RGG Studio showcased their new title Beyond Heaven at Tokyo Game Show 2026, introducing combat adjustments and art design in the latest demo. This version moves closer to the final release, with the development team providing detailed explanations of core mechanics such as blocking, Spirit management, and left-right hand combination attacks.
Producer Hiroyuki Sakamoto stated that the team had been continuously updating demo versions at events like Summer Game Fest 2026 and Gamescom, making repeated adjustments based on feedback. The most noticeable change this time is that enemy stamina is closer to the final version: regular enemies are easier to knock down quickly for a satisfying feel, while stronger foes maintain combat pressure.
The game features Stamina and Spirit as its two primary combat parameters. When Spirit is depleted, the character will fall and be unable to get up for a period of time; continuously performing basic blocks also consumes Spirit. Players can restore these stats by eating or using items, with some consumables providing gradual recovery over time.
Unlike the Yakuza series, which emphasizes dodging, this title places greater importance on defense. Players can block attacks coming from different directions; successful blocks trigger opportunities similar to perfect guards and prevent further Spirit depletion. Attacks are assigned to the character's left and right sides, and alternating inputs between left and right attacks creates different combos, while charged heavy attacks can break enemy defenses.
The demo also includes a small amount of adventure content, allowing players to enter buildings and experience the dining system. Since the full version will gradually introduce controls through tutorials, the seemingly unfamiliar button layout encountered by first-time players at the demo does not indicate complex combat rules. The team is currently making final adjustments to details.
Visually, Beyond Heaven spans from the early 20th century to 1965, with five distinct eras changing noticeably roughly every 15 years. Instead of pursuing a unified visual style across periods, the team chose distinctly different color palettes for each era. The initial color concept for the Ogura map came from a screen that turned green due to a display error, which was then combined with the limited palettes of historical Western paintings to form the current style.
The protagonist Makoto Daito's appearance and clothing will change with his age, circumstances, and psychological state. The team consulted SEGA of America and internal international staff regarding his Japanese-American heritage, integrating costume design with story progression. The game's soundtrack may be the largest in RGG Studio's history, with instrumentation considering instruments actually used in each era while remaining appealing to modern audiences.
The Tokyo Game Show venue also featured demo stations, giveaway distributions, a music video theater, and an immersive exhibition themed around the five eras. Some footage currently playing in the theater is exclusive to onsite attendees, and the team is exploring possibilities for releasing it through other channels in the future.

