INDUSTRIA 2 first screenshots-1

INDUSTRIA 2 is one of the first games using Unreal Engine 5.6, public demo released

Bleakmill has just released a public playtest demo for its upcoming UE5-powered narrative FPS adventure game, INDUSTRIA 2. INDUSTRIA 2 is one of the first games that will use Unreal Engine 5.6. So, I highly recommend downloading its demo.

INDUSTRIA 2 has physics-based interactions, a crafting system, and a diegetic inventory. This will be a narrative story-driven title, so don’t expect any GaaS or online/MTX elements. According to the devs, the game will offer a 4-6 hour-long filler-free journey. And, to be honest, I’m totally fine with this. I don’t need games that can last 100 hours with boring side missions. So, more power to the devs.

INDUSTRIA 2 takes advantage of Lumen, and from what I’ve seen, it looks great. According to early reports, the demo runs better than a lot of other UE5 titles. So, things are looking quite good for this title. Not only that, but the game also has a cool system where you can break apart enemy bodies during fights.

Players have five weapons to use. You can upgrade them with things like silencers, bigger magazines, or special attacks. The game will also have full voice acting, music that changes during action scenes, and high-quality sound effects.

You can go ahead and download the demo from this link.

Have fun!

INDUSTRIA 2 Commented Gameplay - Games Forged In Germany

25 thoughts on “INDUSTRIA 2 is one of the first games using Unreal Engine 5.6, public demo released”

  1. the game use forced FG this completely utter BS LOL this game run like dog s**t hide under Frame Generation to make it like ultra optimized game LOL what shame move from Dev

    1. I noticed that frame generation is forced on when you use FSR. It's disabled when using other AA methods (unsure about DLSS as I have a Radeon GPU). Very strange.

    1. good that it performs really well. been play testing a few projects on 5.6 for some time now. noticed the performance upgrade back when it first came out. you can can download UE5.6 and play test it yourself.

      future games will need to be at least at this version to see the upgrades.

      1. UE5.6 performs even better now. developers will still need to of course audit game assets for better polish. like any game engine.

    2. Unreal Engine perpetually sucks a*s with 32:9 because Tim Sweeney has this obsession with horizontal FOV. It's idiotic. Almost every other game utilizes vertical FOV, so you don't get the top and bottom cut off, and most of the time UE games require mods to fix this.

  2. I gave it a try, it seems to be on par with most other UE5 games out there that aren't completely unoptimized. Game's still very much a work in progress though with lots of bugs. I called it quits after I fell through the map during the first enemy encounter. Oh, and the UE5 version for this is indeed UE5.6, specifically 5.6.1.0.

  3. first game was like hl2, this is more like every generic game ever, i dont care about graphics anymore, i want the game to have a soul.

  4. Is there a way to permanently fix studdering when using the Unreal Engine 5 engine? Also, is there a way for developers to eliminate shader compilation on PC releases which are not present in the console releases? Thanks for the information.

    1. ok since you asked, unreal engine 5 was designed with consoles in mind who have a lot of vram and a unified ram pool with a very high transfer rate, so the solution is to use the fastest nvme drive with the fastest motherboard and ram and videocard, it wont fix the problem completely, just make it less apparent. You can also lower your texture quality so less data has to be loaded.

    2. As of UE 5.5+, UE5 should have async PSO at all times alongside the still optional PSO compiling step at the beginning of a game. Further stutters should be reduced by using UE 5.4+ World Partition option.

      Still up to devs to actually use these features and properly implement them

  5. According to the devs, the game will offer a 4-6 hour-long filler-free journey. And, to be honest, I’m totally fine with this. I don’t need games that can last 100 hours with boring side missions. So, more power to the devs.

    That's fine if the game is free.

    Not every game needs to be 60+ hours. But I am not paying money for an FPS with just 4 hours of content.

    1. Why not? If the game is priced accordingly, I don't see an issue. I am tired of overly long games. I welcome multiple short and sweet games that offer new experiences over grinding away at the same game for 40+ hours.

      1. Ok…but … 4 hours? I mean come on.

        When people say they don't need all games to be 60 hours long, they meant maybe 20 hours instead, not 4.

        I doubt many people want to buy a game, download a game, do settings, learn controls….and then shut the game down 4 hours later.

        Games aren't like movies where you just click play, you're spending time setting everything up. You're expecting something in return for that upfront setup cost.

        It's not like these type of narrative FPS on rails have any replay value.

        1. I hear what you are saying, but 4-6 hours is a decent amount of non filler content. It's a small dev team. We can't expect a big game. This type of game lends well to Game Pass or a $20 or less purchase.

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