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Hack Off Your Own Limbs in Saw: Genesis

Bloober Team's new 3v1 horror game doesn't just threaten you with death traps. It asks you to saw off your own arm to keep playing.

Nathan Lees5 min read
Saw Genesis gameplay showing the Judge stalking Accused players through a dark maze
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You're strapped into a rusted contraption. Blades are closing in. Your teammates are somewhere in the maze, but you don't know if they'll reach you in time. So you make a choice: you hack off your own foot. You're free, but now you can barely walk. Tasks that took one person now take two. You're alive, but the rest of the match just got significantly harder.

That's the pitch for Saw: Genesis, the 3v1 asymmetrical horror game revealed at Summer Game Fest and co-developed by Broken Mirror Games, Anshar Studios, and published by Bloober Team. It's a Lionsgate-sanctioned prequel set in 1920s London, and while the genre is crowded enough to make anyone skeptical, the limb sacrifice mechanic is the single most interesting idea I've seen in an asymmetrical horror game since Dead by Daylight introduced the hatch.

The setup works like this: three players are the Accused, dropped into a procedurally generated labyrinth of rooms and corridors. They need to find key items, complete objectives, and reach a final puzzle room to escape. One player is the Judge, this era's proto-Jigsaw, who watches everything from above via exclusive catwalks, hidden corridors, and secret elevators. The Judge can see the full map layout immediately. The Accused are playing blind, peeling back fog of war as they explore.

Matches last roughly 10 to 15 minutes. The Judge's goal is to isolate players and drag them into what the developers call Redemption traps, the game's version of the franchise's iconic death machines. Once you're locked in one, you face a genuine dilemma with permanent consequences. Wait for a teammate to rescue you and risk dying if they don't arrive. Or pay the price yourself.

The Pound of Flesh

Losing a limb isn't cosmetic. Lose a foot and your movement speed tanks. Lose fingers and tasks that one player could handle alone now require a partner. Gouge out an eye and, well, I imagine your field of view isn't doing great. The game is played in first person, so when you make that sacrifice, you see it happen up close. Every piece of yourself you give up makes the remaining escape harder, creating a cascading difficulty curve within a single match that no other game in this genre is doing.

I love this on paper. Asymmetrical horror games have struggled for years with a fundamental tension: the power role (the killer, the monster, whatever you call it) is either too strong and matches feel hopeless, or too weak and nobody wants to play it. Saw: Genesis tries to solve this by making the Judge powerful in knowledge but physically vulnerable. The Accused can find makeshift weapons scattered through the maze and actually kill the Judge. The Judge isn't some unstoppable slasher; they're a schemer who needs to use gas canisters, locked doors, and environmental traps to separate and weaken the group before engaging directly.

During a hands-off gameplay demo shown at Summer Game Fest's Play Days event, the Judge hid in the catwalks above a challenge room, pulled a switch to lock the doors behind the Accused, then threw a gas canister that caused hallucinations. The Accused started fighting imaginary enemies while the Judge dropped down to ambush them. When everyone is incapacitated, the Judge wins. If even one Accused escapes, the survivors take it.

There's also a soft timer. Take too long and the body traps the Accused are wearing will trigger and kill them outright, which prevents matches from dragging into stalemates.

The 1920s London setting is a deliberate choice. Bloober Team said the post-World War I timeframe gives them creative freedom since Lionsgate is protective of the modern Saw timeline. A comparison was drawn during the presentation: if Jigsaw is the perfected killer, the Judge is the unrefined version. Traps are cruder, steam-powered, rattling. The characters dress for the period. One of the Accused wore a flapper dress. Tobin Bell narrated the announcement trailer, and John Kramer apparently calls the Judge a "prophet," positioning this as a canonical origin point for the philosophy that drives the entire film series.

That lore angle is where I'm least convinced. The Saw films have maintained a surprisingly airtight mythology across ten movies, and retroactively inserting a century-old predecessor to Jigsaw risks undermining what made Kramer's story work: that his ideology was born from his own terminal diagnosis, not inherited from someone else. The developers said this is being built as a long-lasting live service game, with different Judges and biomes planned, all set 100 years before the films. No plans to connect directly to the modern timeline yet. For a multiplayer game, story probably won't matter much in practice, but Saw fans tend to care deeply about continuity.

The footage shown was described as very early, and Bloober Team is planning an early access release to iterate based on player feedback. Given how many asymmetrical horror games have launched, struggled to find an audience, and died within a year, that experimentation period feels essential. The limb sacrifice system, the vulnerable Judge, the procedural maps, the escape room structure rather than the chase-and-hook loop of Dead by Daylight: there's enough here that's different to justify paying attention. Bloober Team has never made a multiplayer game before, and the studio acknowledged openly that this is a brutal genre to break into. Saw: Genesis has a specific early access window, though no exact date has been confirmed beyond it being imminent.

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Written by

Nathan Lees

Gaming journalist and founder of XP Gained. Covering patch notes, breaking news, and updates across 160+ games.

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