Game design

The Genius of Prey's Gloo Cannon

Prey's Gloo Cannon is brilliant because one strange tool supports combat, exploration, hazard control, improvisation, and the game's larger promise of choosing your own approach.

Prey is packed with smart systems

Prey is full of good ideas. The Mimic is a perfect example: a spindly black alien that can disguise itself as almost any object in the room, making the player suspicious of every health pack, coffee mug, and chair.

The game then lets the player take a version of that power for themselves. Neuromods can grant alien abilities, including the ability to turn into a small object, roll through a gap, and return to human form on the other side.

Those powers come with a cost. Install too many alien Neuromods and the friendly robots aboard Talos I may start reading Morgan as alien and targeting them as an enemy.

That is the kind of idea Prey loves: a tool that expands possibility while creating a new consequence. But the smartest tool in the game appears right at the start: the Gelifoam Lattice Organism Obstructor, better known as the Gloo Cannon.

The Gloo Cannon is the signature tool

The Gloo Cannon is Prey's signature weapon, but calling it a weapon undersells it. Like Kratos's Leviathan Axe or Mario's cap, it serves so many purposes that it earns a permanent place on quick-select.

The first lesson arrives immediately. As soon as Morgan grabs the cannon, Mimics attack. Firing big blobs of fast-drying adhesive at them reveals the tool's first major use: stopping enemies in place.

That makes it resemble the electric bolt in BioShock or the ice missiles in Metroid. The Gloo Cannon temporarily freezes enemies and lowers their defense, giving the player time to switch to another weapon and land a decisive hit.

But even in combat, it does more than set up damage. The player can freeze an enemy and scan it with the psychoscope to improve research. They can also freeze the threat and run away. The tool supports aggression, information gathering, and escape.

It solves environmental hazards

The second major use is environmental problem solving. The Gloo Cannon can plug gas leaks and stop flames from spewing out. It can patch malfunctioning electrical circuits long enough for the player to repair them.

It can sponge up toxic spills left behind by nuisance enemies. It can also exploit the physics system by helping move heavy objects that Morgan cannot lift by hand.

These are not separate gadgets. The same blob that freezes an enemy can seal a dangerous pipe or make a room safer to cross. That gives the Gloo Cannon a strong identity: it is a tool for obstruction, stabilization, and improvisation.

A weaker game might divide those jobs across three different items. Prey gives them to one device, which makes the player see the world through the tool's logic. If something is moving, leaking, sparking, burning, or blocking the path, the player starts asking whether Gloo can change the situation.

It becomes a traversal tool

The third use is the one that elevates the cannon from useful gadget to essential equipment. Gloo blobs stick to almost any surface except glass, remain there indefinitely, and can be climbed on.

That means the player can build makeshift stairs and reach high places. Right near the first Gloo Cannon pickup, the game places a half-finished staircase that leads to a roof and some rewards. It is a gentle introduction to the idea.

The surrounding area also contains multiple floors and a broken grav shaft. If the player experiments, they can fire Gloo onto the wall, climb the blobs, reach another floor, and grab extra supplies, including early access to a new weapon.

If the player misses that lesson, the game later shows another character creating a Gloo staircase to reach an escape route. Prey teaches the idea both through optional discovery and explicit demonstration.

The tool supports creative movement

Staircases are only the beginning. Later, the player can unlock a Neuromod called Lift, which sends heavy objects into the air with a burst of antigravity. Gloo can then pin those objects to walls, creating floating platforms.

In theory, the player could destroy the Gloo and drop an object on an enemy's head. In practice, that is unreliable, but the possibility still shows how the cannon belongs to a wider systemic design. It does not merely trigger fixed interactions. It creates material that can combine with other systems.

The Gloo Cannon lets players climb to high places, find hidden stashes, and route around spaces in personal ways. It feels like a more intentional version of the old Deus Ex trick of sticking LAM mines to walls to create a climbable path.

It also extends the movement ideas from Arkane's Dishonored. That game had to contain the player with tall walls because its districts were small pieces of a larger world. A space station is different. Talos I has ceilings, walls, floors, and sealed interiors, so the developers could let the player move fluidly within those bounds.

It enables sequence breaking

Because Gloo creates new climbable surfaces, it can also let players bypass intended routes or reach places earlier than expected.

The Arboretum is a strong example. When the player first reaches it, Alex's office is off limits because the grav shaft is locked down. The keycode comes much later, and hacking may not be upgraded enough yet.

But with enough Gloo and patience, the player can scramble up the inside of the elevator shaft and reach the office hours before the intended route. That kind of sequence break feels earned because it comes from understanding a tool rather than finding an invisible shortcut.

Players eventually found ways to use the Gloo Cannon for much more extreme progression breaks, including clipping through walls and finishing the game in minutes. Those collision exploits are not the intended design, but they reveal how powerful the tool is: it adds new physical objects to the world, and physical objects always create opportunities.

Adding objects is technically difficult

The Gloo Cannon is also a technical achievement. Games are excellent at letting players remove things from a world: enemies, props, walls, even chunks of terrain. Adding new things is harder.

Rendering too many extra objects can hurt performance. Saving every added object in memory can become expensive. That is why bullet holes often disappear after the player creates too many of them.

Prey's Gloo blobs are not just decals. They are physical objects the player can stand on. That makes them far more demanding than a visual splatter on a wall, and it explains why collision issues can appear when players push the system hard.

Other games solve player-created objects through strong constraints. Minecraft uses a simple grid and voxel structure. Dreams has a creation budget. Shadow Complex has a foam gun with a similar premise, but it is protected by the limits of a two-dimensional space.

Prey needed the Gloo Cannon to work in a detailed first-person 3D environment on a space station full of enemies, physics, lighting, and player-driven routes. That is a much tougher version of the problem.

The restrictions are part of the design

The Gloo Cannon therefore has limits. There is a cap on the number of blobs that can exist in one area, although ordinary ammunition limits mean most players will run dry before seeing it.

The more obvious restriction is that Gloo sticks to most surfaces but not to other Gloo blobs. The player can make stairs, ledges, and small climbing routes, but not massive towers or bridges.

That limitation is not arbitrary. If Gloo could attach to itself, each blob would become part of a chain of physical constraints, increasing computation cost and making performance much harder to guarantee.

The final version is a compromise between possibility and shippability. It performs well enough to exist in a full game, but still gives the player enough freedom to feel clever.

That is often where great tool design lives. The fantasy is broad, but the constraints are carefully chosen so the player can do surprising things without the system collapsing under its own ambition.

It represents Prey in miniature

Prey is a game about choice. Who is Morgan? How much alien power should they take? Who should be trusted? Who should be saved or sacrificed? Which Neuromods matter? How should the station be explored?

The Gloo Cannon embodies that philosophy because it serves many play styles. A combat-focused player can freeze enemies and finish them off. A cautious player can block hazards and create escape routes. An explorer can climb to hidden stashes. A systemic player can combine it with physics and other powers. A sequence breaker can use it to reach spaces early.

It does not prescribe one answer. It gives the player a material and asks them to think. That makes it more interesting than a key that opens one door, or a weapon that only solves enemies.

The Gloo Cannon is ingenious because it is not one mechanic. It is a bridge between combat, traversal, hazard management, physics, and progression. It is useful in almost every part of the game because it speaks the language of the whole simulation.

Multipurpose tools create memorable play

The best multipurpose tools change how the player looks at the world. After getting the Gloo Cannon, a broken elevator shaft is not just broken. A high ledge is not just unreachable. A flame jet is not just damage. A charging enemy is not only a target.

Each of those situations becomes a question: can Gloo help? That question is what makes the tool memorable. It turns one button into a way of reading space, risk, and opportunity.

Prey is already full of smart ideas, from Mimics to Neuromods to the consequences of becoming too alien. But the Gloo Cannon may be the cleanest expression of its design philosophy: give players a coherent system, let them apply it broadly, and trust them to find their own way through the station.