ARALSK 213
Realistic survival MMO
Welcome to the Post-Catastrophe World
We are TiSer Games, an independent studio from Kazakhstan, creating something special for the global survival MMO market.
ARALSK 213 is a premium PC survival MMO for Steam with plans for console release. Our project reinterprets the real ecological catastrophe of the Aral Sea and Vozrozhdeniye Island, transforming tragedy into a unique gaming IP.
Imagine the formula: "DayZ + deep elaboration of various mechanics and economy in a unique Central Asian setting". A seamless world of over 64 km², where resource scarcity creates conflicts, and players themselves create content and the economy.
Key Characteristics
  • Platform: PC (Steam, Epic Games), then consoles
  • Genre: Hardcore survival MMO
  • Model: Premium + DLC
  • Map: 64+ km² seamless world
  • Focus: Mechanics, realism, economy, PvPvE
8 Years of Idea Development
1
2017: Birth of an Idea
Sergey Gurov begins working on ARALSK as a personal passion-project. First prototypes driven by enthusiasm.
2
2017–2020: Formula Search
Late-night builds, weekends spent coding. Testing, game creation, with no budget.
3
2020–2023: Crystallization
Development of dozens of mechanics: inventory, transport, survival, weather. A clear vision begins to form.
4
2024–2025: Professionalization
Transforming the "soldier's prototype" into a studio team project with a roadmap, KPIs, and financial model.
Over eight years of work, the project has developed with a clear vision: "a world where scarcity and logistics are truly felt." This isn't just another survival game—it's the result of thousands of hours of experimentation, discarding non-working ideas, analyzing other projects, and seeking what truly creates a unique experience.
What is ARALSK 213 for the player?
A Survival MMO in the desert setting of Aral, where survival depends on water, fuel, and the ability to interact with other players.
Scouting
Explore the area, find resources and threats
Extraction
Gather critical resources for survival
Interaction
Fight or trade with other players
Evacuation
Safely deliver loot to base
Development
Upgrade equipment, vehicles, and fortifications
Expansion
Control new territories and routes
Game World
Seamless map of 64+ km² of steppe, dried sea, military bases, bunkers, and oil depots. No loading screens, with dynamic weather, day-night cycle, radiation, and biological zones.
Unique Feature
Logistics and economy – a separate 'meta-game': vehicles are assembled from parts, fuel is extracted and transported, the market is fully player-driven with no NPC shops.
Why ARALSK 213's time is now
The genre lives for years
DayZ and Rust maintain active communities years after release. Survival sandboxes have a long monetization tail.
Tiredness of monotony
The market is oversaturated with "nameless" post-apocalypses in the USA and Eastern Europe. Aral's art code immediately stands out in social media feeds.
Content economy
Raids in sandstorms, caravans across the seabed work great on TikTok and YouTube Shorts — organic marketing.
Technology is ready
Modern hardware and Unity 6 allow creating large worlds with cinematic visuals without AAA budgets.
Kazakhstan and the CIS are actively appearing on the world gamedev map. We have a window of opportunity to occupy the niche of a flagship survival project from Central Asia and show the world that quality games are created not only in traditional development centers.
Competitor Analysis
What DayZ Taught Us
DayZ's Problems
  • "Forever slightly broken" game with stiff animations
  • "Clunky" melee combat and inexplicable deaths
  • Clunky UI and inventory, high barrier to entry
  • Years in "eternal alpha" and audience distrust
  • Review-bombing DLC due to content rawness
Our Answer
  • Clear core loop with distinct goals for the player
  • Quick adaptation in the game. Understanding actions and mechanics within the first 5-7 minutes
  • Mocap, IK, targets for control responsiveness.
  • Transparent roadmap without "alpha forever" promises
What Rust Taught Us
Problem: Cheaters and Toxicity
A constant topic of discussion on public servers, undermining player trust.
Problem: High Barrier to Entry
"If you're not in a top clan, you'll just get wiped" — new players quickly leave.
Problem: Endless Grind
The feeling of "raid for the sake of raiding" without long-term meaning or goals.

How We Address These Challenges
Server-authoritative design with an anti-cheat foundation: server-side validation, logging, telemetry of suspicious patterns from the very beginning of development.
The philosophy of "hardcore, but not masochism": realism in mechanics, but less meaningless grind and "eternal wipe-hell."
Logistics meta — caravans, routes, fuel, vehicle repair — provides medium- and long-term goals, not just immediate PvP.
Lessons from Failures: H1Z1 and Miscreated
1
H1Z1: What Not To Do
What Went Wrong: Shifting focus between BR and survival, product fragmentation amidst a ton of bugs. Monetization issues led to the closure of Just Survive.
Our Lesson: A single clear core product — a survival MMO with an emphasis on scarcity and logistics. Transparent monetization: premium + fair DLCs without pay-to-win.
2
Miscreated: Beautiful, But Broken
What Went Wrong: A visually strong game on CryEngine plagued by hitches, instability, and bugs. A "jerky" experience alienated players, and online activity dropped to a minimum.
Our Lesson: Performance and stability as KPIs for a vertical slice (60 FPS p95 @ 1080p). The world as a set of interconnected systems, not just a "pretty island."
Deadside: Balance Without Drive
Problem
A beautiful, comfortable survival shooter, but the core-loop is perceived as boring and monotonous. The focus of content updates is diluted, and players lose interest.
Our Answer
Conflict through scarcity: water, fuel, rare loot spots, strategic objectives (oil depots, bunkers) — natural triggers for PvP and trade.
Deep interconnectedness of systems: changes in fuel economy affect routes, security, and clans. A clear live-ops plan with events that shake up the economy.
Water
Fuel
Loot
Objectives
Routes
What makes ARALSK 213 different
Unique Setting
The real ecological disaster of the Aral Sea + post-Soviet aesthetics versus a "nameless zombie apocalypse."
Logistics as the Core
Caravans, convoys, the struggle for fuel and roads—not a side element, but the center of gameplay.
Production Approach
Clear risk register, target hardware, performance KPIs, not "early access forever."
Fair Monetization
Premium + DLC without loot boxes and community exploitation.
ARALSK 213 Team
We have united professionals with experience in major projects and a passion for the survival genre.
Tikhon Klopov
Founder & Creative Director
Initiator of IP ARALSK 213, responsible for vision, business development, and partnerships
Sergey Gurov
Founder, Project lead, CEO
8+ years leading the core project, specialization: network code, world streaming. 12 years of experience in GameDev
Igor Mogilevets
Art Director
Visual style of the post-apocalyptic steppe. Experience: Stalker 2, Escape from Tarkov
Janusz Jaroslav
CTO / Lead Programmer
Ballistics, vehicles, inventory, survival systems. 20 years of experience in GameDev

Team experience: Unity, large online projects, PBR pipelines, production of survival games. Additional details available upon request with NDA.
Technology and Target Hardware
Technology Stack
  • Engine: Unity 6
  • Networking: Proprietary server-authoritative stack with lag compensation
  • World: Streaming 64+ km², asset-LOD, impostors, asynchronous loading
  • Infrastructure: Git/Perforce + CI (GitHub Actions), nightly builds, automated smoke tests
Target Baseline PC
  • CPU: Modern 4–6 core (Ryzen 5 / i5)
  • GPU: NVIDIA RTX 3060 or equivalent
  • RAM: 16 GB
  • Performance Goal: 60 FPS (p95) @ 1080p on 'High' preset
We are focused on performance and stability from the very beginning of development. The scalable architecture allows starting with 6–8 players in a vertical slice and expanding as systems are optimized.
Financial Model: Path to Profitability
All calculations are in USD, taxes and platform fees are accounted for. Operational burn until PC release is covered by investment, after which the project achieves positive cash flow.
2028
Break-even Year
First year with positive net result
$3.4M
Net Profit 2028
First year of operating profit
$7.5M
Net Profit 2029
Growth driven by console releases
$8.2M+
Cumulative Profit 2030
Three years of successful operations

Net revenue per PC Base copy: ≈21 USD after all deductions (Steam commission, taxes, operating expenses).
In the baseline scenario, ARALSK 213 generates a total net profit of >8 million USD within the first three years after release, based on conservative assumptions regarding pricing, retention, and discounts. A detailed P&L is available in the data room.
Let's create something together
TiSer Games / ARALSK 213
Tikhon Klopov
Founder & Creative Director
  • Phone / WhatsApp: +7 705 185 0461
  • Time Zone: UTC+6 (Asia/Almaty)
We are ready to discuss the financial model in detail, provide access to the data room, and answer all your questions about the project. Contact us to learn more about the opportunity to become part of creating a unique survival MMO from the heart of Central Asia.
Contact Us