Saber Interactive unveils AAA John Wick game as studio’s post-split slate expands
Saber Interactive revealed a new AAA game set in the John Wick universe on Thursday, February 12, 2026, pitching a mature-rated, single-player third-person action title designed to let players step into the role of the “Baba Yaga.” The announcement comes as Saber, now operating independently after a high-profile corporate split two years ago, continues to broaden a portfolio that spans big licensed projects and long-running live support work.
The new John Wick project is still untitled and does not have a release window, but the first details position it as a major, narrative-driven entry rather than a smaller spinoff.
What was announced today
Saber described the John Wick game as a “AAA” production built for current-generation consoles and PC, with a focus on cinematic third-person action. The studio also said the project is being developed in close collaboration with the franchise’s creators, including director Chad Stahelski, and indicated that Keanu Reeves is involved with the project’s portrayal of the character.
The tone and framing aim squarely at adults: the studio emphasized mature audiences and presented the game as a playable chapter of John Wick’s life, rather than a loose adaptation.
| Key detail | What’s confirmed (ET) |
|---|---|
| Announcement date | Thu., Feb. 12, 2026 |
| Format | Single-player, third-person action |
| Rating target | Mature audiences |
| Platforms | Current-gen consoles and PC |
| Creative collaboration | Chad Stahelski involved; Keanu Reeves indicated for the role |
Why this is a big swing for Saber
For Saber, the John Wick title reads like a statement of intent: take a globally recognizable action brand and translate it into a premium game built around choreography, weapon handling, and high-tempo set pieces. That’s a demanding assignment even for experienced teams, because players will expect the “gun-fu” identity of the films—tight pacing, readable motion, and the sense that every fight is both brutal and stylish.
It also raises the bar on production values. An “AAA” label sets expectations on animation quality, enemy behaviors, environmental interaction, and cinematic storytelling—areas where action licenses can falter if the scope outpaces execution.
What the early positioning suggests about gameplay
Saber’s description points to three likely pillars, even before mechanics are fully detailed:
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Close-quarters combat blended with firearms rather than pure shooting or pure melee
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Set-piece level design that leans into club fights, hallway brawls, and tactical escapes
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A tone built around precision and consequence, where mistakes are punished quickly and momentum is earned
What remains unclear is how “open” the experience will be. The announcement language supports either a tightly scripted campaign or a mission-based structure with replayable scenarios.
How Saber’s business story set the stage
Saber’s current moment is shaped by its 2024 separation from its former parent company, a deal that returned the studio group to independent control under a new corporate structure led by Saber’s longtime leadership. That change has mattered because it let Saber re-center around fewer, higher-priority projects and a clearer set of partnerships—without the wider restructuring pressures that rippled across the industry in the early 2020s.
In practical terms, independence has pushed studios like Saber to prove two things at once: they can ship big games on time, and they can keep revenue steady through ongoing support and updates.
Other projects still in motion
Alongside the John Wick reveal, Saber continues to operate in a multi-track mode: major premium development, plus active support for established titles. This week, for example, the studio issued a new hotfix update for its co-op zombie shooter, adding seasonal cosmetic content and balance tweaks.
Saber is also tied to several publicly known projects that have been in long development cycles, including at least one high-profile remake of a classic science-fiction role-playing game that has changed hands internally over time. The John Wick announcement adds another heavyweight brand to that mix—one that will inevitably compete for talent, time, and marketing bandwidth.
What comes next and what to watch
The next meaningful milestone will be a clearer look at gameplay and scope—especially whether the combat system is built around precision timing and grappling, or leans more into cover, shooting lanes, and cinematic execution sequences. Watch for three concrete signals in upcoming reveals:
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A real gameplay demo (not just a teaser) showing combat loops and enemy AI
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A confirmed release window that indicates how far along production is
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Clarity on structure (linear campaign vs. hub-and-mission design, difficulty modes, replayability)
For Saber Interactive, the stakes are straightforward: the John Wick brand comes with instant attention, but also a non-negotiable expectation that the action will feel authentic. If the studio can match that identity with responsive controls and readable, choreography-driven fights, it could land one of the defining action games of this cycle.