INDUSTRIA 2 Dev Update #5: What happened since October 2025?
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[/p][p][/p][p]Hey everyone![/p][p]We are still here, silently chugging along on this beast of a game. I'll fill you in on what we have been working on since the last INDUSTRIA 2 Steam update in October.[/p][p]After the demo we updated the core game with a lot of important technical features like proper Ultrawide Support (with Hor+ Scaling etc) along with loads of fixes regarding UX, key binding and correct DLSS initializing. With this out of the way, we could return to the main task: getting all our gameplay levels done.[/p][p]INDUSTRIA 2 is a much bigger game than the prequel. We do have about 24 individual maps to work with, in relation to 6 for INDUSTRIA 1. That's also down to us separating bigger levels into much smaller ones for improved performance, but we also just have in general more different settings and scenes to support the story we want to tell.[/p][p][/p][p]Here are some screenshots showing level progressions:[/p][p]
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[/p][p][/p][p]Another thing we did was getting a major gameplay element more defined, which some of you might have seen already in the demo in its early form: the weapon upgrade station. We call it the ATLAS Vault now. How the hell does this fit into the game lore, you might ask? Why should a bloody AI sell the player weapons and upgrade them? Well, the answer, I think, is pretty cool.[/p][p]During the occupation of Nordvold, the AI ATLAS confiscated all kinds of human objects, such as weapons, tools and whatever it deemed useful or harmful to itself. It stores those human artefacts in underground containers, or Vaults, as we call them. Any kind of ATLAS machine, like the common Hollows, could interact with this Vault and retrieve any kind of these objects, by giving some of the dark fluid, or ATLAS blood, Petrichor, to it. Essentially, the Vault gives out objects by feeding it Petrichor, the fluid the player can collect all over the game.[/p][p][/p][p]Here is a video of how it works, early work-in-progress: [dynamiclink][/dynamiclink][/p][p]There are so many more individual systems and features we could get into, which to be honest is just too much to share in a steam update like this. And we also don't want to spoil too much already and keep things fresh for you to explore when the time comes.[/p][p]And lastly, our aim is to get NVIDIA DLSS 4.5 Super Resolution into the game, sometime post launch, to ensure you have the latest DLSS version at your hands, when jumping into INDUSTRIA 2. Launch? Yes, you heard that right, we are talking about launch (kind of). It's happening soon-ish. This year. Stay tuned, we will update you with further info as we get closer to it.[/p][p]All the best and until the next dev update!
David & The Bleakmill Team[/p][p][/p][p][/p][p][dynamiclink][/dynamiclink][/p]
David & The Bleakmill Team[/p][p][/p][p][/p][p][dynamiclink][/dynamiclink][/p]