Building the Chaos of Atomic Heart 2: Robots, Ruins, and Revolution

Building the Chaos of Atomic Heart 2: Robots, Ruins, and Revolution

From Meme-Worthy Moments to Dystopian City-Building

Building the Chaos of Atomic Heart 2: Robots, Ruins, and Revolution

The first Atomic Heart was a fever dream in the best way possible. Part retrofuturist spectacle, part unhinged dystopia, and always one step away from something deeply unsettling. It was messy, bold, and impossible to ignore. With the sequel, Atomic Heart 2, on the way, Mundfish isn’t just revisiting that chaotic magic; they’re dialling it up with sharper systems, bigger ideas, and even stranger robots.

To dig into what that really means, CGM spoke with the CEO of Mundfish, Rob Bagratuni, about the lessons learned from their breakout debut, the surprises that stuck with them, and the process of building a world that’s not just larger, but louder, weirder, and more dangerously alive.

Building The Chaos Of Atomic Heart 2: Robots, Ruins, And Revolution

The first Atomic Heart had a wild energy to it. Retro sci-fi one second, then nightmare fuel the next. When you started on the sequel, what was the first idea that stuck? And was there something from the first game you really wanted to do but couldn’t make work until now? The world in Atomic Heart was beautiful but often overwhelming. How are you approaching exploration this time? Are you reining things in or still throwing players into the deep end to figure it out themselves?

Rob Bagratuni: First of all, that wild energy will definitely remain at the heart of Atomic Heart 2. It’s part of what defines the series’ DNA, and we’re pushing it even further in the sequel. The very first thing we locked in was our desire to make the world feel more open, alive, and interconnected – a place that offers players much more freedom. We understand that the open-world structure in the first Atomic Heart was far from perfect. While going through all the player feedback, certain points came up time and again. For example, many players wished they could return to the flying city of Chelomey, which in the first game was limited to just story sequences.

Another important piece of feedback was that many players found it hard to fully immerse themselves in exploring the world because they constantly had to fight the “Kollektiv” system, which kept spawning and repairing robots. While this was intentional – to make the player, like the protagonist, always feel under technological threat — we realize that from a balance perspective, it wasn’t the best decision.

With Atomic Heart 2, we want to address all of these concerns. Combined with a much stronger RPG focus, our goal is to let players feel like they truly belong in this vast, living world. Since the development of the first game, our team has grown significantly — both in size and expertise — so now we’re approaching the task of building an even wilder and more alive world with great enthusiasm.

Building The Chaos Of Atomic Heart 2: Robots, Ruins, And Revolution

The original Atomic Heart got a pretty mixed reaction, but it clearly found an audience and its fans. Was there any feedback that genuinely surprised you, like something players picked up on or loved that you weren’t expecting?

Rob Bagratuni: Atomic Heart was our very first project, and we are honestly happy and proud of the great results it achieved. We earned a bunch of nominations and awards, and on Metacritic, the project became #1 among the most discussed PC games of the first half of 2023, which showed us an incredible level of engagement and support from players all over the world. Of course, there were things that weren’t perfect, but we’re deeply grateful for all the feedback and love from our fans — without them, none of this would have been possible, and it truly motivates us to keep building the Atomic Universe and pushing ourselves further.

And yes, sometimes we were surprised by what exactly players loved the most. For instance, we were genuinely amazed by the response to certain characters — especially the robots — while on the other hand, some characters we personally loved ended up almost unnoticed.

“With the sequel, Atomic Heart 2, on the way, Mundfish isn’t just revisiting that chaotic magic; they’re dialling it up…”

We knew the Twin ballerinas and the unhinged repair vendor NORA would get attention, as they’re really hard to ignore, but we didn’t predict just how much attention they would get — they became kind of a phenomenon. They sparked endless fan art, cosplay, and discussion threads — and it absolutely blew our minds. But of course, we’re happy that players found these aesthetically striking, bold, and intriguing characters so appealing – they were designed to highlight the escalating danger of AI and technology, and the emotionally conflicting forms it can take.

Another big surprise was how many people connected with Major P-3’s catchphrase “Crispy critters!”, which unexpectedly became a meme. It’s quirky, but it actually has a tragic backstory: after a severe injury, during surgery, one of the medics, shocked at the extent of the Major’s burns, muttered “crispy critters,” and P-3, in his fragile state of consciousness, heard it and the phrase just got stuck. Some people found it ridiculous, others found it hilarious – but in the end, it stuck in everyone’s heads in a way we never anticipated. We even had internal debates like, “Do we bring this back in the sequel?” But to know the answer to that, everyone will just have to wait and see.

Building The Chaos Of Atomic Heart 2: Robots, Ruins, And Revolution

The machines in Atomic Heart had way more personality than people expected, from the Polymer glove to NORA to the Ballerina Twins. Are we getting more of that weird charm in Atomic Heart 2, or are the robots taking a different kind of spotlight?

Rob Bagratuni: Oh, you bet we’re bringing back that wonderfully weird charm — it’s very much intact, but we’re adding even more layers to it. Our goal is not to make the robots generic, and this time, some of them might take on even more complex roles, sometimes having even more personality than actual people.

We’re exploring the idea of machines not just as enemies or comic relief, but as entities that can surprise you — maybe even evoke empathy or present moral dilemmas. As always, we let our imaginations run wild, and our team is having a blast coming up with new robot designs and personalities — we want them to feel like part of a living world with their own motives.

Atomic Heart flirted with horror but never fully committed. Is Atomic Heart 2 leaning darker and scarier this time around, or still riding that unsettling middle line?

Rob Bagratuni: I’d say the goal is to maintain balance, so you’re completely right about the unsettling middle line. We like to play on contrasts between light and darkness, and this idea actually runs through the entire concept of our Atomic Universe. So, just like in the first game, moments of terror can be followed by moments of absurd humour or high-octane combat. That contrast creates a rollercoaster of emotions and actually makes everything that comes next hit harder.

Combat hit hard in the original, but it was the music that really pushed those fights into overdrive. Are the same composers back for Atomic Heart 2, or are you switching up the sound of violence?

Rob Bagratuni: We’re absolutely keeping the musical direction and atmosphere that players loved in the first game. The retrofuturistic, dystopian alternate-history world of Atomic Heart wouldn’t feel the same without its signature soundtrack, and music remains one of the key ways we express its identity. Just like before, you can expect dynamic combat tracks alongside a rich mix of regional classics and global hits. If you think back to how songs like Komarovo and Trava u doma became such unforgettable moments in Atomic Heart, rest assured — that vibe remains strong in the sequel.

As for the Atomic Heart 2 announcement trailer, we used Queen’s Don’t Stop Me Now. That choice doesn’t mean we’re changing direction — it’s about broadening the emotional palette of the universe, as the events in the sequel are now reaching a global scale. Interestingly, this track was actually released in the USSR in the late ’70s on vinyl under the name КВИН – Не останавливай меня. It’s exactly the kind of cultural crossover that fits seamlessly into our Radio of the Future — something familiar, yet reimagined through the lens of our unique world.

Building The Chaos Of Atomic Heart 2: Robots, Ruins, And Revolution

The alt-history setting felt like a Soviet Union filtered through a dream and a breakdown. What’s inspiring the world of the sequel? Are you building on that foundation or shifting into new territory altogether? To that, the tone in Atomic Heart was so unique. Part alt-history, part acid trip. Are you keeping that same vibe for the sequel, or are you steering things somewhere even stranger this time?

Rob Bagratuni: The events in the world of Atomic Heart affect far more than just Facility 3826 locally — the consequences of the AI and robotics failure are felt all over the globe. That’s exactly what we intend to explore in the sequel: it will show how this collapse has impacted the rest of the world on social, cultural, and technological levels. At the same time, maintaining authenticity is incredibly important for us. As we expand our universe with new elements, we remain fully committed to the beloved aesthetic and atmosphere of the first game.

From a narrative design perspective, we faced a challenging task — preserving continuity while also creating space for something new. Although the locations will become truly vast, it’s not just about expanding the map, but about broadening the perspective from which the story is told.

To realize this vision, we’re even collaborating with an architectural firm that is helping us design a massive city for Atomic Heart 2. This firm has previously worked on real-world projects in the UAE, including for royal families whose ideas often go far beyond the ordinary. So, the megapolis glimpsed in the announcement trailer will become a thoroughly thought-out and believable retrofuturistic city — a place where the triumph of science and technology is fully embodied.

Building The Chaos Of Atomic Heart 2: Robots, Ruins, And Revolution

The machines and mutant enemies were big showpieces in the first game. Are we seeing a new kind of threat in Atomic Heart 2, something that changes how players approach combat or movement?

Has the relationship between the player and the glove changed in Atomic Heart 2? Is it still a tool, a character, or something new entirely?

Rob Bagratuni: We’re not ready to reveal all our cards just yet, but what I can say is that we always aim to surprise players and push the boundaries of what they expect. But of course, you can be sure that the roster of deadly and bizarre threats you’ll face in Atomic Heart 2 will be expanded, and the level of interaction and use of the polymer glove will be taken even deeper – our goal is to reimagine and enhance everything. Combined with a stronger RPG focus this time, it will deliver a completely new and truly immersive experience.

If someone only played five minutes of Atomic Heart 2, what do you hope sticks with them? What’s the moment that tells them this is what we’re doing now?

Rob Bagratuni: From the get-go, I hope players are struck by a combination of awe and intrigue. The opening moments we’re crafting are designed to immediately telegraph that the sequel is upping the ante in every way.

Visually, I want players to instantly notice the technological and graphical leap. The fidelity and detail have been cranked up thanks to our shift to Unreal Engine 5, and I expect players to see how much richer and more dynamic everything looks and feels – features like Nanite and Lumen are being put to work to deliver richer details, more realistic lighting, and to pull you in immediately.

One takeaway I want is, “Wow, this world feels alive and real.” And we want that immersion to hook players instantly and make them buckle up – because this is just the beginning.

Building The Chaos Of Atomic Heart 2: Robots, Ruins, And Revolution

There’s a strange kind of honesty to how Atomic Heart 2 is shaping up. A sequel that doesn’t pretend the first game was perfect, but leans into its jagged edges and cranks the volume.

It’s clear that Mundfish knows exactly what kind of weird energy fans are showing up for, and they’re not afraid to go louder, weirder, or more ambitious. Whether that means deeper RPG systems, more emotionally deranged robots, or a neon-drenched Soviet megacity built with help from architects to actual royalty, Atomic Heart 2 looks like it’s aiming for the moon and polishing every gear along the way.

And if nothing else, you can probably count on the glove to still whisper something inappropriate while the world falls apart around you.

Justin Wood
Justin Wood

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