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.