We are still in Moscow. We are still in the underground. We are still facing new dangers.

In the end of the first story, Sergey (protagonist of the predecessor) managed to get out of Moscow's underground. But on his way he took out many of the defense systems of the people, turned them off, broke them and left most of the doors and other openings opened, making it easy for monsters from above to show their destructive power and eliminating the small rest of the civilization in Moscow.
You play as one of ten mercenaries put together into a squad by Sergey's uncle, leader of an underground colony. On the way the group gets attacked by a wave of monsters and you lose the squad.

Now you are alone in the underground world and you still have your task to do.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Post article RSS Articles

Halloween Celebration


Already two months now since the last news... And it's Halloween today... Perfect timing for us to let you know about how we were doing with the game in that timespan.

We haven't finished level two yet, as there were some memory problems with the engine that were not that bad, but we wanted them out of the way, so we could concentrate on making the level great and smooth to play. The level is completely planned through now though, so we can just stick to the plan and it should all go down pretty smoothly. After this level, we will introduce the player to the surface, to Moscow. The player will have to do some interesting tasks there and also both levels will be crucial for the progression of the storyline. So, we have great times ahead!

What also happened in the last two months is that we have got a new team member and what a team member he is. Please welcome FPS Creator master Wolf from Serygalacaffeine! After I have a free server available, Wolf will accompany me with level design and also game design. Besides of that he is a really good 3D artist, so with him we have a very valuable person to the team, not only because of his great talents, but also because he just fits the team very well.
With our newcomer also our new website went online that features a nice and clean design to fit todays standards.

Now on to the even more interesting part. It's Halloween time and we would like to celebrate by teasing you with another screenshot from level two...

... and by releasing our obligatory seasonal wallpaper, Halloween 2013 edition!

Every year the same monsters, but every year they do something else. Dressed as the weapon trader team with the big guy in the center being the boss, they want your sweets and if they don't get them... Well... Run, because the weapons are real.

We wish you an awesome time, have a great day and we will see you around next time!

Jan Maslov (Sector49 team)

Contact us: sector.49 [at] live.de
Be social! Follow us on Twitter, like us on Facebook and subscribe to our Youtube channel!
Canalyst's fourth birthday!

Canalyst's fourth birthday!


This news article is something very special, although it comes a day later than it should. We tell you about what happened in the last year and a half...


ever considered changing to unity or unreal?

Reply Good karma Bad karma0 votes
TheK Creator

Hi corporatefilth, actually we did before starting this project again with FPS Creator. We tried out all kinds of different engines (also spent much money on licenses), but returned to our old friend here, because we would have made an entirely new concept of an entirely new game and was just too much for this little team that can't work fulltime. :)

Reply Good karma+1 vote

So, I'm guessing since the game has levels it is not open world? That's unfortunate, but by no means implies that the game will be bad of course. Not sure if I'm interested in it though. It just seems like the kind of game that would be open world, but then again so does Metro (in my opinion).

Reply Good karma Bad karma+2 votes
TheK Creator

Hello Aralvar, to make it short, Canalyst is not open world which is due to the limitations of the engine. On the more technical side every level with all assets included is copied into memory when loading it. The engine is a 32-bit one and so only 2GB of memory usage are allowed. This just means that we can't put so much stuff in one level, even if we wanted to.

Reply Good karma+1 vote

Great work! Really inspiring.

Reply Good karma Bad karma+2 votes
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.

Follow Report Profile
Canalyst: Forgotten Paths
Developer & Publisher
Send Message
Release date
Game watch
Single Player
Canalyst: Passing Lights
Canalyst: Passing Lights First Person Shooter
Canalyst: Forgotten Paths
Canalyst: Forgotten Paths First Person Shooter
Embed Buttons
Link to Canalyst: Forgotten Paths by selecting a button and using the embed code provided more...
Canalyst: Forgotten Paths
Last Update
30 members
You may also like
Cry of Fear
Cry of Fear First Person Shooter
Doom First Person Shooter
Blood: Fresh Supply
Blood: Fresh Supply First Person Shooter
Doom II
Doom II First Person Shooter
Dead Island
Dead Island First Person Shooter
S.T.A.L.K.E.R.: Clear Sky
S.T.A.L.K.E.R.: Clear Sky First Person Shooter