GSC Game World after the change of ownership: what updates have taken place in the studio with Maksym Krippa

GSC Game World after the change of ownership: what updates have taken place in the studio with Maksym Krippa

GSC Game World was founded in Kyiv in 1995, when Serhiy Grygorovych was only 17 years old. At first, the team did not create its own games, but focused on localizing foreign products and developing programs for children’s consoles. This period gave the studio an important technical foundation and understanding of the industry.

The first steps in game development were strategy games. In 2000, Cossacks: European Wars was released, bringing the studio fame beyond Ukraine. The project was noted for its historical accuracy and well-thought-out gameplay, which ensured its popularity in Europe.

The real breakthrough came with the idea for a game that was born after Grygorovych’s trip to the Chernobyl zone. When the developers first visited Chernobyl in 2002, 16 years had passed since the accident. What they saw — abandoned houses, the silence of ruined cities — formed the basis for S.T.A.L.K.E.R.. The game was created at the intersection of several genres — shooter, RPG, and survival horror — with a unique setting in an alternative Exclusion Zone, where survival is governed by its own rules.

In the photo (from left to right): Andriy Prokhorov (Prof), Serhiy Grygorovych (GSC), Serhiy Karmalsky (Karma), Oleksiy Sityanov (Koan)/ Photo: Oleksiy Sityanov.
The first expedition of Stalker developers to the Chornobyl Exclusion Zone took place on March 29, 2002/ Photo: Oleksiy Sityanov.

In 2007, GSC Game World released S.T.A.L.K.E.R.: Shadow of Chernobyl, which quickly gained cult status. It was distinguished by its oppressive atmosphere, open world structure, unconventional drama, and deeply crafted details. For many, it was not just a game — it was an experience that left an emotional mark.

The following year, the studio released the prequel S.T.A.L.K.E.R.: Clear Sky, and in 2009, Call of Pripyat, which completed the trilogy. Both projects did more than just complement the story; they immersed players even deeper into the grim reality of the Zone.

Although more than ten years have passed since the release of the last part, the fan base is not shrinking. S.T.A.L.K.E.R. has become something more than just a game — it is a phenomenon that continues to live in the hearts of players and inspires a new generation of Zone explorers.

How GSC Game World resumed operations and what led to the change of ownership

After the triumphant release of S.T.A.L.K.E.R.: Shadow of Chernobyl, GSC Game World entered a difficult period. Development of the sequel stalled: the company faced a lack of funds, internal disputes, and a lack of clear organization. In 2011, the studio ceased operations, and S.T.A.L.K.E.R. 2 was officially canceled. This was a serious blow to Ukrainian game development.

The first signs of a comeback appeared only in 2014–2015: a remaster of Cossacks was released, and the studio updated its team. However, the real comeback began in 2018, when the new development of S.T.A.L.K.E.R. 2 was announced. Despite the announcement, the project progressed slowly: limited funding and external challenges remained a serious obstacle.

In 2023, a turning point came in the history of GSC Game World: control of the studio passed to entrepreneur Maksym Krippa. This was a conscious decision by Sergey Grigoryevich, who had been independently financing the development of S.T.A.L.K.E.R. 2 for a long time, but ultimately recognized that it was no longer possible to pull the project through in difficult conditions without external support. To give the game a chance to be completed and released on the global market, he handed the company over to an investor.

At the time of the deal, the ownership structure had already been determined: 82% of the studio went to investor Maksym Krippa, while 18% remained with Yevhen Grygorovych, who is currently coordinating development. According to Krippa, he met Sergey through Oleksandr Kokhanovsky, the same person from whom Krippa had previously acquired NAVI. This contact became the starting point for the partnership.

The financial details of the deal have not been disclosed, but data from Ukrainian and Czech registries confirm that GSC Game World has finally come under the control of a new investor. This has allowed the studio to focus on the main thing — completing S.T.A.L.K.E.R. 2 without the old risks and instability.

How the development of S.T.A.L.K.E.R. 2 progressed despite difficulties

After its announcement in 2018, S.T.A.L.K.E.R. 2 had ambitious plans, but in 2022, development was halted. Part of the team remained in Ukraine, while others were evacuated. Work was resumed in a new office in Prague.

In 2023, the studio suffered a cyberattack by Russian hackers, who leaked game materials online. This was followed by a fire at the Prague office. Despite this, GSC did not give up and continued its work.

Maksym Krippa played a key role in stabilizing the process. His support helped keep the team together, update the technical base, and keep the project moving forward.

Despite the delays, the studio did not stop development. And finally, Heart of Chornobyl was released. The game was created using Unreal Engine 5 — the graphics, physics, and lighting meet the high standards of modern AAA projects.

The release was an important event not only for fans but also for the entire Ukrainian gaming market.

Game launch: ratings, user interest, and market situation

Even before its release, S.T.A.L.K.E.R. 2: Heart of Chornobyl was called one of the main premieres of the year. At PC Gamer’s PC Gaming Show: Most Wanted, the game was named the most anticipated game of 2024 — the decision was made by a jury of over 70 experts, including Sid Meier, Tim Schafer, Brian Fargo, and other industry veterans.

After its release on November 20, 2024, S.T.A.L.K.E.R. 2 got off to a strong start. In five days of sales, it sold 1.4 million copies, had over 121,000 players online simultaneously, and had an average playtime of 7.6 hours. 78% of reviews on Steam were positive.

As of April 2025, according to data from Video Game Insights, the game has sold 2.6 million copies, generating over $125 million. Sessions have become longer: on average, players spend over 40 hours in the game, and the overall approval rating has risen to 80.8% — a result of technical updates and optimization.

Despite a decline in activity (8,000 players per day, about 3,800 per hour), interest in the project remains high. The largest sales were in the USA (22%), Ukraine (16%), and Germany (7%).

Even before its release, the game was added to the wish lists of over 400,000 users — expectations were high, and Heart of Chornobyl has largely lived up to them.

Against the backdrop of a downturn in the Ukrainian game development industry, GSC Game World is bucking the trend. Following the release of S.T.A.L.K.E.R. 2: Heart of Chornobyl, the studio has not only maintained its position but also expanded its team: over the past six months, the number of employees has grown from 220 to 270.

According to the Gamedev.dou rating, this is the largest increase among Ukrainian game studios. For comparison, the sector as a whole lost about 250 specialists during the same period.

The expansion was made possible by the well-established post-release processes and development strategy implemented by the new owner, Maksym Krippa. His participation provided the studio with the necessary resources for further work.

GSC Game World plans: development of S.T.A.L.K.E.R., screen adaptations, and new ideas

After the release of S.T.A.L.K.E.R. 2: Heart of Chornobyl, GSC Game World announced that this was only the beginning of a new stage. In a comment to Forbes, Maksym Krippa confirmed that the project had become profitable, meaning that the foundation for further development was already in place.

The studio regularly updates the game, releasing patches to improve stability. At least two story DLCs and the launch of multiplayer are planned. No dates have been announced, emphasizing that the focus is on quality, not speed.

A TV series adaptation is being considered separately. It is known that negotiations with Netflix are ongoing, but no final decisions have been made. GSC is approaching this idea with caution: it is important for the studio not to lose the atmosphere of the Zone, rather than simply repeating someone else’s success. They see The Witcher as a benchmark rather than a model to copy.

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