Open world
Blizzard officially describes STARCRAFT as an original open-world shooter.
Blizzard officially describes STARCRAFT as an original open-world shooter.
Hay describes the current game as narrative-driven rather than an open-ended seasonal product.
Inven says players create and name the protagonist; GameSpot describes a predetermined named character. The exact model remains unresolved.
The current design has a beginning, middle and definitive ending.
Authored story missions form part of the intended structure.
Side quests are explicitly part of the current design.
Players progress their character; the exact progression system has not been detailed.
Hay describes leaving a difficult mission to seek equipment before trying again.
Armour can be improved or equipped in the loop Hay describes; the depth of that system is unknown.
The current plan is a box product rather than a seasonal game.
Hay says all three are featured and that preserving their asymmetric identity matters to the team.
Hay says the ground-level design should let players see something recognisably StarCraft in the distance and choose to investigate it. The traversal model remains unknown.
The team is designing spaces and structures to feel coherent for armoured and unarmoured bodies, with Barracks-scale spectacle experienced from the ground. The quoted armour dimensions are illustrative, not a universal specification.
Hay directly identifies third-person as the principal perspective because players should see the scale of their armour; isolated exceptions remain possible.
Hay says the player should feel personally vulnerable on the ground and that every shot should matter. Exact combat mechanics remain unshown.
Hay says players must protect themselves and work out how to fix their armour while an attacking biomass tries to break through it; the exact repair system is unknown.
Hay says the team's current focus is single-player and the marine fantasy. This does not confirm that multiplayer is absent.
Hay describes the marine player fantasy against Zerg and ancient Protoss forces. This does not make either faction playable.
No co-op feature is confirmed in the reviewed material.
No PvP feature is confirmed in the reviewed material.
Protoss are featured, but Blizzard has not said they are playable.
Zerg are featured, but Blizzard has not said they are playable.
Hay says the current design expects players to solve ammunition problems. The exact scarcity, pickup, reserve, reload, crafting and wider resource-economy model is not established.
Current design discussion includes more than one weapon type and a broader undisclosed weapon set. A Gauss rifle is one developer-described Marine example; the finished roster and loadout model remain unknown.
Developers describe useful material or gear in the open world feeding back into armour strength or the player’s preparation. This does not establish a formal crafting, salvage, rarity or recipe system.
Hay says tactical decisions should remain important after the move from RTS to ground-level action. No RTS-style troop control, squad-command system or specific tactical subsystem is confirmed.
Official means Blizzard has published the feature directly. Developer-described means it comes from the post-reveal developer interview and reflects the current design. Reported is original reporting that Blizzard has not independently confirmed. Unknown means the reviewed material does not currently answer the question.
Evidence cutoff: 25 September 2026.
Includes the BlizzCon announcement, post-reveal developer interviews published through 17 September, the cinematic-music credit record and a current canon check. Developer statements describe the current design; no public gameplay has yet demonstrated it.