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Brendan Greene, AKA PUBG’s “PlayerUnknown,” is Set to Release Prologue: Go Wayback! on November 20

HomeGame NewsBrendan Greene, AKA PUBG’s “PlayerUnknown,” is Set to Release Prologue: Go Wayback! on November 20
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We'll be seeing PlayerUnknown's newest project soon enough!

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PUBG creator Brendan Greene, likewise known as PlayerUnknown, is set to release his new game titled Prologue: Go Wayback! in early access this November 20.

This will be his first-ever game after leaving behind PUBG and creating his own studio known as PlayerUnknown Productions.

However, unlike PUBG, this new game is not what you’d expect from the developer.

Instead, Prologue: Go Wayback! doesn’t involve any form of combat at all. It purely revolves around survival by making your way through forests and surviving through harsh elements.

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Prologue Go Wayback objective
Source: YouTube

What’s exciting about this new game is that every level is procedurally generated, hence no two encounters will remain the same. Moreover, every event that happens is procedurally generated, too!

In Prologue: Go Wayback!, players will go through various terrains and make it through harsh weather conditions to find their way to the weather tower.

You’ll have to do a lot of orienteering, which involves reading maps and using a compass to navigate rugged terrain amid harsh weather conditions.

And since it’s a survival game, you’ll have to manage your hunger, thirst, and warmth meters as well. Forget to pay attention to any of them, and your character will end up dying.

The game is surprisingly riddled with various systems at play, and more will be added as the game goes through early access.

Prologue Go Wayback map
Source: Steam

A Brutal Survival Game in a Procedurally Generated World

Unlike most survival games, Prologue: Go Wayback! tries to avoid overcomplicating the survival mechanics as much as possible. However, it still manages to offer a truly brutal experience.

While there are cabins dotted throughout the map to offer protection from the harsh weather conditions, everything outside will be tough and challenging.

There’s little to no handholding as you try to make your way to the weather tower. And since each map is procedurally generated, luck can play a factor as well.

If you’re lucky, you might see the weather tower from a distance. If not, you’ll have to spend a bit more time trying to look for it.

Prologue Go Wayback weather tower objective

In an interview with PCGamer several months ago, Greene mentioned that he’s expecting a lot of people will hate the game.

“But that’s ok if it elicits a reaction—that’s all I want. People didn’t get [Battle Royale] at first, but then they did. And I think it’s the same with this, the goal here is creating these big, massive worlds for everyone.

And that’s understandable. After all, the game is so hard that even his team at PlayerUnknown Productions is having difficulties playing the game during its early stages of testing.

According to them, it took around an hour and a half to reach the weather tower on average.

Even with a lot of planning and luck, things may still go wrong. Players will end up dying in the middle of a run, and some might even give up midway.

The map is vast, and plenty of things could happen that could derail an initially good start. This will surely turn a lot of players off. Here’s a look at their latest trailer:

Prologue: Go Wayback! will release in early access on November 20, and there are three different modes to choose from: Go Wayback!, Objective: Survive, and Free Roam Mode.

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Argie Maputi
Written by

Argie Maputi

Senior Game Guide Writer

Argie Maputi is a long-time gaming writer with over a decade of hands-on experience across RPGs, action-adventure games, and live-service titles. He specializes in in-game mechanics, progression systems, walkthroughs, and breaking down complex features into clear, actionable guides. His work at GamesFuze focuses on first-hand gameplay analysis, update coverage, and practical guides written from direct experience with the games he covers. All articles by Argie Maputi are written based on direct gameplay experience and are reviewed and updated when games receive patches, balance changes, or major updates.

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