New Game Plus is the post-campaign mode in Control Resonant, and the first public details landed in late April 2026. The mode lets the player carry most of their build into a fresh run, opens a fourth artifact slot, and unlocks combinations that the first playthrough cannot reach. For wider context, see the Overview, the Melee Combat page and the Abilities hub, which restates the traversal-reset rule below.
Save Slots and Multiple Playthroughs
Remedy has confirmed that Control Resonant uses multiple save slots, so players can keep several concurrent playthroughs running at the same time. The studio framed this as a direct response to player feedback, and it pairs naturally with the talent-tree gates and the mutually exclusive power choices a single run forces: because no one playthrough can unlock everything, parallel saves let a player test divergent builds side by side rather than committing a single character to one path. Each save slot tracks its own Aberrant forms, talents, abilities, and artifacts, and any of them can be carried into New Game Plus once its campaign is finished.
What Carries Over
Most of Dylan's combat build persists between runs. The mode is built around letting the player keep the strengths they earned, not stripping the character back to a baseline.
Carried Over | Detail |
|---|---|
Aberrant upgrades | Every form variant and weapon-tree node the player unlocked on the Aberrant comes with them. |
Health and combat resources | Upgrades to maximum health and to the combat ability resource pool persist. |
Supernatural combat abilities | Every ability earned from defeating a Resonant carries over. |
Talents | All talent-tree nodes the player took during the first run persist. |
Artifacts | Every artifact found, crafted, and equipped during the first run remains available. |
What Does Not Carry Over
A short list of systems reset for a New Game Plus run, mostly because they are tied to story pacing rather than progression.
Resets | Why |
|---|---|
Traversal abilities | Reset and re-unlocked as the world opens up again; they are tied to story beats and the structure of the campaign. |
World state and story progression | Reset to the start of the campaign. |
Per-region encounter clears | Reset alongside world state. |
What is New in NG+
The mode is not just a difficulty pass. It opens systems that are deliberately locked off during a first playthrough.
Feature | What Changes |
|---|---|
Fourth artifact slot | Players can equip three artifacts in the base game. In NG+, a fourth slot unlocks, allowing more complex combinations. |
Cross-Resonant ability mixing | Players can equip multiple different combat abilities tied to the same Resonant, opening synergies that the talent gates close off in the first run. |
New talent nodes | Additional talent nodes unlock, expanding how abilities and Aberrant attacks interact. |
Evolved encounters | Enemies grow more dangerous and some bosses are stated to surprise the player with new behaviours. |
Artifacts in NG+
Artifacts are equippable items with passive modifiers that shape survivability, combat performance, exploration, or the resource economy. Some come with conditions or trade-offs rather than pure additions. Untapped artifacts are discovered in the world and crafted into usable artifacts inside The Gap. For the full system, see the Artifacts page.
The fourth artifact slot is the headline NG+ build change. With four passive modifiers active at once, builds that were impossible in the base game become viable: stacking exploration and resource economy modifiers, stacking three offensive modifiers and one defensive, or running a four-piece set tuned to a single status-effect chain.
Boss Encounters in NG+
Resonants are tuned for the second pass. Public commentary has noted that the world evolves: enemies grow more dangerous, encounters shift, and some bosses introduce new behaviours that the first-run player has not seen. The combat loop and reward structure stay the same. The ability to take multiple combat abilities from the same Resonant is the main difference, and it lets the player rebuild around a synergy that the first playthrough's talent gates closed.
How to Start NG+
New Game Plus becomes available after the player finishes the main campaign. Remedy's post-launch note says that after the main story the player can keep playing side quests and World Feats or start again in a New Game+ run. Remedy has not published the exact menu flow for starting a run; this page will add it from the released game. The mode is framed as a build-experimentation pass: the same character carries forward with most of their gear and powers.
Repeat Runs and New Game++
In the launch version, New Game Plus can be completed only once more. Remedy wrote on September 25, 2026 that "The current version of New Game+ enables you to beat the game only once more", and announced an update adding New Game++, which lets the player start NG+ run after NG+ run without erasing their progress. In Remedy's words, "NG++ should be arriving in October."
Achievements and NG+
None of the 30 visible Steam achievements mentions New Game Plus in its description; the 19 hidden achievements keep their descriptions private until they are unlocked. The full list is on Trophies and Achievements.
Unconfirmed Details
The following were not covered by first-party material before release and have not yet been checked against the released game:
Whether NG+ adds a difficulty toggle beyond the harder default encounters.
Whether a fifth artifact slot or higher exists at higher NG+ tiers.
Whether NG+ unlocks any campaign content (zones, story beats, NPCs) not accessible in the first run.
Exact rules for choosing which combat abilities the player can equip from a single Resonant.
This page will be updated as more is revealed.