This year, the final story expansion “Blood on Crystal” was released for Atomic Heart. The developers are summing up their work on the shooter and admit that they made a number of mistakes. The experience gained will be used by them in the development of the studio's next projects.
Recently, Mundfish boss Robert Bagratuni spoke with Wccftech. He noted that the game's audience has long surpassed 10 million players worldwide, and the developers managed to “establish the Atomic Heart universe as a recognizable name in the industry.”
The developers are not going to stop there:
Seeing cosplay, fan theories, and all that immense love for our world after three years is the best reward for the team's hard work. But, as you know, we are not going to stop. After the release of our fourth and final DLC — Blood on Crystal, we marked the completion of this chapter, and the DLC team joined the rest of the studio to develop The Cube and Atomic Heart 2.
Bagratuni and the Mundfish team learned lessons from working on Atomic Heart. The studio optimized internal production processes at much earlier stages and also understood the importance of playtests (game testing) — now tests are started much earlier and on a larger scale.
He also said that the development of Atomic Heart 2 is completely different from what it was during the work on the first part:
We have significantly changed our approach and are building the production process in a new way. We want to experiment with many new ideas and really improve those aspects that could not be fully implemented in the first game — for example, the vibrancy and responsiveness of the open world, as well as the depth of RPG mechanics.
Bagratuni clarified that The Cube will be released first and said that the developers will “soon” begin to share news about the project.