Our first interview of 2023 is also the last pre-launch Q&A before the long-awaited release of Atomic Heart, the first-person shooter game developed by Mundfish.
Can you speak to the specifics and rationale behind relocating the company to Cyprus? Is the entire development team now working there?
We are exceptionally excited to share some details about Atomic Heart as that is set to release in weeks, and will look forward to sharing the story of Mundfish in the future. For now, as you can imagine, our total focus is on Atomic Heart which has been in development and planning since 2017 in Cyprus. Our excitement and anticipation, the work and tireless focus of our global team is culminating to this moment.
Can you share a ballpark of how many developers worked on Atomic Heart?
Today, we have 130 talented and dedicated developers on our global team located in Poland, Ukraine, Austria, Kazakhstan, Georgia, Israel, Armenia, UAE, Serbia, and Cyprus. At different stages, we engaged contractors who worked with major AAA games in all areas - from Art to QA. All the hours, creative and technical sessions, and discussions were worth it - the level of production, innovation, and caliber of talent and development is worth playing Atomic Heart.
The game has been in development for a rather long time. We first covered it in May 2018, and back then, your goal was to release it by the end of that year. The final release date is now set for over four years later - what caused this significant delay?
From the beginning, we wanted to create something extraordinary, a unique game. This applies to the story and the structure of the game, as well as a lot of mechanics. Our unwanted delay can be attributed to youth, ambition, innovation, and new technology! During the development process, we made the tough choice to abandon some ideas, even very big ones, like multiplayer. It was painful to have to make those kinds of choices, but it was the right decision. You don't have to chase trends when you create something new and innovative. Our big ambitions were not always aligned with reality, it was a tough realization and we had to adjust. I think all studios go through that process at least once.