Hello, comrades.
Welcome to the first development update for the project. Today, I want to share the direction the game is heading in and what I am currently working on behind the scenes.
Development is moving forward steadily, and one of the biggest changes so far is the complete rework of the game’s opening — including the section that was previously released as the demo. This is not just a minor polish pass. Both the cutscenes and the story flow are being rebuilt to create a stronger and more immersive experience from the very beginning. The core setting remains the same, but the presentation is being pushed much further.
A major part of the current work is focused on visual identity. I want the world of the game to feel more distinct, more atmospheric, and more memorable. That is why I have also been learning Blender and importing custom models into Unity. My goal is to shape the locations with a style inspired by Eastern European brutalism, combined with newer visual elements that better support the mood I want to achieve.
The reason for this shift is simple: the standard HS2 assets are too limited to fully express the world I have in mind. To bring that vision closer to reality, I had to expand my workflow and start building more of the visual language myself.
At the same time, the UI is also being redesigned. I have been spending many hours working in Photoshop and Figma to improve the overall presentation and make the experience feel more cohesive.
As before, my main priorities remain the same: a stronger story and a stronger visual experience.
I would also love to hear your thoughts on one important design question: should free roam remain a core feature, or would it work better as an optional part of the game?
I will also attach a small screenshot from the game’s prologue.
More updates will follow.
Your humble servant.
Development is moving forward steadily, and one of the biggest changes so far is the complete rework of the game’s opening — including the section that was previously released as the demo. This is not just a minor polish pass. Both the cutscenes and the story flow are being rebuilt to create a stronger and more immersive experience from the very beginning. The core setting remains the same, but the presentation is being pushed much further.
A major part of the current work is focused on visual identity. I want the world of the game to feel more distinct, more atmospheric, and more memorable. That is why I have also been learning Blender and importing custom models into Unity. My goal is to shape the locations with a style inspired by Eastern European brutalism, combined with newer visual elements that better support the mood I want to achieve.
The reason for this shift is simple: the standard HS2 assets are too limited to fully express the world I have in mind. To bring that vision closer to reality, I had to expand my workflow and start building more of the visual language myself.
At the same time, the UI is also being redesigned. I have been spending many hours working in Photoshop and Figma to improve the overall presentation and make the experience feel more cohesive.
As before, my main priorities remain the same: a stronger story and a stronger visual experience.
I would also love to hear your thoughts on one important design question: should free roam remain a core feature, or would it work better as an optional part of the game?
I will also attach a small screenshot from the game’s prologue.
More updates will follow.
Your humble servant.





