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Hello everyone! I've summarized the first week and can say that Alec's release did not attract the attention of either the audience or bloggers. The game is practically uninteresting to anyone. I haven't even recouped a small portion of my investment; fewer than 200 copies have been sold. From this, I conclude that the project simply isn't needed, which means there's little motivation to continue working on it. Nevertheless, I will try to make some changes (mostly cosmetic). But don’t expect this to happen anytime soon. I planned to gather statistics and feedback for the first few months, which are currently very minimal and mostly negative.
Regarding bugs and glitches, please post your suggestions here (but not randomly; be specific about what you'd like to see—comments like "the game is ugly" or "it's a piece of trash" are not constructive and will be ignored. If you don't like it, don't play; it's that simple). However, I warn you that I won't be making significant changes to the game anymore, and don't expect an immediate response from the developer as seen in successful projects. All fixes will now happen as time and resources allow. Right now, I have neither the energy, funds, nor desire. I had a lot of hope for this project; I spent six years of my life on it, and it hasn’t paid off. I’ll have to find a way to survive, improve my financial situation with a regular job, and create something else. I won't be able to take on such large-scale projects with this amount of content again (it doesn't pay off). Of course, I’m willing to make games, but they will be simpler and more intimate. Please don’t be offended, and understand my position. If I had seen strong public interest—if we were talking about at least a few thousand copies sold—I would have devoted myself to patches day and night. As it stands, I don’t see much sense in that, but I will refine some individual things over time, especially for those who purchased the game and enjoyed it.Thank you to everyone who bought the game, played it, and left reviews! I read all of them and take your feedback on board. I might release a couple of patches in the future to fix some of the game’s issues.
Friends! I know I wrote that the release would be on July 3, 2026! Since this is my first release, I didn’t account for the build verification and moderation process on Steam. I submitted the game for review on June 29, 2026! It is still under review. If I don’t manage to finish everything by tomorrow, the game will be published immediately after approval! The finished build is already uploaded, and all tweaks have been made. I hope Steam won’t have any questions. So, please don’t be too hard on me and understand the situation. A couple of days plus or minus doesn’t change much.
Regarding bugs. I’ve done my best to fix everything, and I don’t see any critical bugs (on my computer). I realize there might be quite a few people who find minor issues (if they’re truly minor, my apologies). Of course, I will listen to your feedback and criticism, and you can count on a few patches, but not immediately—I’ll gather feedback for about a month first. I hope no serious problems will arise with the game.The day has come, the hour has arrived when my game ALEK will finally see the light after 6 long and challenging years of development! I want to thank everyone who has followed the project; I realize that there are probably only a few left by now. The game has been in development for too long, but better "late" than "never"! So, the release of the game will take place next Friday, July 3, 2026!
I would like to thank my friends who helped me with testing:Sergey Noskov (indie developer);Ilya Kolesnikov;Nikita Reutov.All the testers agreed that the project is good and memorable. I hope you enjoy my game!I never wanted to create just a "game." I have always been interested in various meanings, hidden meanings, references, and metaphors. Among gamers, these are usually called "easter eggs."
At first glance, this video may seem out of place and completely unrelated to the topic. So be it! That’s how it looks today, but when the game itself is released, you will understand everything. Then you can watch it. Intriguing, isn’t it?Unfortunately, RU only( I thank my fellow game developers for participating in the video.Danila Ermakov (creator of the game "Heart of Altai") – the role of Vanya GonilovKonstantin Kondyukov (creator of "Sumo Tatami") – the role of Zheka LyupinovHello everyone, it's been a while since there was any news!
First of all, I would like to thank everyone who has followed the game to some extent or another. There have been many different events in my life and in the world in general (not always pleasant). Unfortunately, the development of the game has turned into an endless long-term project. There were periods of inspiration, followed by downturns when I wanted to give up and completely lost interest. I poured all my strength and nerves into this project, investing about 400 thousand rubles (around $3,500–4,000), and this is the biggest and most significant project in my life. I want to apologize for the long development time and endless delays, but guys, believe me, developing games when you're doing it alone and it's not your main job is hard. I would even say it's a feat. Of course, a game of this kind could have been developed easily in two years rather than 5-6 if you know how and what you want)...
At the moment, the game is almost finished and in the polishing stage. I won't specify any release dates; I’ll only say that it’s not as long as it already took. And for the release, I’ve prepared a small contest for everyone that will definitely appeal to you. But this surprise unfortunately for ru audience only. Sorry, my foreign friends.
Here are in-game all guns demostration:
I am often accused of having cool and atmospheric trailers, but people ask: what will the game itself look like, which you've been working on for so long? Well, fair enough, so I decided to record some gameplay on the "working arena." I based it on the advanced locomotion system v4 (those familiar with Unreal will understand what I mean). It’s a very flexible animation system for third-person character control (I’d say it’s the best I’ve seen on the marketplace), which I customized for my project. And here’s what came out) The weapons in the game are only domestic manufacturers. We will be fighting enemies with:
Tokarev (Alek’s main weapon)
Makarov (the weakest pistol in the game)
Stechkin with a silencer (when you already have two pistols, the third should be somewhat different; yes, I know that APS has automatic fire, but there are already many automatic weapons in the game)
Ithaca 37 pump-action shotgun, typical of 90s shootouts
VSS – will appear only once but shooting from it will be incredibly satisfying
SKS – same story, appears only once but with an interesting feature at that level
AKSU – one of the main assault rifles; also a nod to the 90s
AK74 – heavy artillery and the most powerful automatic rifle. Don’t worry—you’ll get plenty of shooting from it.
I think this is more than enough to bring your enemies to judgment day. The enemies are mainly various gangsters, but there will also be special forces and even masked killers.
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This page aggregates Steam news feeds, patch notes, and developer announcements for ALEK, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main ALEK statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.