Russia 1917: And Then There Was AI
A look back at ManiFiesta 2026, Russia 1917’s persuasive approach and the use of AI for the game’s code, posters and characters.
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Development journals, Marxist games, history, tutorials and essays on video games.
A look back at ManiFiesta 2026, Russia 1917’s persuasive approach and the use of AI for the game’s code, posters and characters.
Read articleMobile optimization, hardware accessibility, resource allocation, an interview with Gameaton and Marxist Games at ManiFiesta.
Read articleThe July 2026 update on the strategic map, the debate menu and the construction of a more immersive political journey.
Read articleThe June 2026 update on strategic, political and economic choices, Pravda and enemy artificial intelligence.
Read articleThe May 2026 update on the limits of the current prototype and the difficulty of integrating the major political debates of 1917 to 1922.
Read articleThe April 2026 update on the mobile redesign, scenario pacing and research into GOAP-style AI.
Read articleThe February 2026 update on the 43 political debates, the pace of the campaign and the experience of the first playtesters.
Read articleThe December 2025 update on balancing the White forces, their alliances and the next steps for Russia 1917.
Read articleThe November 2025 update on the new home page, the 21 enemy camps and the organisation of the artificial intelligence.
Read articleThe June 2025 update on the influence of the Russian avant-garde and the two visual directions proposed in Russia 1917.
Read articleThe February 2025 update on creating, in GDevelop, a strategic artificial intelligence for the White armies.
Read articleThe January 2025 update on the search for a graphic representation inspired by El Lissitzky for the strategic data in Russia 1917.
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