In this update14
Full notes
Full SKAZ: Shadow of the Tsar update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
SKAZ: Shadow of the Tsar changes
⭐ SKAZ: SHADOW OF THE TSAR — ROADMAP (ENGLISH VERSION)
Isometric action-RPG where memory is weapon, fate, and currency. Every recovered memory reshapes the world, your abilities, and your identity. Awaken without a name in the darkness of four intertwined realms — and survive. As long as you’re remembered — you live.
This roadmap outlines the key milestones from foundation to the release of Chapter One.
🜁 PHASE 1 — FOUNDATION
Status: Completed (October 2025)
Core Tasks:
• Develop the main game design document • Establish the visual and artistic direction • Build the first gameplay prototype • Launch and structure project social channels • Set up internal documentation and the production pipeline
Goal: A stable beginning — the project exists, the team is aligned.
Result: Concept, narrative pillars, team structure, documentation, first assets.
🜂 PHASE 2 — CONSTRUCTION
Status
In Progress.
Completion
December 2025
Core Tasks:
• Grow the community (VK, Telegram and others) • Add rough voiceover for key scenes • Implement skills, crafting, inventory, and core controls • Build the base combat system and enemy AI • Create the starting location and UI visual elements • Begin promotion through VK / TG / DTF and first publications
Goal: Present a living build and gather the first wave of support and feedback.
Result:
• 10–15 minutes of live gameplay • Combat, HUD, and camera implemented • Working assets and animations • Format: technical demo-build for internal showcases and early reveals
🜃 PHASE 3 — MEMORY MECHANICS
Q1 2026
Core Tasks:
• Implement “Memory as a Resource” — the key mechanic of SKAZ • Add save and progression systems • Expand narrative: new NPCs, scenes, and dialogue branches • Optimize combat and UI • Prepare the final internal testing build
Goal: A fully functional vertical slice featuring the signature Memory mechanic.
Result:
• Playable internal alpha build • Completed Chapter One script • Memory systems, dialogue choices, and world reactions fully implemented
🜄 PHASE 4 — PROMOTION
Q2 2026
Core Tasks:
• Expand story content and Chapter One gameplay • Add voice acting, new art, and original soundtrack • Prepare the second trailer / teaser • Launch PR campaign: press, bloggers, gaming media • Prepare applications for showcases (VK Play Showcase, Indie Cup) • Submit to industry funds and grant programs
Goal: Attract industry attention and prepare the demo for public release.
Result:
• Trailer and teasers completed • Early player test sessions held • First media coverage and partner publications received
🜅 PHASE 5 — PUBLIC DEMO
Q3 2026
Core Tasks:
• Participate in VK Play, Indie Cup, DevGAMM, Steam Next Fest • Gather feedback and refine UX/UI • Pitch to publishers and investors • Begin full production of Chapter One • Set up analytics and telemetry systems
Goal: Present the game to a wide audience and collect high-quality feedback.
Result:
• Public 40–60 minute demo for festivals and Steam Next Fest • Active PR campaign and early reviews • Production pipeline prepared and analytics integrated
🜆 PHASE 6 — RELEASE: CHAPTER ONE
Q4 2026
Core Tasks:
• Complete the first story chapter (2–3 hours of content) • Add a new location — Kitezh / Road of Oblivion • Finalize voice acting, localization, and cutscenes • Implement factions and reputation system • Release the game on VK Play and Steam
Goal: Deliver the commercial build and open the SKAZ universe to players.
Result:
• Full Chapter One (3–4 hours of content) • Release on Steam, VK Play, RuStore,
Source
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