Indiana Jones and the Dial of Destiny’s gameplay will prioritize melee combat and stealth over gunfights, according to the development team at MachineGames and Bethesda.
Indiana Jones and the Dial of Destiny: More Brawls, Fewer Bullets
Stealth and Puzzles Take Center Stage
In an exclusive interview with PC Gamer, MachineGames Design Director Jens Andersson and Creative Director Axel Torvenius revealed key gameplay details. Drawing from their experience with titles like the Wolfenstein series and Chronicles of Riddick: Escape From Butcher Bay, they emphasized hand-to-hand combat, improvised weaponry, and stealth as core mechanics.
"Indiana Jones isn't a gunslinger," Andersson explained. "He doesn't storm into situations blazing away. Hand-to-hand combat, however, fits perfectly." The team used their Chronicles of Riddick melee combat experience as a foundation, adapting it to suit Indy's unique style.
Andersson continued, "He's not a fighter by nature, yet he's constantly in fights. How do we translate that into gameplay? How do we capture that sense of humor and resourcefulness?" Expect combat utilizing everyday objects—pots, pans, even banjos—as improvised weapons.
Beyond brawling, players will explore diverse environments. Inspired by Wolfenstein's blend of linear and open areas, the game will feature both structured paths and expansive explorable spaces. Some larger areas will offer immersive sim-like freedom, allowing players multiple approaches to challenges. "There are open areas, almost bordering immersive sim style," Andersson described. "For example, an enemy camp where you need to reach the main building—you can explore and figure out how to get in."
Stealth will be crucial, employing traditional infiltration and a novel "social stealth" mechanic. This lets players find and use disguises to blend in and access restricted areas. "Every major location has several disguises to discover," Andersson stated. "This lets you pass as someone who belongs, granting access to areas otherwise difficult to reach."
In a previous interview with Inverse, Game Director Jerk Gustafsson highlighted the deliberate downplaying of gunplay. "Our starting point was to largely ignore shooting," Gustafsson explained. "We know we can do it well, so it wasn't a concern. We prioritized challenging aspects like hand-to-hand combat, navigation, and traversal. We focused on these initially."
The game will also include challenging puzzles, some designed to test even the most experienced puzzle solvers. "Players seeking difficult puzzles will find them," Gustafsson confirmed, adding that some very hard puzzles will be optional to maintain accessibility.