Hey everyone!
(Warning! Spoilers upcoming!)
This is a devlog update to give you an overview of what we are working on for Update 6. We are planning to release this in October, probably the second half of it. Lets have a look at whats coming to INDUSTRIA 2. This update contains spoilers, so be aware about that when scrolling further.
Environments
The biggest issue of this game, by far, is the incompleteness of the second half of the game. Update 6 focuses on getting most (not all) lacking levels properly set dressed. Finally, the love all these environments deserve.
The ATLAS wall
This one benefits from all new ATLAS models and in parts, completely new layouts, not to mention a very indepth sound design pass, which makes it the rumbling, dark and alien place it should be.


Inner City of Vevelstad
The city of Vevelstad got a makeover which puts it closer to the sunny dry abandoned overgrowth vibe from the first game. More decay, foliage and soul for a city that once thrived.


Apartment Complex
Being part of the city, the interiors of the big apartment complex are now dripping from the rain running through the cracks. Moss and other foliage creeps over kitchen tables, dim daylight just about makes it through the half collapsed building.

The Balstad Outskirts
One of the roughest parts of the game. Completely relit and now worthy as a ramp up towards the end of the game.


Apart from the much needed visual completion of these levels, our sound designer is working on getting them sound complete as well. This includes sounds previously not playing, such as folding doors, ATLAS cables, ATLAS doors and many others.
3D Art
While working on the levels and sound design, we also made new models and textures for various items and props. A few examples.
New Weapon
Since the GDR agents also did not have their own unique weapon, we designed and made one from scratch. And yes, you will be able to pick it up (not upgrading it though). A weird blend between the MP5 and an AK variant used by the East-German military:

ATLAS Architecture
We also updated the ATLAS structures with final meshes (beautifully done by our 3d modeler M.). Two examples of the many ATLAS assets we remade:

Weapon Attachments
The weapon attachments also are getting their final meshes and textures in Update 6 (these renders dont show the weapon textures themselves to visually isolate the new attachment models):




Environmental Props
A bunch of new 3d models to make our levels feel more alive. All custom made, fitting to the world & time the game is placed in.

Performance
And finally, Update 6 will bring a gigantic improvement in memory usage. The current public build eats all the RAM it can get. We found the issue (faulty audio compression) and are happy to say that we halfed the game startup time, reduced RAM usage from up to 15GB to 4GB and install size from 17GB to 12GB.
So much more
There is much more we already did in the last months or that will still happen till the update drops. And we wont stop there. While this update gets most of Chapter 2 into a good state, Chapter 3 wont get a big makeover with this one (apart from some level work and some major fixes). That will happen in Update 7.
We hope you like what you saw.
Till next time,
the bleakmill team
