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Steam News3 December 20257mo ago

SKAZ: SHADOW OF THE TSAR — ROADMAP

⭐ 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.

In this update14

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Full SKAZ: Shadow of the Tsar update

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What changed

0 fixes4 additions4 changes0 removals
  • Gameplay
  • UI and audio
changed⭐ 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.
changedCore 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
addedCore 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
changedResult: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
addedCore 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
addedCore 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

SKAZ: Shadow of the Tsar changes

changedIsometric 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.
changedDevelop 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
addedGrow 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
changed10–15 minutes of live gameplay • Combat, HUD, and camera implemented • Working assets and animations • Format: technical demo-build for internal showcases and early reveals
addedImplement “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

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

Steam News / 3 December 2025

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