


We were also inspired by shooters like Doom Eternal. Were there specific projects that inspired the game itself and its combat system?Īs we already mentioned, we drew some ideas from the Soulslike genre. So we hope that we managed to achieve this goal.

Hence the concept of save rooms, which is also quite an unusual element for modern first-person games. We decided to put melee combat at the forefront to recreate the feel of the Soulslike genre, which we initially looked up to when working on the core mechanics of the game. So it was interesting for us to experiment and show familiar mechanics in a new light. Mundfish game design team : From the very beginning of development, we aimed to create a shooter that would be different from other games in the genre. Different weapons have unique charged attacks, such as crushing blows or reflex blades, that consume your energy.Melee combat is an essential part of the gameplay as you can minimize the use of firearms and still effectively fight most enemies by making the right upgrades.Each weapon has its own stats (damage, attack speed, range, etc.) that can be improved.There are several types of melee weapons in Atomic Heart, ranging from the basic fire axe to different blades and maces that can be crafted using blueprints.
