Building a Sequel Is (Very) Hard
Hello again.
If you’re reading this, you probably played Nature’s Ascendancy.
Maybe you explored the jungles. Maybe you got too close to the wrong pool of water.
Or maybe you just liked wandering in silence and slowly realizing something was wrong.
Whatever brought you here—thank you. The response to the first game meant the world to us. For something built out of passion (and panic), it landed in a way we honestly didn’t expect. And that gave us the push to do something bigger.
So yes: Nature’s Ascendancy II is now in full development.
And let us be very clear up front:
Sequels are hard.
Way harder than the original. And today, we’re going to break down why—then walk you through where we’re at, what’s already working, and where it’s going.
Why Sequels Aren’t Easy
There’s this assumption that sequels are easier because “you already built the foundation.” But that’s only partially true.
Here’s the reality we ran into:
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The systems we built for Nature’s Ascendancy weren’t scalable.
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Our UI/UX needed to be rebuilt from scratch.
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Most of our animations, interactions, and player feedback systems had to be thrown out.
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And UE5 (especially 5.6) is powerful, but very different under the hood.
But the real challenge?
Not losing what made the first game special.
We had a very deliberate tone in the first game:
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You were alone, but not helpless.
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There was a linear story, but no cutscenes.
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You were always exploring, always vulnerable, but rarely explicitly guided.
We want to keep all of that — while deepening the systems, darkening the tone, and raising the bar in terms of atmosphere, detail, and gameplay flexibility.
What the Sequel Is (and Isn’t)
It’s still linear — one narrative path, no sandbox distractions.
It’s still exploration-heavy — you define the pace.
It’s still about the environment telling the story.
But now:
The world is far more detailed, with 150k+ active instances running smoothly.
The tone leans into psychological sci-fi horror — not gore, but unease.
The systems are more complex — with hunger, thirst, energy, suit integrity, and temperature all tied into survival, better than before.
So, What’s Done So Far?
Core Systems:
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Inventory: Fully functional inventory with slots, item descriptions, and tooltips.
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Crafting: Raw materials → refined → crafted gear. Modular system for future tiers.
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Consumables: Hunger/thirst/energy tracking integrated with survival stats.
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Interaction: Pick up, drop (with short-term physics), equip, use. Simple and extensible.
Player Movement:
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Built using ALS as a foundation, with heavy customization.
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Slower traversal in mud/water. Responsive climbing and vaulting.
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Swimming is in development, and will tie directly into underwater zones and suit upgrades.
Environment Optimization:
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We’re targeting 150k+ foliage instances with no significant performance loss using Nanite.
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Lumen is our lighting system, paired with SSR for reflective surfaces (especially in underwater sequences).
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World streaming is working. Zones are async-loaded for better memory handling and exploration.
Save/Load & UI:
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Fully functional main menu, slot-based save/load, and world state persistence.
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PDA interface is contextual: the character taps their wrist, and a clean UI overlay appears (think the original pause-style menu, but diegetic).
Design Focus: Intertwining stats
In Nature’s Ascendancy II, your suit isn’t just armor — it’s your life support. Every stat is tied to its condition.
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Hunger/Thirst: Weakens you over time, drains energy, slows recovery.
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Energy: Required for filtration, temperature control, healing. When it’s gone? You're dead.
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Temperature: Cold disables mobility; heat burns energy rapidly.
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Suit Integrity: When breached, you bleed O2, lose pressure, and suffer internal trauma.
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Oxygen (Underwater): Managed carefully. Eventually upgradeable.
Subsections of the world (especially aquatic biomes) will demand mobility gear, propulsion tools, and upgrades to access.
Final Thoughts
Sequels are difficult because they need to be better—but also faithful.
And that's what we're trying to do here.
Not a "bigger" game. Not a sequel with feature creep.
Darker, more atmospheric, riskier Nature's Ascendancy.
Thanks for sticking with us.
We’ll see you in the mist.
NaturesAscendancy II
Survive a haunting alien world, where danger grows the deeper you explore and uncover the fate of those who came before
Status | In development |
Author | NextHorizonGames |
Genre | Survival |
Tags | Aliens, Crafting, Exploration, First-Person, Open World, Photorealistic, Psychological Horror, Sci-fi, Singleplayer, Survival Horror |
Languages | English |
Accessibility | Configurable controls |
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