[h2]Hello Community and Survivors![/h2]
From now on, you have the opportunity to get a first glimpse into our project – with our brand-new info trailer!
It is my great pleasure to present this teaser to you, as it provides exciting insights into the future development of our game.
[previewyoutube][/previewyoutube]
Return: Unknown is built on the latest technology of Unreal Engine 5. With features like World Partitions, Lumen, and Nanite, we aim to redefine the boundaries of graphic and gameplay quality. At the same time, it’s important to me to support older hardware as well. The game will run an automatic hardware check to adjust the optimal settings. Features like Lumen or Nanite will be disabled or adjusted if the hardware doesn’t support them – ensuring a smooth gaming experience even on older systems.

This approach allows us to create a game that leverages cutting-edge technologies while remaining accessible to players with older hardware.
This project is one of the largest undertakings I will ever tackle. It challenges me immensely, but that’s exactly what motivates me to push my limits. I rely on high-quality resources and modern technologies to create something extraordinary and compete with the industry’s best as an indie developer. It may sound crazy, but ideas like these make it exciting.
[h2]My Goal with Development[/h2]
With this development, I want to exceed my own expectations and create a gaming experience that surpasses the original vision. As a solo developer, I carefully combine self-designed content with external resources – from small studios to major providers with AAA-quality assets.
Realistic environments take center stage.

By strategically leveraging the latest technologies of Unreal Engine, I strive for the highest possible quality to create a game that captivates both technically and in gameplay.
[h2]Expansive Worlds and Flexible Gameplay Options[/h2]
To deliver expansive worlds, I use World Partitions, a technology that enables efficient content streaming.
The game will be playable in various ways: single-player, multiplayer via peer-to-peer, or by providing dedicated server files. This flexibility allows players to choose how they want to experience the game – alone, with friends, or in large groups with other players.
I also plan to collaborate with other providers to offer server infrastructure that can be accessed with just a few clicks. At the same time, it’s essential to me that players have unrestricted access to server files at all times. This ensures the game remains playable in the long term – independent of official servers or online services. Dedicated server files are crucial for a game of this scale.
[h2]Attention to Detail[/h2]
Even the smallest details are a central aspect of development.
Snow: The snow reacts dynamically to the environment. It melts when a fire is lit and leaves visible imprints. If you place armor or objects in the snow, they gradually get covered by it.
Rain: Raindrops leave visible marks on clothing, objects, and weapons. They bead up and flow realistically over surfaces like rifles or other items.
[h2]Inspirations for Return: Unknown[/h2]
As previously announced, my main inspirations for Return: Unknown come from the movie I Am Legend, the game Tom Clancy's The Division, and the survival title The Forest.
These influences shape both the atmosphere and gameplay. They combine various aspects into an exciting mix that creates an intense and captivating gaming experience.
Why this combination? The game world of Return: Unknown is inspired by an urban setting similar to I Am Legend – a massive metropolis in the style of Manhattan, surrounded by overgrown forests, reflecting The Forest's influence on the open-world design and building/crafting possibilities. Zombies won’t be present here; instead, the "Darkseekers" from I Am Legend bring the tension, behaving similarly to the creatures in the film.
The Division serves as a model for the system of merchants and zones, as well as the incorporation of a virus outbreak as a central narrative element. This setting adds immersive depth by addressing the threat of a pandemic while integrating game mechanics such as safe zones and dangerous, explorable areas into the gameplay.
[h2]Note:[/h2]
I always give my best, but as a solo developer, I face challenges that large studios often don’t encounter, and unforeseen events can influence the development process. I rely on the trust and support of the community, which significantly contributes to the development. Clear communication is especially important to me, and I deliberately select dedicated users who want to actively participate in the process. Selected testers with alpha keys can help identify issues and areas for improvement early on, rather than merely gaining access to the game.
[h2]Thank You for Your Attention![/h2]
Thank you for reading this far – I truly appreciate your attention! If you want others to learn about "Return: Unknown," help us achieve that goal. Together, we can accomplish great things. Thank you for your support!
[h3]Follow me on social media![/h3]
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