GSC Game World’s journey began in 1995, right in the heart of Kyiv, when a determined 17-year-old named Serhiy Grygorovych decided to launch his own studio. In its early days, the team didn’t jump into creating original games. Instead, they focused on localizing Western software and crafting programs for the children’s consoles that were all the rage at the time. These early efforts might not have made headlines, but they laid down the technical groundwork and team synergy that would shape the studio’s future.
As the company matured, so did its aspirations. GSC turned its sights toward developing its own titles. Their first forays into the world of game creation came in the form of real-time strategy (RTS) games. However, it was the 2000 release of Cossacks: European Wars that truly put them on the map. With its meticulous historical settings, strategic depth, and refined mechanics, Cossacks earned acclaim across Europe and introduced GSC Game World to a global audience.
The studio’s most ambitious vision emerged in the mid-2000s following Grygorovych’s visit to the Chornobyl Exclusion Zone. The haunting silence, crumbling buildings, and eerie landscapes sparked an idea that would evolve into Stalker — a groundbreaking blend of first-person shooter, survival horror, and RPG mechanics. Set in a fictionalized version of the Zone, the game aimed to immerse players in a grim, lawless world shaped by radiation, secrecy, and danger.
After years of development, S.T.A.L.K.E.R.: Shadow of Chernobyl launched in 2007 and swiftly earned cult status. Its non-linear narrative, immersive atmosphere, expansive open world, and attention to detail set it apart from anything else at the time. For many players, the experience wasn’t just gameplay — it was an emotional deep dive into a living, breathing dystopia.
The momentum didn’t stop there. In 2008, GSC released S.T.A.L.K.E.R.: Clear Sky, a prequel that peeled back the layers of the story. A year later, Call of Pripyat arrived to conclude the trilogy, deepening the lore and refining the mechanics that made the franchise a standout. Each new entry added complexity and nuance to the ever-expanding Zone.
Despite a lengthy pause in new content, the S.T.A.L.K.E.R. universe never faded into obscurity. Its loyal fanbase continues to thrive, and the series has transcended gaming to become a symbol of mythos, survival, and human resilience. New generations of players keep discovering the world of the Zone — proof that some legends never die.
From pause to restart: how GSC Game World returned to game development and why it changed owners
After the success of S.T.A.L.K.E.R.: Shadow of Chernobyl, difficult times came for GSC. An attempt to create a sequel ran into several obstacles: lack of funding, internal conflicts, and general disorganization slowed the project. In 2011, the studio announced that it was ceasing operations, the development of the second installment was canceled, and the team effectively disbanded. This was a severe blow to the video game industry in Ukraine.
Only a few years later, in 2014–2015, did the first signs of a comeback appear: a revamped team, the release of a remastered version of Cossacks, and attempts to revive the brand. However, the genuine revival began in 2018, when it was officially confirmed that Stalker 2 was back in development. However, the project progressed slowly — the studio lacked resources and external difficulties.
A key change occurred in 2023 when GSC got a new owner: Ukrainian entrepreneur Maksym Krippa. At this point, Serhiy Grygorovych decided to hand over control of the studio. He had been financing development out of his own pocket for years but could no longer ensure the stability of the project on his own. He agreed to a change of ownership to give the game a chance for a full release and bring it to the international level.
The agreement provided for a precise distribution of shares: 82% of the company came under Krippa’s control, while 18% remained with the founder’s brother, Yevgeny Grygorovych. He is currently coordinating the studio’s development and internal activities. According to Krippa, they were introduced to Grygorovych by Oleksandr Kokhanovsky, the former owner of NAVI, whom Krippa had previously bought out. This meeting marked the beginning of a new chapter for GSC.
Although the amount of the deal was not disclosed publicly, information from Ukrainian and Czech registries shows that GSC has completely come under the control of the new investor. This turning point allowed the studio to finally focus on the main thing—completing the development of Stalker 2 without the obstacles and uncertainties that had hindered it for years.
S.T.A.L.K.E.R. 2 — the challenging journey of a game that has been eagerly awaited for years
Working on S.T.A.L.K.E.R. 2 has been a real strength test for GSC Game World. After the official announcement 2018, the team energetically set to work on development, but plans changed significantly. The events of 2022 threatened the very existence of the project. Some developers remained in Ukraine, while others were forced to leave. The company set up a temporary office in Prague, where it gradually resumed development.
However, the challenges only grew. In 2023, the studio suffered a serious cyberattack — Russian hackers stole and published a significant portion of the game’s materials. Despite the leak, GSC Game World refused to comply with any of the attackers’ demands and continued development. The same year, another crisis hit the team — a fire in the Prague office. But even these events did not break the team.
A new investor, Maksym Krippa, played a significant role in overcoming the difficulties. Thanks to his intervention, GSC was able to keep the team together, improve its infrastructure, and restore its technical base. This financial and strategic support allowed the studio to survive at a critical moment and not shut down the project.
Despite repeated delays in the release date, the team never stopped working. The obstacles were serious, both external and internal. But even in the most challenging moments, GSC never considered canceling the game. Instead, the studio flexibly adapted to the realities and moved steadily toward its goal.
The long and uncertain road finally led to victory — S.T.A.L.K.E.R. 2: Heart of Chornobyl made it to release. Where many projects might have collapsed under pressure, GSC Game World pushed through. The result wasn’t just a long-awaited sequel, but a powerful symbol of endurance, creative grit, and unwavering commitment to a vision.
Powered by Unreal Engine 5, the game reached a technical standard on par with today’s top-tier titles. From lighting to physics to environmental detail, Heart of Chornobyl delivers a modern, immersive experience. But technology alone didn’t define the project. What truly endured through years of delays and disruption was the soul of the series — the oppressive tension, the haunting beauty of the Exclusion Zone, and that eerie sense of realism teetering on the edge of myth.
Market reaction to the release of Stalker 2: did the game live up to expectations
Long before its release, S.T.A.L.K.E.R. 2: Heart of Chornobyl had already become a phenomenon. The game was recognized as the most anticipated game at the annual PC Gaming Show: Most Wanted by PC Gamer — the winner was selected by an expert panel of global gaming legends, including Sid Meier, Tim Schafer, Brian Fargo, and Dean Hall. The choice was unanimous — the new installment of the cult series was the most anticipated game of 2024 by the PC gaming community.
The release on November 20, 2024, did not disappoint: in the first five days, sales exceeded 1.4 million copies, and the peak online audience reached 121,000 simultaneous players. The average playtime at launch was 7.6 hours, and 78% of Steam users left positive reviews.
Over the following months, the project only gained momentum. According to Video Game Insights analytics for April 2025, sales rose to 2.6 million copies, providing GSC Game World with over $125 million in revenue. From November to April, an additional 1.2 million users purchased the game. Engagement also increased significantly: players spent an average of 40.8 hours in the Zone, with individual sessions lasting up to 23 hours. The number of positive reviews on Steam rose to 80.8% — a result of successful implementation and prompt technical support.
Despite the expected decrease in daily audience, the project has a solid base: more than 8,000 players log in daily, with around 3,800 during peak hours. The primary demand came from the US (22% of total sales), Ukraine (16%), and Germany (7%). In addition, in the last month before launch, over 400,000 users added the game to their wish list, demonstrating phenomenal interest.
Despite the general decline in the Ukrainian gaming industry, GSC Game World stands out from the crowd. After the release of Heart of Chornobyl, the studio didn’t just keep up the pace—it entered a growth phase. The company’s staff grew by 50 in just six months, from 220 employees in November to 270 in the spring of 2025.
The latest Gamedev.dou rating confirms that GSC has become the leader in growth among Ukrainian developers, while other studios have collectively cut more than 250 jobs.
The future of the Stalker franchise: add-ons, a possible TV series, and new ideas from the studio
For GSC Game World, the launch of S.T.A.L.K.E.R. 2: Heart of Chornobyl marks not a conclusion, but the dawn of a new era. In an interview with Forbes, the studio’s owner and investor, Maksym Krippa, confirmed that the game has already turned a profit, laying a solid financial foundation for the next chapter in the franchise’s evolution. With the momentum firmly in place, GSC is now shifting its focus to scaling the universe of S.T.A.L.K.E.R. beyond its current scope.
At this stage, the team is prioritizing post-launch support, steadily releasing updates aimed at improving performance, fixing bugs, and ensuring a smoother player experience. These technical improvements are part of a broader commitment to long-term support, signaling that the game’s journey is far from over.
Looking ahead, the studio has ambitious plans. At least two narrative-driven expansions are in the works, along with a standalone multiplayer mode. While GSC has yet to share firm release timelines, they’ve made it clear that quality is the top priority. Rather than rushing out new content, the studio is taking a patient approach — focused on delivering a polished experience that respects players’ time and expectations.
Beyond game development, GSC Game World is exploring an even bigger leap: bringing Stalker to the screen. Conversations with Netflix are already underway regarding a potential television adaptation. While no official deal has been finalized, the studio is approaching the project with care and intent. For them, it’s not just about expanding into another medium — it’s about doing it right.
Preserving the eerie, immersive essence of the Zone is a non-negotiable for the team. GSC is determined to avoid the pitfalls of hollow adaptations and instead aims to capture the soul of the series. The Witcher adaptation has served as a helpful reference point, but the goal is to create something truly distinct — a show that honors the S.T.A.L.K.E.R. legacy while offering a fresh, gripping take on its world.