Hey everyone,
just a small fix today
Steam Cloud now finally correctly works (just 5 years late).
Until next time

Steam news
Full Steam announcements and update articles for this title.
Hey everyone,
just a small fix today
Steam Cloud now finally correctly works (just 5 years late).
Until next time
Hey everyone!
INDUSTRIA 2 is delayed to April 29th.
We can imagine that for those people who waited eagerly or even set aside some free time today to play the game once it's out (like I read from a fan earlier), this must be very disappointing and very frustrating. Especially this close to the release. We promised something and didn't make it happen and we are sorry for that. The only reason to delay this, is to make this game more fun for everyone.
It's totally fine if you stop reading here, but if you want a more open and transparent peak behind the development curtain please go ahead:
It's truly unbelievable to hear for us, that people care that much about this crazy project we have been working on for years now, including the prequel. People setting apart free time, taking off work, being inspired to make their own games and or just being pushed through a difficult time in their lives. That's beyond what we imagined this journey we started 10 years ago sitting in our bedrooms would lead to.
Turns out finishing a high fidelity singleplayer FPS campaign with a team of 8 is hard. We are punching above our weights with this one once again. On one hand, this is exactly why it's exciting for us and apparently for a lot of people out there. Hearing from players and testers that this game sometimes can feel close to the games that inspired us growing up, like Half-Life, Bioshock and Resident Evil, is unbelievably beautiful and motivating.
On the other hand, it's sometimes overwhelmingly difficult for our tiny team scattered around the globe to make it fully click without burning out and being able to pay everyone fairly every month. A hard balance between passion and the reality of paying bills that most creatives out there face.
A small consolation for those who can't wait: we published the track from our composer No Bloom Now from the Teaser for y'all to listen into on all platforms:
We totally get all potential frustration from the delay. It just needs a little bit more time in the oven. For a small and agile team like ours, these two weeks go a long way.
Thank you for the patience a tired but excited bleakmill team
Greetings friends!
We’ve got some short but amazing news post for you today: INDUSTRIA 2 is launching next Wednesday, April 15th!
To set the tone and get you into the proper mood for next week, we prepared a new teaser for you to check out right here:
And since many of you really enjoy our deep dives into various aspects around INDUSTRIA 2, we highly recommend keeping an eye on our Steam page and our socials during the remaining days until the upcoming release.
There is more awesome behind-the-scenes stuff we can’t wait to share with you.
All the best, and see you soon! David & the bleakmill team
Greetings all!
Since we launched the open playtest seven days ago, well over 10,000 players have tried INDUSTRIA 2 and provided us with loads and loads of constructive and valuable feedback.
The open playtest was actually supposed to end in less than an hour, but we decided at short notice to extend the duration. You now have until next Monday, 6 October at 8am PDT / 5pm CEST to explore the old cannery building with Nora.
A few facts to get you started:
The playtest is a small part of the final game, an early level, shortly after game start. Nora has to find a way through an old Cannery building with a familiar person she just met.
You will fight 3 different enemies with 3 different weapons and an upgrade station, as well as being able to craft a few tools such as a Pipebomb, Firebomb and Trip Mine.
Everything is of course subject to change and work in progress. There will be bugs, performance issues and balancing problems (finding those is the whole point of this).
When starting the playtest, you can choose between Ray Tracing (DX12) and Performance Mode (DX11). For extra performance, choose DX11, while still enjoying a consistent art style. Also feel free to play around with the graphic settings to find the best performance for your system.
Here are the minimum requirements:OS: Windows 10 / Windows 11 (64-bit OS required)
Processor: Intel i5-8600 or AMD Ryzen 5 3600
Memory: 8 GB RAM
Graphics: Nvidia GeForce RTX 2060 Super (8GB) or similar
DirectX: Version 11
Storage: 10 GB available space (SSD recommended)
Happy Friday and all the best David & the bleakmill team
Hey all!
Today is the day we worked towards for the last weeks: you can access our INDUSTRIA 2 Playtest now. As it's a public playtest, you will get instant access to the game if you opt-in on the store page:
A few facts to get you started:
The playtest is a small part of the final game, an early level, shortly after game start. Nora has to find a way through an old Cannery building with a familiar person she just met.
The playtest will be available for one week (from today to October 3, 4pm CEST).
You will fight 3 different enemies with 3 different weapons and an upgrade station, as well as being able to craft a few tools such as a Pipebomb, Firebomb and Trip Mine.
Everything is of course subject to change and work in progress. There will be bugs, performance issues and balancing problems (finding those is the whole point of this).
When starting the playtest, you can choose between Ray Tracing (DX12) and Performance Mode (DX11). For extra performance, choose DX11, while still enjoying a consistent art style. Also feel free to play around with the graphic settings to find the best performance for your system.
Here are the minimum requirements:
OS: Windows 10 / Windows 11 (64-bit OS required)
Processor: Intel i5-8600 or AMD Ryzen 5 3600
Memory: 8 GB RAM
Graphics: Nvidia GeForce RTX 2060 Super (8GB) or similar
DirectX: Version 11
Storage: 10 GB available space (SSD recommended)
We attached a survey to the end of the demo. Takes 5 minutes to fill this out and will help us a LOT to gather feedback early and get this into the final game. ❤️
We hope you will have fun and sink into the world of INDUSTRIA 2 thats so close to our hearts, and that we finally cant wait to share with you!
All the best,
the bleakmill team
Hey everyone!
August was a crazy time for us here at bleakmill. For the first time in 10 years, we brought together almost the whole team in person. As some of you know, we all work remote from all over the world on INDUSTRIA 2. But with having a playable showfloor demo at gamescom this year, we decided to finally step into planes and hug each other for a 4 year late “congrats-for-releasing-industria”-hug.
As if that wasn't enough, we had six computers constantly being used by people visiting the gigantic booth our publisher Headup set up. We had some hardcore INDUSTRIA-fans popping by, as well as people from Naughty Dog and Crytek checking out the demo and giving us super sweet feedback on it. After two official days, we already said goodbye to each other, warmingly overwhelmed from these few intense days in Cologne.
The demo itself ran like a dream and apart from a few crashes here and there (despite running almost 24/7) we had no issues really. A few small Level Design and UX issues were pointed out and are already on our list for fixes.
Now it's time for us to move on to the rest of the game. But not without preparing the same demo as a Steam Playtest. The last few weeks were spent a lot on performance and technicalities like FSR implementation, much deeper graphical settings as well as a difficulty selection on the demo start.
Very soon you'll be able to also play the demo. We are awaiting your feedback, which will directly impact the rest of the development time.
Thanks for the ongoing support and all the best from everyone at bleakmill! David & The Bleakmill Team
Hey all! It’s been a while!
Today we are happy to share another commented gameplay video. INDUSTRIA 2 is part of the Games Forged In Germany event and therefore, we decided to give you all another glimps into one of INDUSTRIA 2ˋs levels: the cannery.
Keep in mind that what your about to see is work in progress footage, so expect some things to change.
One of the most interesting things for us, was to have a full circle of INDUSTRIA 2ˋs core gameplay in a coherent, well looking level. In the last year we have worked on countless gameplay systems, like AI for enemies and companion, the diegetic inventory including crafting, multiple weapons, an upgrade system, physics interactions, looting, a motion sensor for stealthy gameplay and of course our art style itself (with a view things still to come which haven’t made it into the video).
Now it’s time for us to bring all the elements together, which honestly, is even more challenging than creating all the pieces. The video starts with Nora entering the hub level, from which there are two sublevels accessible. It features a main puzzle, which has to do with a huge pump relay built by the machines, branching into the levels nearby. The goal here is to create spaces for the player to return to, to create a sense of place and time. Our companion, Marlene (which you maybe saw in the story trailer), will wait here for us, as she is unarmed and injured.
Nora proceeds into the West-wing of the Cannery. Here she encounters multiple ATLAS robots. She can use her motion sensor to make more strategic decisions, on how to move through the level with as little as possible enemy contact. INDUSTRIA 2 is not about gunning down every enemy on sight. Ammo is scarce, levels are dark, enemies can grab Nora and kill her if she doesn’t free herself in time.
Nora makes her way into the attic space, where a big ATLAS cluster holds the item she needs in order to proceed in the hub level. When she returns, a new enemy is introduced. We call him the „Surger“. A Vampire kind of humanoid. It run dry of the fluid we call Petrichor (basically the machines fuel they produce themselves), making it ravenous, almost craving to find more of the fluid it needs so desperately.
We needed to end the video there. But there are good news: if you attend the Gamescom in cologne in august, you can play our first demo on the showfloor. We will be present with almost the whole team. For those who can’t attend physically, well have a Steam Playtest starting a little bit after Gamescom.
We hope you like what you saw and wish you a good weekend. See you soon! David & the bleakmill team
About
This page aggregates Steam news feeds, patch notes, and developer announcements for INDUSTRIA, 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 INDUSTRIA 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.
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