See some new gameplay for Cordura out there, and see just how our Contractor team might confuse us all in Cordura
It is time to get ready to clean up some otherworldly messes out there, with the new gameplay that we have for Cordura. The upcoming co-op horror title that Garage51 has in the works for the PS5 and PC, where we’ll be heading into a Victorian mansion to retrieve some roses and clear out what we can before we’re sealed inside. A rather basic-sounding loop, until you realize that Cordura will not only have a procedurally generated maze of hallways, but the things inside the building can mimic our co-op partners to make things even more terrifying. You might never know who’s truly on your side, but that is a little bit of the point when it comes to this one, so let’s have a look at how it will all flow in practice.
That might be a little weird to think about when it comes to Cordura, but that’s how it is listed out there for the game. Seeing as this is a 4-player co-op game, with one of the team being the “guy in the chair” role, it is going to need to lean on communication to help us survive these horrors. More so, as our characters will have a sanity meter that can only be recharged by being in proximity with each other after splitting up. The mimicry feels as if it could be something easy to bypass in Cordura with players doing checks, unless the game is going to use an AI model to generate our voices in the game so that we can only trust the one player sitting outside of the mansion. That would be an interesting idea, but one that might not go over well with many gamers out there. Maybe if there’s a voice modulation for our toons, that could sit better.
Cordura — Gameplay
Cordura is a co-op psychological horror game where up to four players enter a Victorian mansion to retrieve the Roses of the Night before time runs out and the house seals them inside. But as sanity fades, the night begins to mimic your companions, using their bodies and voices to deceive you from within.
As a Contractor, you assign a Worker to each incursion. Workers are sent into procedurally generated labyrinths to extract Ambrosia from the Roses of the Night, venturing inside alongside up to three other players. No two nights are the same, and every descent into the mansion reshapes the dangers that await.
Surviving an incursion leaves its mark. Workers return bearing scars and coins, which can be used to upgrade their drill and sidearm, increasing both their efficiency — and the risks they take. Those who do not return are lost forever.
Each Worker enters the labyrinth equipped with a radio, maintaining constant contact with the Control Room. From there, another player oversees the operation with access to the map and a powerful lantern. Light and sound are double-edged tools: the lantern reveals safe paths but generates noise, and drilling Ambrosia faster yields greater rewards at the cost of drawing unwanted attention. The night listens. Disturb it too much, and the creatures that once were human will come to claim those who break its silence.
As the night deepens, one of the Workers begins to lose their sanity. To recover it, they must reunite with a companion — but there is always the lingering doubt of whether that ally has arrived in time… or if the night now wears their face.
When the incursion timer ends, the mansion’s doors seal shut. Any Worker still inside is left to the labyrinth and devoured by what lurks within. Death is permanent, and a fallen Worker must be replaced before the next descent. Each procedurally generated labyrinth also harbors a different roaming threat, forcing players to learn new patterns of survival with every night they endure.
Cordura blends cooperative horror with asymmetric roles, permanent consequences, and a living procedural mansion that grows darker and more hostile as the night advances.
Features:
- Coordinated Co-op Horror
- Up to 4 players per incursion, with one of them guiding the team from the Control Room.
- Fallen Workers are gone forever. Permadeath is permanent, and recovering their bodies and equipment is left to the companions discretion.
- Tight coordination is essential to achieve a clean incursion and avoid casualties.
- Procedural Labyrinths That Evolve Through the Night
- Labyrinths are procedurally generated with dynamic lighting, ensuring that no two incursions are ever the same.
- As the night advances, shifting light and creeping corruption reshape the paths, making familiar routes unreliable.
- Mark the walls to find your way back. Do not rely blindly on the Controller — no one knows how the night will end.
- Mimic System: Verbal Deception
- Within the labyrinth, the night lures you into traps by calling you by name.
- Those who fall are reclaimed by the darkness and may return, wearing familiar faces and voices.
- The Mimic system enables complex verbal interactions designed to erode your sanity and sow doubt among the team.
Do you like what you are seeing here for the gameplay of Cordura? Will the game use some form of AI to clone real voices, or will it just be the echoes of things we’ve said? Will there be a fight over who gets to be the one in the control room? How long will we have in each match to find all of the roses and clear them out as we need to? Let’s hear your thoughts on this and everything else in the comment section a little bit further down. I’ll admit that the concepts of Cordura are intriguing, so I’ll be watching out for more. Maybe I’m misunderstanding things, but when we have updates on all of that, we’ll share them all on the site. Just be sure to watch the site and all of our socials to see when we have those updates to share.
