// Stage 06 · Production
06

The Funded Build

The studio scales. Animator, character artist, AI programmer, level designer, narrative writer. The systems that ship in 1.0 land here.

CLASSIFIED

With Kickstarter funding, the studio scales. Specialists in: animation, character art, AI, narrative, level design. The systems left for 1.0, Stalker AI, boss fights, full crop and irrigation, livestock, module customisation, original score, voice acting, cinematics, all land here. Production is the slow build that makes the game feel finished, not prototyped.

CLASSIFIED
06.01

Hire Team

Animator. Character Artist. Concept Artist. AI Programmer. Level Designer. Possibly a senior writer. Ironbridge goes from solo to a real studio.

// Animator. Character Artist. Concept Artist. AI Programmer. Level Designer. Possibly a senior writer. Ironbridge goes from solo to a real studio.

CLASSIFIED
06.02

Animation Pipeline

Custom Kore locomotion set. Real combat anims. Settler work anims per class, Cook, Engineer, Medic, Farmer, Gunsmith. Reaction anims. Mocap session OR senior hand-key animator.

// Custom Kore locomotion set. Real combat anims. Settler work anims per class. Reaction anims. Mocap session OR senior hand-key animator.

CLASSIFIED
06.03

Character Roster

All 14 Settler classes get unique MetaHuman heads, hair, body variation, full voice packs. Each Settler reads as an individual. The airlock looks populated by people, not mannequins.

// All 14 Settler classes get unique MetaHuman heads, hair, body variation, full voice packs. Each Settler reads as an individual.

CLASSIFIED
06.04

Wildlife & Animals

Companions: Marv proper. Hostile wildlife: irradiated wolves, mutated rats. Livestock: chickens, cows, sheep, rabbits, bees. Ambient critters: insects, sparrows, butterflies. The world feels alive.

// Companions: Marv proper. Hostile wildlife: irradiated wolves, mutated rats. Livestock: chickens, cows, sheep, rabbits, bees. Ambient critters: insects, sparrows, butterflies.

CLASSIFIED
06.05

Combat Depth

Stalker AI (sneak, retreat, flank). Legion encounters with dialogue. Boss fights at story beats. Melee depth (parry, dodge). Weapon variety. Geiger-counter mechanic for proximity warning.

// Stalker AI (sneak, retreat, flank). Legion encounters with dialogue. Boss fights at story beats. Melee depth. Weapon variety. Geiger-counter mechanic.

CLASSIFIED
06.06

Original Soundtrack

'Calm Before The Storm' is the trailer spine. The full score: ambient layers per biome, reactive music per player state, boss themes, intro and outro. Hans-Zimmer-tier composer.

// 'Calm Before The Storm' is the trailer spine. The full score: ambient layers per biome, reactive music per player state, boss themes, intro and outro. Hans-Zimmer-tier composer.

CLASSIFIED
06.07

Voice Acting

ElevenLabs for procedural Settlers. Hero characters get real human voice actors: Mara, Varek, supporting story NPCs. London talent pool is strong.

// ElevenLabs for procedural Settlers. Hero characters get real human voice actors: Mara, Varek, supporting story NPCs. London talent pool is strong.

CLASSIFIED
06.08

Cinematics

Opening cinematic where Kore wakes up. Mid-game Legion reveal. Ending sequence. Story-locked moments rendered in-engine using MetaHumans + the painted aesthetic.

// Opening cinematic where Kore wakes up. Mid-game Legion reveal. Ending sequence. Story-locked moments rendered in-engine using MetaHumans + the painted aesthetic.

CLASSIFIED
06.09

Narrative Writer

A professional writer to structure the full story arc, character backgrounds, faction histories, environmental storytelling. The lore turned into something players obsess over.

// A professional writer to structure the full story arc, character backgrounds, faction histories, environmental storytelling. Lore turned into something players obsess over.

CLASSIFIED
06.10

Module Customisation

Paint your base your way. Per-module colour and material swaps. Brick, wood, tile, metal finishes per tier. Free basics, premium options cost resources. The 'make it home' feature.

// Paint your base your way. Per-module colour and material swaps. Brick, wood, tile, metal finishes per tier. Free basics, premium options cost resources.

CLASSIFIED
06.11

Farming Systems

Beyond the early Greenhouse. Full crop systems, seasonal cycles, soil quality, fertilizer crafting, multi-tier crops. Crop failures become real pressure.

// Beyond the early Greenhouse. Full crop systems, seasonal cycles, soil quality, fertilizer crafting, multi-tier crops. Crop failures become real pressure.

CLASSIFIED
06.12

Irrigation & Water

Pipes, valves, distribution from Water Tank to Greenhouse, Aquaculture, Sanitation. Pipe blockages, leaks, pressure drops. Wells, runoff, condensation.

// Pipes, valves, distribution from Water Tank to Greenhouse, Aquaculture, Sanitation. Pipe blockages, leaks, pressure drops. Wells, runoff, condensation.

CLASSIFIED
06.13

Performance Pass

60fps locked on PC at recommended specs. Lumen and Nanite tuning. Asset budget audits. Memory profiling. Invisible work that determines whether reviews talk about the game or the framerate.

// 60fps locked on PC at recommended specs. Lumen and Nanite tuning. Asset budget audits. Memory profiling. Invisible work that determines whether reviews talk about the game or the framerate.