
Atomic Heart II blev fremvist under Summer Game Fest, men vi aner faktisk ikke hvornår udvikler Mundfish har tænkt sig at levere spillet. Men vi ved dog at forøget fokus på RPG-progression og en større og mere responsiv åben verden er på tapetet.
I et interview med WCCFTech fortæller instruktør Robert Bagratuni dette om RPG-elementerne:
"We're introducing a more expanded RPG layer in Atomic Heart 2, but we're doing it the Mundfish way - integrated into the world and the experience, not layered on top just for complexity's sake. The "living world" means that we want the world to feel less like a backdrop and more like a responsive, evolving system. As for the RPG elements - we are aiming for deeper weapon customization, skill trees, and progression paths that allow players to shape their playstyle much more than before. "
Så hvad med den åbne verden? Det ligner at dette er et sandt "open-world spil", snarere end et spil der har en åben verden som en slags baggrund, som i det første:
"The game is much more open in structure. We're building larger, interconnected spaces that offer more freedom in how you explore, revisit, and engage with different systems - vehicles, traversal tools, and new verticality are all part of that. There's a core narrative path, but also a lot of space for discovery and replayability. We're not ready to reveal all the environmental systems yet, but expect more dynamic elements like time of day and weather to play a role in shaping both mood and gameplay. That said, everything is still grounded in story and world logic - the scale is there to serve immersion, not overwhelm it."