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Artemis Rising: Brendan Greene's Roguelike Rethink Lets You Save the World... and Your Progress.

  • Nishadil
  • November 02, 2025
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  • 2 minutes read
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Artemis Rising: Brendan Greene's Roguelike Rethink Lets You Save the World... and Your Progress.

Brendan Greene, the name itself conjures images of dropping into a vast, unforgiving landscape, right? PlayerUnknown, the architect of battle royale as we know it, has always had a knack for crafting immense, open spaces and high-stakes encounters. But what happens when that vision shifts, just a little, towards something even more ambitious, yet perhaps, surprisingly forgiving? Well, we’re about to find out.

Because his latest venture, now officially known as 'Artemis'—though many might still recall its 'Project Athena' days—is on the horizon for early access later this month, and honestly, it’s got a hook that’s going to make a lot of players do a double-take.

Yes, you read that right. In a genre practically defined by its relentless, unforgiving permadeath, where one wrong step means losing everything and starting over, 'Artemis' is bravely—or perhaps, audaciously—introducing a save feature. It’s a roguelike, but you can actually, genuinely, save your run through its often brutal, always beautiful, wilderness.

Think about that for a moment. It’s a fundamental reimagining, a gentle nod to those of us who adore the procedural generation and discovery of roguelikes but sometimes, just sometimes, wish we didn't have to kiss goodbye to hours of progress because of a single misstep or, you know, a surprise lurker in the bushes.

Greene has talked about a 'planet-sized' world, a veritable sandbox for exploration and creation. This isn’t just a big map; it’s a vision for an evolving digital realm, procedurally generated and teeming with opportunities for survival, crafting, and maybe, just maybe, building something that truly lasts. You'll forage, you'll craft, you'll fight—all the hallmarks of a good survival game, but dialed up to, well, planet-scale.

And the idea here, truly, is to give players agency within that vastness. It’s about more than just fighting; it’s about making a home, making a mark, even if only for one 'run' that you then choose to continue later.

Brendan Greene has been vocal about his 'metaverse' ambitions for some time now—this grand idea of creating persistent, player-driven digital spaces. 'Artemis' feels like a crucial first step in that direction, a tangible proof-of-concept for how players can truly inhabit and shape a digital frontier. It's less about a linear story and more about emergent narratives born from player interaction with the environment and each other, eventually.

You could say it’s a canvas for creativity, a place where players are not just consumers, but genuine participants in a larger, ever-unfolding story. It’s a compelling thought, especially from someone who quite literally redefined how millions play games.

So, when can we dive into this intriguing new world? 'Artemis' is slated for early access later this month, landing exclusively on the Epic Games Store for now. It’s an exciting prospect, seeing how this unique blend of roguelike challenge and survival crafting—with that crucial, game-changing save feature—will evolve.

It'll be fascinating, honestly, to witness players grapple with the choice: do you push on, risking it all, or do you tuck away your progress, securing your hard-earned gains? That, my friends, is the question 'Artemis' dares to ask, and I, for one, can't wait to find the answer.

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