Bloober turns Ro Laren into a psychological thriller in Star Trek: Shadow Frontier
Paramount Games Studio and Bloober pitch a darker, single-player action game launching in 2027 with Ro at the center.

Paramount Games Studio and Bloober revealed Star Trek: Shadow Frontier at IGN Live 2026, positioning it as a mature, story-driven, single-player third-person action game starring Ro Laren. For decision-makers, the move signals how major IP is being adapted for darker, character-first experiences, with 2027 a near-term execution test.
At IGN Live 2026, Paramount Games Studio and Bloober unveiled Star Trek: Shadow Frontier, a “mature, story-driven, action-adventure game” that leans into Star Trek’s darker side. The headliner is former Lieutenant Ro Laren, voiced by Michelle Forbes, in a concept that is explicitly not “a Star Trek game like you’ve ever played before.”
The game’s premise is just as pointed: beyond playing as Ro, Star Trek: Shadow Frontier kicks off with Ro stranded on an uncharted planet she has been lured to. Bloober’s Head of Publishing Michał Gembicki described the setting as “a bit of a graveyard for spacehships,” and said the gameplay revolves around figuring out what happened there and why there’s so much wreckage. That hook matters because it frames the emotional center of the project early. This is not “mission of the week” Trek. It is investigation, consequence, and psychological pressure wrapped around classic franchise tools.
Shawn Kittelsen, SVP, Head of Creative & Production at Paramount Games Studio, described the product as “A new single-player third person action game from Bloober, the same team behind Silent High remake, starring Ro Laren.” He also drew a genre line that sets expectations for audience fit and risk: he called it a psychological thriller, and he linked it to “a really thrilling survival adventure.” In plain terms, the reveal is asking players to accept a different kind of tension than the usual Trek comfort: less exploration-as-relief, more survival-as-uncertainty.
Kittelsen’s framing also clarifies why this could work for Trek fans and newcomers at the same time. On one hand, he emphasized that the story will “delve deep into Ro Laren and her personal conflicts,” and that “this is where the darkness comes from.” On the other hand, he argued accessibility will not require prior deep knowledge: “If this is your first time meeting Ro Laren, you will walk away loving her and want to know more.” That’s a subtle but important production strategy. When studios bet on character-first experiences, they are effectively using the IP as an entry point, then using narrative and performance to earn trust.
Gembicki leaned even harder into the dark-story promise. Bloober, he said, “like[s] dark stories,” and he cited past titles such as Layers of Fear, Observer, The Medium, and Cronos: The New Dawn. For Shadow Frontier, he described the intended match between “horror and dark storytelling” and an “amazing IP as Star Trek.” He also warned, through the project’s positioning, that it will not be familiar. Kittelsen stressed the same point: “This is not a Star Trek game like you’ve ever played before.” In studio terms, that is an incentive alignment question. If you can’t sell the old mental model, you have to sell the new one fast, and the reveal is doing it with genre, tone, and character conflict.
The narrative emphasis is also doing operational work. Gembicki said that beyond the immediate stranded-planet mystery, the game includes “a lot of dealing with the skeletons in her closet and exploring the consequences of the decisions she made in the past.” Kittelsen added that they would be “bering things out,” pointing to a process of uncovering. Even with limited details shared at the show, the structure implies a recurring design pattern: the environment and the backstory are both sources of pressure. That matters for publishers because it suggests a content pipeline that can sustain engagement without relying solely on combat variety.
For gameplay specifics, Kittelsen and Gembicki confirmed that classic Trek gear will appear, including a phaser and tricorder, as you explore. They also said there will be plenty of Easter eggs, and that many can already be found in the reveal trailer for viewers who want to spot them. Importantly, they were “cagey on revealing too many more details,” which is normal for a game still on a path to release, but it also means the reveal’s strongest signal is tone and premise, not mechanics.
Finally, the timeline and platform plan anchors the stakes. Gembicki said to expect the game to be released sometime in 2027, and it will be available on Steam, PlayStation 5 (PS5), and Xbox Series X/S. Kittelsen also hinted at follow-on ambition, remarking, “If you’ve been waiting for a AAA Star Trek game, congratulations you're getting one! And hopefully this is the first of many.” For executives watching adjacent IP strategies, the second-order question is clear: can a darker, psychological approach keep the Trek brand intact while expanding the audience beyond the franchise’s comfort zone? Shadow Frontier is effectively a 2027 bet that character conflict plus survival thriller mechanics can coexist with canonical iconography like the phaser and tricorder, and that Michelle Forbes’s performance can make Ro Laren feel like the emotional engine, not just a license.
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