As in, #######ber literally pops up on screen.

Theres your release window, puzzle fans.

This does at least narrow Atomic Hearts release date to the final four months of the year.

Using a grenade launcher to fight some rotund robots in Atomic Heart.

Here it be, and theres also anoriginal Russian versionif youd prefer less questionable lip syncing.

Mundfish:First and foremost, these are truly exceptional, generation-defining games.

The games that make you take a vacation to fully immerse yourself in their worlds.

Cover image for YouTube video

There are not so many titles like that nowadays.

And we always wanted to create something like that.

We wanted to create a game that will captivate and immerse you.

A large desk is manned by single android in Atomic Heart.

And frankly speaking, no one wants aHalf-Lifeor BioShock clone.

We tried to think two steps ahead with every system, think about how they can be evolved.

The weapons we’ve seen so far look very creative and interesting.

Mysterious humanoid figures float through a vast storage room in Atomic Heart.

Does anything have a historical, real-world equivalent that it’s evolved from?

What were your touchstones when it came to building the world as a whole?

This is something far more potent than nuclear energy, but the risks are also present.

The player character uses his wiry glove powers against a plantlike enemy in Atomic Heart.

And that’s what you’ll learn in the game.

We’ve been looking for ways to improve our picture quality and details ever since the development had started.

These technologies are very important for delivering the visual identity of the game that we’ve created.

How important is this near photorealism to Atomic Heart as a whole?

We want the game to look extremely realistic and yet weird, even uncanny at times.

This is where cutting-edge tech meets the unique art design, world, characters, weapons.

Something else the game pre-dates is the current GPU shortage.

Has this affected development at all?

Has keeping up with these changes presented challenges, or opportunities?

But every technology requires time for implementation and testing for such big games.

So it’s hard to say at the moment which exact technology will be available at release.

All supported technologies will be announced closer to release.

Are any of these features making it into the game as it stands?

When developing with Nvidia-exclusive features, how involved are Nvidia themselves?

How much of a collaborative effort is it to implement things like ray tracing and DLSS?