This project was started at the end of 2019 by S2TCC team. At that time there were ca. 9 people working in the S2TCC team. They were collecting old materials of this forgotten game and tried to analize the old information and screenshots, artworks.
They even tested the concept on the X-Ray 1.6 engine but it didn’t look well enough. Later on in early 2020 they found a modeler by accident on youtube. They asked him to do some locations based on some of the official S.T.A.L.K.E.R. 2 Concept Arts from 2009-12. The locations were made and tested in the engine (link to the video “S2 OldConcept Micro teaser”).
By the middle of the summer 2020 they were building the “novice_mine” prototype, the models were hand-made, and the tests were done on the XR-RL & XR-1.6 engines. They did tests in different time of day, weather changes and different atmospheric soundtracks written by GSC and themselves.
So how Dezowave came into the picture?
At the end of summer 2020 both S2TCC and Dezowave received a set of files from the cancelled S.T.A.L.K.E.R. 2. A few weeks later due to common friends and contacts they met with Dezodor & Loxotron who made several patches already for these resources (recreated the partially corrupted and deleted Nichaz level, and created some other maps based on artworks, fixed engine bugs, fixed models etc.). Since both Dezowave and the S2TCC team was working on the same assets, it was reasonable to cooperate and work together on the project. Thats when Dezowave joined in. The whole team studied the full set of resources, tested different material settings, imported some models from the stalker game torilogy, created and tested various config files, implemented all sorts of things in the source code to find out what the Engine we received can do, and what we can achieve with it.
At the end of 2020 and beginning of 2021 we did a bunch of scenes (locations), by mid 2021 we did a bunch of new shaders and materials. Now we completely know what we what we need to do, we completely studied all the files of the cancelled game, documentation, art content, and every other stuff.
We created a complete development strategy for the project and we are very passionate about that. We will definitely make you happy with the end results.
It is highly possible we will need new members later on, so if you have experience in modeling, programming (c++) please let us know!
Here are some very old pre-production screens from 2019: