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INDUSTRIA 2 News

Wrapping up the feedback of the first INDUSTRIA 2 playtest!



Happy New Year everyone!

This is David, from the bleakmill team.

To conclude the year 2024 here at bleakmill, we wanted to give you a little update on what we have been up to in the last months. Mainly, we want to fill you in on the outcome of the first internal playtest we did with about 20 players and long term community members this December.

When we started making INDUSTRIA 2, we knew that we would need in depth playtesting to make sure the game is, in its core, fun and entertaining. Especially because we planned to make a few changes to the combat and AI systems from the prequel. In INDUSTRIA, the combat mainly results in the enemies seeing the player, followed by an endless chase until either the enemy or the player is dead. Even though there were quite a few complex systems working together in the background, the outcome was mostly “okay” combat.



One of INDUSTRIA 2’s main goals is to change this. Now we have a task based AI system at work, with enemies being able to lose the player, fall back in alert states or complete complex chains of tasks, which can range from opening a door, to using items and playing specific animations. We also feature a stealth system, as well as a crafting system, to allow for more dynamic gameplay and more player choice. Weapons can be upgraded with stats and attachments, and the looting has been overhauled completely.

In short, the whole core loop was upgraded with countless systems so it can stand on its own legs.

Because of all these changes, it was crucial we test them with a mix of the prequels playtesters, and people who have never played any INDUSTRIA game yet. The test was running for one week and we could not be more happy about the results: no issue people reported was unknown or something we didn't see coming. The main feedback we got was valuable comments on controls, movement and the inventory. For most players, playing Nora felt a little bit slow and clunky. This was because we deliberately slowed player movement down, to really let people sink into the world.



INDUSTRIA 2 really is the opposite from a movement shooter. But we may have exaggerated a little bit. It also didn’t help that the enemies moved quicker than Nora herself, resulting in an unfair perception, as the big metal robots were faster than Nora. The inventory feedback was also very valuable, as it's going to be the heart of the core loop. Here you can swap your 2 active slots with other weapons from your stash, and craft firebombs, explosives, traps and bandages from components you find in the world. Currently, the inventory sometimes clips into foliage, or nearby objects. Also, when crouching, the inventory opens into the floor, blocking half of it with level geometry.

In stressy situations (which are super fun), this can lead to frustrating moments of being unable to change weapons quickly. Apart from the core loop feedback, people really liked the atmosphere and general tone of INDUSTRIA 2, which made us very happy. We are super grateful for all this feedback, suggestions and ideas, because they shed light on INDUSTRIA 2 from a completely fresh perspective that we - who are working on Nora's second adventure every day - can easily overlook. And thus make the game an even gaming experience!

[previewyoutube][/previewyoutube]

All in all, it was a super successful first playtest and we really can't wait to do the next one in 2025. We believe that these playtests should be a fundamental part of the development cycle and finally, we found a good internal pipeline to deliver these tests with much less hussle compared with the INDUSTRIA 1 days. If you are interested in joining the next INDUSTRIA 2 playtest, feel free to join our Discord server and follow INDUSTRIA 2 here on Steam and on Twitter to keep up to date.

We hope you all have a wonderful and peaceful year 2025.

Best,
David & the bleakmill team


https://store.steampowered.com/app/2154070/INDUSTRIA_2/

8 Minutes of commented gameplay out of INDUSTRIA 2!



Hey hey everyone!

Since the release of INDUSTRIA 2 is still quite some time away we skip gamescom 2024. We are making great progress and are super happy with how our baby is developing, but give us a little more time. After all, good things take time, right?

BUT we don't want to leave you here without at least a few new insights!

Almost 2 months ago, we published a 2-minute gameplay trailer that showed the first gameplay after the announcement of the game in March. We've now added (mysteriously missing) 6 minutes so that you can now watch a total of 8 minutes gameplay from INDUSTRIA 2. Among other things, it includes combat against the arachnid Atlas enemies, more inventory management, physics-based puzzles, and a Molotov cocktail. Enjoy:

https://www.youtube.com/watch?v=hh-TLBO_ZS0

We recently showed you a lot of rocky underground material from INDUSTRIA 2. But of course you will also be out and about in the - more or less - fresh air. So here's a little preview of where else Nora will be hanging out:



And that's it for today, friends. Thank you for your interest and attention, and for joining us again (or for the first time) on this second journey!

If you want to stay up to date and follow our development process further, follow and wishlist INDUSTRIA 2 here on Steam, join our Discord community and follow us on Twitter.

Have a great day and talk soon!
David & the Bleakmill Team


https://store.steampowered.com/app/2154070/INDUSTRIA_2/

Breaking down our first gameplay teaser of INDUSTRIA 2!



Hey everyone!

Today we want to share exciting new gameplay for INDUSTRIA 2! In fact, the first ever gameplay teaser so far. You can watch the gameplay right here:

https://www.youtube.com/watch?v=JJlPJYXPU9E
For this gameplay presentation, we prepared a number of cool new features, such as our new diegetic inventory, two new enemy types (one of which is human???) and player choice, slightly reminiscent of stealth/immersive sim games. Lets start with the inventory.




INDUSTRIA 2 is all about immersion. Apart from super detailed sound design, loads of atmosphere and detailed environments, we had one more nut to crack: UI. In the first game, we already tried to be as minimalistic as possible, but in the sequel, we finally have the skills to really pull it off, like we always imagined it. The inventory is the toughest case, as selecting weapons/tools, crafting and item management needs a lot of buttons to press, eg a lot of player input, normally solved through text UI elements.

For INDUSTRIA 2 we're going for a fully diegetic inventory, placed directly on the floor in front of the player. The game does not pause, so you gotta be careful when you choose to open it as your vulnerable while managing your items. Naturally, the game environment will light the unrolled bag, but it also has a little lamp attached in case your finding yourself in a dark place (which there is plenty of).

At the bottom, you can see two active weapon slots, scrollable without opening the inventory, and three active tool slots, for molotov cocktails and world items (also scrollable). You will only need to open the inventory, when swapping your two active weapons with two of the four stored weapons. Or if you want to swap the stack of grenades, with a stack of bandages. We are still playtesting this thing, but its already a lot of fun. Let us know what you think.




In the gameplay teaser, you can also see these new spider type enemies, rushing the GDR Agents (red dudes) as soon as Nora shoots this weird tripod thingy. The GDR agents (more on them another time) set those tripods up to stop the spider enemies attacking them. Essentially, you can see two factions fighting each other, which is a concept we always wanted to introduce in the first game, but never were able to make it happen.

Now its working though, and wow, this really adds so much to the game world. Nothing better than making two rivaling enemy factions distract each other, so we can play this area save. Talking about player choice: yes, this area could also be played differently, by attacking the agents straight and not even destroy the tripod (we call them Disruptors btw).

We hope these things excite you just as much as they excite us. INDUSTRIA 2 is shaping up to be so much more complex on a game design level, we get happy everytime we open the editor.

Have a great day and talk soon!
David & the Bleakmill Team


https://store.steampowered.com/app/2154070/INDUSTRIA_2/

Industria 2 is 'a narrative FPS to its core,' but its first-ever trailer is giving me real Half-Life 2 vibes




Industria is a creepy, surreal FPS set in Cold War-era East Berlin that gave us "serious Half-Life vibes" when it was announced in 2020. At the Future Games Show yesterday, developer Bleakmill unveiled the sequel, Industria 2, and you know what? Yup, serious Half-Life vibes...
Read more.

Nora’s Journey continues with INDUSTRIA 2!



Greetings, friends!

David here. Some of you might know me; but for those of you who don't: I'm one of the Co-Founders at Bleakmill, taking care of Art & Communication and I created the studio together with Steve back in 2017. We (that's Steve, me and our wonderful team) are a Glasgow and Berlin based Indie Game Studio with a passion for narrative, atmosphere and mystery. We put our very first game INDUSTRIA out back in September 2021 after years of work next to uni and day jobs.

We could not be more proud of this debut project but we obviously learned so much that we couldn't just stop there.

It's been a while since the overwhelming release day of INDUSTRIA 2.5 years ago. And finally we can reveal what we've been secretly working on since then. All of you who have followed our Twitter (or "X") channel over the last few months will probably already have had a glimpse at some of the GIFs we have been sharing. The response was pretty intense on every post and many people were already guessing the game's name: INDUSTRIA 2. Today we can confirm: You guessed right!

It really is a relief that we can finally talk officially about INDUSTRIA 2. Just a few minutes ago we have let the cat out of the bag and unveiled the game with a first trailer in the Future Games Show Spring Showcase:

[previewyoutube][YouTube Widget][/previewyoutube]
For quite some time, it was not at all clear whether INDUSTRIA 2 would ever happen. We really would have loved to have started working on INDUSTRIA 2 earlier, but sometimes life throws a spanner in the works. Or the industry you work in. But that's a story for another time. Today is nothing but a happy day for us, as we can finally share the good news with all of you out there!

We also did it like the Blues Brothers back in the day; we brought the band back together: since INDUSTRIA was a close and intimate collaboration of Bleakmill and Headup, we are super happy to announce that also Headup is back as the publisher of INDUSTRIA 2!

What more is there to say? We had a lot of fun sharing the development process of INDUSTRIA with you on our social channels and Steam back then, and we'll be doing it again for INDUSTRIA 2. So, if you want to stay up to date and follow our development process, follow and wishlist INDUSTRIA 2 here on Steam, join our Discord community and follow us on Twitter. Accompany us on this journey; we have so much to talk about!

We are really happy to be back, friends.

See you very soon!
Dave, Steve & The Bleakmill Team


https://store.steampowered.com/app/2154070/INDUSTRIA_2/