title as a potential sleeper hit amid anticipation for Rockstar’s blockbuster.
Core Premise: Double Life in 2012 New York
Players control Anton, who runs a small DVD rental store in Brooklyn during the day—handling inventory, customer interactions, and basic shop management. These segments include light simulation elements, such as upgrading the store or building relationships that provide in-game benefits like intel or resources.
When night falls or threats arise, the gameplay transitions to high-stakes missions involving assassinations and confrontations with criminal elements. The contrast creates tension: daytime choices can influence nighttime outcomes, adding narrative depth through consequences and moral ambiguity. The 2012 setting evokes a pre-digital era with analog details—physical media, neon signs, payphones—that enhance the gritty noir atmosphere.
Combat Design: Inspired by John Wick’s Cinematic Action
The combat system stands out as the primary draw. Gunplay is responsive and precise, prioritizing headshots, dives, rolls, and slides for dynamic movement. Ammo management forces frequent switches to melee, where contextual takedowns deliver the most visceral moments.
Players can execute brutal finishers based on positioning—slamming heads into walls, garroting with cords, or using environmental objects like chairs for improvised strikes. One sequence features a thrown chair caught mid-air for a combo, while others include curb stomps and impalements on hazards. Animations draw from motion capture for realistic weight, stagger, and recovery, avoiding arcade-style invincibility.
Combat Highlights
Gunplay
Melee/Takedowns
Flow & Style
Brutality
This approach recalls John Wick‘s choreographed fights, blending precision shooting with hand-to-hand ferocity. While not featuring bullet time, the system rewards timing and creativity over raw power.
Setting and Gameplay Structure
The game recreates focused areas of 2012 New York—graffiti alleys, nightclubs, industrial zones—rather than a fully open world. Missions advance a conspiracy-driven story involving syndicates and personal stakes, with hub exploration for side activities tied to the store or contacts.
Visuals prioritize atmosphere over photorealism, built in Unity 6 for solid performance on varied hardware. The period authenticity adds immersion, contrasting everyday retail life with underworld danger.
Development and Community Response
AttritoM7 Productions, the team behind the tactical shooter Zero Hour, self-publishes the title. Updates via Steam and social channels detail features like dual-currency systems (legitimate store earnings vs. black-market funds) and customizable animations.
The alpha drop sparked strong reactions. YouTube trailers and breakdowns amassed views and comments praising the “John Wick meets GTA” vibe, with users noting fluid animations and intense finishers. Some early criticism targeted graphical polish in pre-alpha stages, but developers indicate ongoing refinements.
Community discussions on platforms like Reddit and X highlight excitement for the indie approach—concentrated action without feature bloat—while acknowledging risks typical of smaller teams, such as potential bugs or scope limitations.
Comparisons to Key Influences
Aspect
Combat Style
World Design
Tone
Scale & Release
Note that an official John Wick game from Saber Interactive is also in development, creating separate but related hype.
Potential Impact Amid 2026 Landscape
As GTA 6 gears up for its fall release with massive marketing, this smaller project offers a counterpoint: focused, brutal action rooted in personal stakes rather than sprawling satire. The dual-life mechanic and combat depth suggest replayability through varied approaches.
Success hinges on final execution—narrative cohesion, bug-free launch, and marketing reach—but early footage positions it as a compelling alternative for fans seeking stylish, unforgiving shooters. More details, including beta access, are expected soon.
In a year dominated by AAA giants, this indie effort demonstrates that high-impact experiences can emerge from unexpected places—proving sometimes the most lethal threats hide behind the quietest storefronts.
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