
The recent introduction of The CUBE has left many Atomic Heart enthusiasts astonished. While the original game warranted a sequel—having captivated over 10 million players—the announcement of an online multiplayer spin-off incorporating MMORPG elements came as an unexpected twist.
In light of this exciting news, we reached out to Mundfish for further insights into Atomic Heart 2 and secured an interview with Robert Bagratuni, the studio’s founder, CEO, and game director. Bagratuni graciously shared his thoughts on The CUBE, highlighting the innovative split-rendering technology developed specifically for the game. He also discussed the expansion of the development team to manage multiple projects, the current status of the game (undergoing internal playtesting), and the studio’s commitment to ongoing support and content updates following the game’s launch.

Development Team and Current Projects
How many developers from Mundfish are working on The CUBE?
The team at Mundfish has significantly expanded since the creation of Atomic Heart 1. Initially, a group of approximately 50 developers worked on the first iteration, which grew to around 80 by its release. Presently, the team has more than doubled, organized into specialized groups. One team is focused on DLC#4 for Atomic Heart 1, another is dedicated to Atomic Heart 2, while a separate team is devoted entirely to The CUBE. Many new team members joined following the project’s greenlight, enhancing our capabilities, especially in multiplayer design. Nevertheless, there remains collaboration among divisions, particularly in narrative development to ensure consistency across our broader universe.
Game Concept and Background
How did you come up with the concept for this game?
The concept for The CUBE emerged from an unremarkable phone call. I found myself sketching a tic-tac-toe grid while contemplating how cube tiles could move dynamically. Questions sprang to mind: what if these surfaces could shift or fold? What if this structure was alive, affecting traversal, physics, and even multiplayer interactions? This moment of inspiration prompted Oleg Gorodishenin, our executive producer and co-founder, and me to step away from the call, leading to a creative surge that birthed The CUBE over a mere two hours of brainstorming.
Timeline and Relationship to Atomic Heart Universe
Chronologically, does it take place before or after Atomic Heart 2?
While we’re cautious about divulging too many details, we can confirm that The CUBE is set after the events of Atomic Heart 1. There is a timeline connection to Atomic Heart 2, but we leave it to players to unravel those relationships as more information becomes available. The CUBE serves not just as a standalone concept but as an integral piece of our expanding universe.
Innovative Technology: Split-Rendering System
Can you discuss the split-rendering system? Why is it unique and how does it work?
To realize the vision for The CUBE, we had to engineer completely new systems capable of supporting an ever-evolving world. Central to this effort is our split-rendering system—a revolutionary method that facilitates the real-time movement and rotation of thousands of objects across expansive multiplayer environments. This innovation does not merely provide visual flair; it fundamentally alters gameplay dynamics, traversal, and environmental physics.
The system operates by dividing how motion, rendering, and synchronization occur between clients and servers, ensuring seamless transitions, dynamic gravity, and accurate tracking of objects as the world shifts around players. This enables a genuinely living environment and is currently in the process of being patented. Developed on Unreal Engine 5, we have incorporated custom modifications to its physics and rendering subsystems to fully support our vision, maximizing both development flexibility and visual quality. This technological foundation is what brings The CUBE to life, making it feel unpredictable and engaging for players.
Gameplay Experience and Structure
You’ve presented the game as an MMORPG shooter. Could you share which MMORPG elements will be featured?
At its core, The CUBE is anchored by a deep narrative within the dynamic Atomic Universe. We refer to it as an MMORPG shooter because it intertwines a robust narrative structure with extensive gameplay systems. Features include immersive and persistent character progression, customizable loadouts, long-term gear upgrades, quests, and community-driven evolving objectives. Unlike traditional MMOs that may rely on static quest hubs, The CUBE emphasizes exploration and adaptation to a surreal environment that alters over time.
Players can look forward to engaging in cooperative missions, participating in dynamic world events, and potentially facing off against others in specific areas, depending on context. The environment itself functions like a living entity—part design, part enigma—where individual actions significantly influence both personal journeys and the experiences of others.
Are there any extraction shooter modes or elements in the game? How does PvP work in the game?
Although The CUBE encompasses a variety of gameplay styles, placing a strong emphasis on exploration and community interaction, combat remains one of the tools at players’ disposal. Its essence aligns more with classic MMORPGs than with extraction shooter genres or battle royales, which typically concentrate on immediate competition.
That said, we do incorporate aspects typical of extraction gameplay—such as navigating hazardous areas to secure valuable loot—similar to dynamics found in RPGs like Diablo, World of Warcraft, and Destiny. However, this constitutes only a single aspect of the multifaceted experience that The CUBE promises. Our goal is to introduce players to a fresh and engaging gaming revolution that breaks the mold.
While we aren’t prepared to reveal every detail yet, observant fans might catch intriguing hints about future game elements on the Steam page. Stay tuned for more information!
Will there be any dungeon-like experiences?
Absolutely! Players can expect to encounter dungeon-like zones filled with substantial challenges, powerful foes, and unique rewards. Delving deeper into these areas will lead to increasingly bizarre experiences.
Character Progression and Business Model
What are the differences in terms of character progression with AH2?
While it’s still premature to delve into specifics, know that The CUBE aims to provide a multiplayer experience that allows for flexible adaptation of gameplay styles in response to the dynamic world.
Can you share the business model for The CUBE (free to play or premium)?
We are in the process of finalizing The CUBE’s business model, and at this point, we’re not ready to disclose it. Our paramount focus remains on creating an exceptional game, and when we determine the model, it will be designed to ensure a fair, player-centric experience.

Current Development Status and Future Plans
What is the current state of the game? Are you planning several beta tests to receive feedback from fans?
The CUBE is presently undergoing active internal playtesting, during which we are refining essential systems to ensure a smooth experience. We also have plans for open testing, as involving the community and collecting feedback will be vital for fine-tuning before the final release. Stay tuned for more updates!
What are your plans for the post-launch support of The CUBE?
The design of The CUBE inherently supports a long-term interactive experience. After its release, we plan to continuously roll out new content, quests, story arcs, events, and features, all aimed at keeping the world exciting and evolving.
Thank you for your time.
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