Tunguska 2: Whitefall news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Steam app typegame
- Steam App ID3536500
- PriceNo longer available on Steam Store
- Release dateTo be announced
- DeveloperRotorist Workshop Inc
- PublisherRotorist Workshop Inc
- Parent gameNot available
Company pages: Developer: Rotorist Workshop IncPublisher: Rotorist Workshop Inc
No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.
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Tunguska 2: Whitefall Steam news
Tunguska 2: Whitefall news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Tunguska 2 Dev Progress Update - 11 May 2026
The Vanguard OutpostIt's been a while since I wrote another devlog on the progress of Tunguska 2: Whitefall! During this past months I was building out the beginning quests in the Vanguard Outpost, where you'll start off the game as a guard amidst a faction crisis. Here you can see the undecorated Vanguard Outpost sitting south of Iskraprom, the Vanguard Headquarters:And I think I must have some issues, because somehow I spent a lot of effort building the bathroom xDNew Weapon Durability SystemWhile designing the quests, I came up with the idea of a more in-depth weapon durability system for Tunguska 2, so I quickly coded it up and revamped the weapons database. Basically, instead of having just a "Durability" that dictates the gun's performance, there are now four pieces of the puzzle:Maintenance (cleanliness, sharpness etc.)Weapon part 1 (Barrel for guns, Edge for melee)Weapon part 2…
- Revealing The Whitefall Visitation - 9 January 2026
Tunguska 2 Dev Progress UpdateHappy New Year! Over the holidays, I was able to make some nice progress with the sequel - Tunguska 2: Whitefall. The game world can now transition from normal state to the fearsome Whitefall state!The event begins with the white substance falling from the sky, gradually covering the ground. This period would last for days, during which some special gameplay would be available.And then when the "snow" stops, a visitation/blowout will take place, followed by a transition of the map into full Whitefall mode, with howling winds, freezing temps, foggy air, and something more scary...Fellow Ghoul Hunters, allow me to introduce to you the "Meatball", a type of Monolithic Manifestation (or MM). Like the Distortions, they are a reflection of what's going on in another dimension, linked to our own by the Whitefall; but unlike the Distortions, they are restless, invi…
- "T-Life" AI Demonstration! - 11 November 2025
After a month of work, we can now follow a team of NPCs and watch them explore the map and return to base 😎 I'm excited to show you this gameplay video:Note at the beginning when the NPC runs towards his teammate (leader), he was just standing there looking at the running guy, and then turn around to walk when he got close enough. This is intentional and is a nice little touch for squad behavior :)
- Development Update, Nov 5, 2025 - 5 November 2025
I have been slowly making progress with the "T-Life" global AI. Here's a quick GIF showing the NPC squads bustling around a non-active map, visualized with symbols:(Sorry about the small size, Steam only allows 5MB max per file)Currently, the NPC squads (each capsule) traverse to a destination, wait for some time, and then go home. If the destination is on another map, it'll spend some time in a "traveling" state before emerging there. And if they emerge on a map player is on, actual NPCs will spawn according to the data in memory. All the NPCs preserve their stats - name, identity, appearance, health, etc. as they move between maps, which means you'll be able to follow them around. It's been a challenging feature to code because I have to build it upon an existing NPC infrastructure which wasn't initially made for AI free roaming. But it's coming together!
- Tunguska 2 Development Update, Demo Roadmap - 25 September 2025
Dear Ghoul Hunters,Hope you are having a great day! I'm happy to announce that the development of Tunguska 2: Whitefall has reached an important milestone: the 10-month-long 3D modeling/texturing/level building for the demo has been completed! Now I have a better idea of what can be included in the demo for Tunguska 2, and a timeline for it to meet the world.This is what I have in mind to be included in the demo:Maps:Iskraprom - previously a metal work factory, now the base for the Vanguard faction. West Petrovsky - A vast stretch of rural region contested by multiple factions.Quests:Procedurally generated contracts and some side quests. Main storyline will not be included to avoid spoiling.Features:Updated AI system that allows many NPCs to be present on the map, who will be roaming around and carrying out emergent objectivesNew survival mechanics during Whitefall stateUpdated crafting…
- Development Update, Sept 10, 2025 - 10 September 2025
Tunguska 2: Whitefall Development Progress UpdateGhoul Hunters and Future Predators!It's been a month and as promised, I'm excited to show you what I accomplished thus far! I was able to complete two more Points of Interest on the Petrovsky map: a commercial strip with a diner (called "Roadside Cantina"), a grocery store, a couple of water towers, and a warehouse; as well as a smaller village with fancier houses with a nearby pond filled with garbage - a potentially highly radioactive area. There is a pasture field between these two locations which will later become a highly contested area due to the presence of inter-dimensional crystals used to power or seed specialized equipment.I posted a new set of screenshots, as well as a new "walk-around-the-map" video the Steam page. Come check it out, and wishlist the game :)Also, I realized that someone had created a request on GOG for Tungus…
- Development Update - May 2025 - 5 May 2025
Thank you for following the devlog for Tunguska 2: Whitefall! I will post monthly updates of the development progress as I work my way through this ambitious project. Artwork Update This month I mainly worked on a collection of village houses and some old furniture. Each house has two models - one normal look, and one covered in Whitefall. World Building Update I came up with the design of the first map, named Petrovsky, for which these village houses were made. Instead of the series of small maps from Tunguska 1, the sequel will feature several large maps, each containing many locations for player to explore and complete quests at. The state of these large maps don't stay static, though. They will alternate between normal state and Whitefall state, and each time the player enters it, things might change - distortions, loot, NPCs etc. (also based on the need of the plot). So every time…
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