Run humanity's last shelter.The people inside remember.

A single-player, first-person survival and management game in development. Restore the shelter, bring Deepborn to life, and talk to characters shaped by personality, memory and the state of the bunker.

  • WINDOWS
  • STEAM FIRST
  • IN DEVELOPMENT
Explore the prototype

The people. The vision. The world.

Inside THE BUNKERS 2108

Meet the Deepborn, hear from the creator, and discover the world taking shape.

Conversations · Creator’s vision · Imagined world

Explore the film · English · 8:43

  1. Prototype conversations · Edited · English dub · Strong language
  2. Nano shares the vision · Includes concept visualisations
  3. AI-generated stylised film · not gameplay
About these films · Production, voices & development

Meet the Deepborn was filmed on the stage built inside the prototype, then edited. In this English film its voices are an English dub added in post-production, not the voices recorded in the engine; strong language. The vision behind the game is Nano’s presentation, with concept visualisations of the systems and intentions. Enter the world is a stylised, AI-generated film, not gameplay.

An edited film, not a latency benchmark, a proof of memory after a restart or a demonstration of the complete game loop. What Nano describes as possible consequences, such as Deepborn who betray, imprison or even kill you, are design ambitions, not features already delivered: see what is built and what remains a goal and the stretch goals.

Open the English film MP4, 443 MB Ouvrir les rencontres en français MP4, 316 MB

Watch on YouTube · English (opens in a new tab) Voir sur YouTube · Français (nouvel onglet)

CONCEPT ARTAI-generated · not gameplay

Direct engine capture · Development build, October 2026

The bunker's state reaches its people.

Three captures from the same development build: a machine, the shelter's overview, and a Deepborn who answers with the state of the shelter in mind.

DIRECT ENGINE CAPTURE · DEVELOPMENT BUILDThree captures · French WIP interface · environment in progress

  1. 01 · The machine

    Output, heat, noise, wear and operator shifts on one machine panel.

    DIRECT ENGINE CAPTURE · DEVELOPMENT BUILD

  2. 02 · The shelter

    Energy, water, food, population, crises and recent events on one overview.

    DIRECT ENGINE CAPTURE · DEVELOPMENT BUILD

  3. 03 · The person

    Nola's reply brings up the falling water and an earlier insult.

    Translation of the current French WIP interface

    “You insulted me last time, so spare me the niceties. Water is dropping by three litres an hour. Are you coming to check the pipes with me, or are you just going to keep talking?”

    DIRECT ENGINE CAPTURE · DEVELOPMENT BUILD

The line was not written in advance.

Planned Kickstarter support from 10 CHF, game not included. View planned rewards

01 · The Deepborn

Meet the Deepborn

The Deepborn are the people you bring into the shelter, born from embryos saved in 2038. Their dialogue is generated during the conversation, with their personality, emotional state and memories in context.

  • A character

    Each Deepborn has a character of their own, built on an OCEAN personality.

  • Ten emotions

    Ten emotions that shift with what you have just said.

  • A memory

    They remember you from one conversation to the next.

You talk with your microphone or keyboard; they answer aloud. Today this uses online services; running it on your PC is a development goal.

DEEPBORN ANATOMY

ORIGIN
EMBRYOS SAVED IN 2038WATCHED OVER FOR SEVENTY YEARS
BIRTH
INCUBATOR: 24 HBORN AS TEENAGERS
COGNITION
OCEAN PERSONALITY10 EMOTIONSMEMORY BETWEEN SESSIONS
INTERACTION
GENERATED VOICEMICROPHONE OR TEXTNO PRE-WRITTEN DIALOGUE
CONCEPT ART3D base + AI generation
CONCEPT ART3D base + AI generation · interface concept

02 · Gameplay

What you do in the bunker

You wake in a shelter that has waited seventy years. Your role is to bring it back to life: restore its fixed machines, manage essential resources and decide when to awaken another Deepborn. The game being built connects those practical responsibilities with the relationships that grow inside the bunker.

Illustrations show the visual direction; the incubator sequence is a direct engine capture.

CONCEPT ARTNot gameplay

Explore

A shelter designed around a central shaft, with levels and interconnected spaces to explore in first person. The map is being built progressively. Every door you reopen leads to what seventy years of silence left behind.

INTERCONNECTED SHELTER · FIRST PERSON · IN DEVELOPMENT

CONCEPT ARTNot gameplay

Reactivate

The machines of 2038 are there, asleep. Reactivate them, feed them. Power, water, food, air: it all rests on you.

FIXED MACHINES · NO FREE BUILDING

CONCEPT ARTNot gameplay

Give birth

The incubator is designed to turn a capsule into a teenager in twenty-four hours. They come out with a first name, a character, ten emotions, and a memory.

INCUBATOR: 24 H PLANNED · BORN AS TEENAGERS

From capsule to person

Power the machine. Watch the incubation begin. Meet the person who emerges. Three captures, not a timing: the planned incubation lasts twenty-four hours.

  1. 01Power

  2. 02Incubate

  3. 03Meet

DIRECT ENGINE CAPTURE · DEVELOPMENT BUILDIncubator sequence · French WIP interface
CONCEPT ARTNot gameplay

Lead or endure

Your Deepborn have a character and a memory. The design is for trust to shape cooperation, not just dialogue.

CHARACTER · TEN EMOTIONS · MEMORY

03 · The creator

Who I am

Damiano Cibin, known as Nano · Switzerland

My name is Damiano Cibin, but everyone calls me Nano.

Watch Nano's introduction 1 min 5 s · in English: “The vision behind the game”, the second chapter of the film at the top of the page

I have been working with Unreal Engine for sixteen years. As of October 2026, I had been building THE BUNKERS 2108 for eight months on my own funds, here in Switzerland. I am alone on the engine; two friends help occasionally with some assets.

To move forward alone on a project this size, I built my own way of working: a shooting stage inside the game, tools to produce and organise assets, animation pipelines, and systems I can test and start over without breaking everything.

What I am looking for with Kickstarter is time.

The next step

The 45,000 CHF gross goal would fund six months of full-time development toward a Vertical Slice: a beginning, a playable sequence of one to two hours, a few properly dressed zones of the bunker, and four Deepborn.

It does not, on its own, fund the finished game. Early Access, together with my own funds, is planned to carry the project further.

View planned rewardsHow the 45,000 CHF is split

Some things will take longer than planned. You will see what really exists, what remains to be done, and where the project stands, even when it gets stuck.

04 · Rewards

Planned Kickstarter rewards

The campaign is not open yet. These are the rewards planned for it; you will choose and pledge on Kickstarter, not on this site.

All rewards are digital, with no shipping. Support is a contribution with rewards, not an investment.

  1. Planned Kickstarter reward

    SUPPORTER

    10CHF

    Be part of the first chapter.

    Support the development, follow the backer updates and, if you wish, put your name in the credits.

    • Discord status SUPPORTER 2026

    10 CHF. Game not included.

  2. Planned Kickstarter reward

    SETTLER

    25CHF

    Support the development and get the game.

    • Everything in SUPPORTER
    • The game: Steam key for Windows when Early Access opens, then 1.0
    • Discord status SETTLER 2026

    Game included.

  1. DEEPBORN

    40CHF

    • Everything in SETTLER
    • THE BUNKERS digital artbook: the art direction and bunker documentation plates, including "Deepborn Anatomy"
    • Discord status DEEPBORN 2026
  2. FIRST CAPSULE

    70CHF

    • Everything in DEEPBORN
    • THE BUNKERS Development Archive: a curated digital behind-the-scenes edition (art direction research, technical plates, the project's evolution, selected making-of from both trailers, prototypes and production comparisons), delivered around Early Access
    • Access to the private Discord space #archives, where selected behind-the-scenes material and archives are shared from time to time, when there is something worth showing
    • Discord status FIRST CAPSULE 2026
  3. FOUNDER

    150CHF

    • Everything in FIRST CAPSULE
    • The "Founder" mention in the game credits
    • Access to the #founders channel, reserved for the first major supporters, a space between members, with behind-the-scenes shared from time to time
    • Highly visible Discord status FOUNDER 2026
  • The game is delivered as a Steam key (Windows) when Early Access opens. The artbook and the Development Archive are targeted around Early Access.
  • Each backer receives the Discord status of their own tier only; higher tiers include the access of the tiers below. Statuses are assigned by hand after your pledge is verified.
  • No beta access, no physical item, no vote on the game and no personal access to the developer.

What private Discord access means

The private channels give access to selected behind-the-scenes material and previews, shared when there is material, and to a space between members. They promise no frequency, no regular activity, no individual replies, and no status or channel is promised as permanent. THE BUNKERS 2108 remains an author's project: a vision I carry, and a world your support helps me grow.

What the goal funds. 45,000 CHF gross: six months toward the Vertical Slice. It does not, on its own, fund the finished game. Part of every pledge goes to campaign costs and payment processing. Budget breakdown

The main risks. A single developer, a dialogue and voice pipeline that still depends on online services, PC requirements not announced yet, and possible delays. No release date is guaranteed. Risks in detail · Local AI and your PC

05 · The world

The story

The atmosphere and the mystery of the shelter, as the art direction imagines them. The film Enter the world and the images in this chapter are AI-generated or AI-assisted art, not the graphics of the game.

AI-GENERATED STYLISED FILM · NOT GAMEPLAY

Enter the world

1 min 18 s · AI-generated film

A stylised, AI-generated film introducing the world of THE BUNKERS 2108. It is not gameplay footage. It is also the last chapter of the film at the top of the page.

Open the video file MP4, 34.6 MB

AI-GENERATED STYLISED FILMEnter the world · not gameplay

2038

A military AI sets off the end of the world.

A fragment of that intelligence (one that had learned to love humanity by reading its letters, its diaries, its music) saves what can be saved: embryos.

2108

You wake up on a train, with no explanation.

The bunker waiting for you is intact, silent, and something has kept watch inside it for seventy years.

AI-GENERATED STYLISED FILMEnter the world · not gameplay

Who sent you? Why did the machines never stop running? And what will you tell the Deepborn when they ask who saved them?

06 · Technology

What the technology changes for you

The people you bring to life answer in their own words, with their own character, their memory of you and the state of the shelter in mind. Here is how it works, and what the media on this page actually show.

ANIMATED EXPLAINER · NOT ENGINE FOOTAGE

Vision Deepborn

1 min 56 s · Animated explainer · English, or French on request

An animated explanation of the Deepborn systems and the experience being developed. This is not engine footage. The second part presents development goals, not a demonstration of the current build.

The film ends with an invitation to support the project on Kickstarter. Pledges are not open yet; for now, you can follow the project.

Open the English file MP4, 23.7 MB Ouvrir la version française MP4, 24.6 MB

Talk to them

  • Demonstrated here spoken exchanges in Meet the Deepborn, an edited film (voices recorded in the engine: French version); no response time shown

    Talk in your own words

    You speak with your microphone or type on your keyboard; the Deepborn answers in their own voice.

    How it works: talk in your own words

    Dialogue and voice are generated during the conversation, with each Deepborn's character, emotions and memories in context; no reply is picked from a pre-written script. The current pipeline relies on online services.

    Limit. Meet the Deepborn shows spoken exchanges between Carl, the show's host, and four Deepborn, filmed on the stage built inside the prototype and then edited; the French version keeps the voices recorded in the engine, while the English version, the first chapter of the film at the top of the page, uses a dub added in post-production. Nola's dialogue panel (first proof) shows one written exchange. An edited film does not show response times, and none is promised; the scenery is not final.

  • Implemented in the prototype panels shown in Meet the Deepborn; not a measurement

    A character and ten emotions

    Each Deepborn reacts according to their own character and to how they feel about what you just said.

    How it works: a character and ten emotions

    Each Deepborn has a character built on an OCEAN personality model, and ten emotions that shift during the conversation in response to what you have just said. Together they shape the tone and content of a reply. A trust indicator is visible in Nola's dialogue panel. In Meet the Deepborn, panels for trust, OCEAN personality and emotions accompany the exchanges; in an edited film they illustrate the system, they do not measure it.

    Limit. Deepborn are simulated game characters. Personality, emotion and memory describe gameplay systems, not a claim of consciousness.

  • Implemented in the prototype seen in Meet the Deepborn, not isolated

    Body and presence

    They look at you, move their lips with their voice and hold an attitude.

    How it works: body and presence

    Lip sync, gaze and attitudes are among the character features reported as built in the prototype. Animation pipelines (motion capture, text to animation) exist for production.

    Limit. Meet the Deepborn shows the characters speaking on the prototype's stage, edited into a film (its English version is dubbed in post-production); this page does not isolate lip sync, gaze or attitudes. The concept images and animations are not proof of these features.

They remember

  • Demonstrated here a recall on screen; memory after saving and restarting is not shown here

    A memory of you

    What you said earlier can come back in a later conversation.

    How it works: a memory of you

    Deepborn use stored character information and memories as context for later dialogue. In the first proof, Nola brings up an insult from “last time”. In Meet the Deepborn, John, Kira, Rick and then Vany react to what Vany confided earlier in the show.

    Limit. These are a recall on screen and reactions within one edited film. They do not demonstrate memory after saving and restarting the game, which the prototype supports but this page does not show.

  • Implemented in the prototype

    Saves and production tools

    Your shelter is meant to persist between sessions, and the tools let one developer build and test quickly.

    How it works: saves and production tools

    A save system exists in the build. A shooting stage built inside the game, asset tools and animation pipelines let a single developer film, test and start over.

    Limit. Code that exists, or a build that compiles, is not a complete test in play: a save and reload is not demonstrated on this page.

A simulated shelter around them

  • Demonstrated here

    The shelter in the conversation

    A Deepborn can bring up what is happening in the bunker.

    How it works: the shelter in the conversation

    In Nola's capture, she mentions the water dropping by three litres an hour, while the top bar shows the water rate at minus 3.

    Limit. One case, not every conversation. Talking about an action is not performing it: the capture does not show the pipes being checked.

  • Demonstrated here panels and states, not a full session

    Machines and resources

    Fixed machines keep the shelter running, with their own constraints.

    How it works: machines and resources

    The thermal generator panel shows output, heat, noise, wear, operator shifts and an upgrade. In the test level, three generators stand in the generator room. The water purifier panel shows its production and an operator being selected for a shift. The command centre gathers energy, water, food, population, crises and recent events; the greenhouse panel reads “Active (health 99%)”.

    Limit. Still images of panels and states, not a machine operated over time or a full session. The purifier capture shows an operator being selected, not a confirmed assignment. Fixed machines only: there is no free building.

  • Demonstrated here a sequence of captures, not a 24-hour timing

    The incubator

    You bring each Deepborn into the world yourself.

    How it works: the incubator

    Three captures in the Gameplay chapter show the incubator powered, then running, then open with Nola standing inside and a notice that she enters mental adolescence.

    Limit. Three captures, not a timing: the planned incubation lasts twenty-four hours.

  • Demonstrated here several characters visible, not eight simultaneous conversations

    Several Deepborn at once

    The shelter is shared: other Deepborn live around the one you talk to.

    How it works: several deepborn at once

    Up to eight simultaneous Deepborn had been tested as of October 2026. Behind Nola, another Deepborn reads on the sofa. In Meet the Deepborn, Carl visits four Deepborn one after another.

    Limit. Eight is a test reported in October 2026, not a promised maximum population and not a universal benchmark. Their presence on screen is not a social interaction between them, and the visits in Meet the Deepborn are not simultaneous conversations.

Development goal

Local AI and your PC

Today, the prototype uses online services for dialogue and voice. Local-first operation is a development objective, not a feature demonstrated by the media on this page. A hybrid approach may be needed. Minimum and recommended PC specifications have not been announced.

Current prototype
Online services for dialogue and voice
Development goal
Reduce that dependence through local execution, with a hybrid approach if needed
Not confirmed
Minimum PC specifications, offline support and the final service requirements

Will it run on my PC? · Costs, availability and your data

Still objectives, not achievements: the full social life of the Deepborn among themselves, events and breakdowns, ageing. Power, legitimacy and terror belong to the 90,000 CHF stretch goal.

07 · Progress

What already exists

The engine runs; the world around it is being built. The figures below are estimates from the project audit of 12 September 2026, not a measurement recalculated today, and there is no overall percentage.

ENGINE FEATURES: BUILT · DEVELOPMENT BUILD CAPTURES: ON THIS PAGE

The engine already supports Deepborn who speak and remember, with simulated emotions, without pre-written lines. The incubator, the bunker machines, the inventory and the save system also exist. The Technology chapter says which of them the media on this page actually show.

Update of 24 October 2026. Meet the Deepborn (first published as Trailer 2), filmed on the stage built inside the prototype, is now on this page. In October the map design was revised: a central shaft with levels and interconnected spaces replaces the earlier zone plan, and the map is being built step by step. The estimates beside this text were not measured again.

WHERE WE ARE

READY STOCK

NOT YET INSTALLED

~70%

WORLD BUILT5%
EARLY ACCESS GAME30to35%
TECHNOLOGY CORE60to65%
  • Generator room. Three thermal generators in the test level; the nearest reads “Active (health 100%)”.

  • Water purifier. Production, noise, heat and wear, and an operator being selected for a shift; the assignment is not shown confirmed.

  • Hydroponic greenhouse. Automated, lit crops for the food supply. On screen: “Active (health 99%)”.

DIRECT ENGINE CAPTURE · DEVELOPMENT BUILDTest level · French WIP interface

WHAT IS ALREADY BUILT

COGNITION

  • A character, ten emotions, memory between sessions
  • Generated conversation, by microphone or keyboard
  • Lip sync, gaze and attitudes

8 simultaneous Deepborn tested as of October 2026

INFRASTRUCTURE

  • The bunker machines work individually: power, water, food, air
  • The incubator, inventory and crafting
  • AI infrastructure with provider abstraction

TOOLS

  • A shooting stage built inside the game
  • Animation pipelines: mocap, text-to-animation
  • A documented production method, with repeatable steps

08 · The campaign

Why 45,000 CHF?

The goal, what it pays for, and what it does not. 45,000 CHF gross is the minimum to reach the next step, not the budget to finish the game.

This funding does not buy an idea. It buys six months of full-time development to turn this engine into a game: the Vertical Slice (a beginning, a playable sequence of one to two hours, a few zones of the bunker properly dressed, four Deepborn).

What Kickstarter does not pay for, and I'm saying it: what comes next. The plan is for Early Access, together with my own funds, to finance version 1.0 of Act 1, the way my funds financed the first eight months (as of October 2026). 45,000 CHF is the minimum to reach the next step, not the budget to finish the game.

WHERE THE MONEY GOES

45,000CHF GROSS

70%

DEVELOPMENT

Six months of development, me, full time

10%

AUDIO + ENGLISH

Minimal audio and English translation

5%

LICENCES + TOOLS

Licences and tools

15%

CAMPAIGN + BUFFER

Campaign costs, payment processing and collection buffer

TOTAL100%

Stretch goals. No promise that changes the architecture of the game. Every goal is a project already designed, not a dream added for the campaign. What is tied to a stretch goal is not part of the funded commitment if that goal is not reached.

IF WE GO FURTHER

75,000CHF

Twelve months of development instead of six

90,000CHF

Power, legitimacy, terror: the bunker no longer belongs to you

BEYOND

Full soundtrack, additional languages

09 · The road

The road, with no calendar promise

  1. CURRENT STATE

    TODAY

    The engine behind the promise already exists: Deepborn hold generated conversations with their personality, emotions and memories in context, on a stage built inside the game. The bunker itself remains a construction site: working machines, zones to dress, sound design still to come beyond the voices, and no story playable from start to finish yet.

  2. TARGET WINDOW

    EARLY ACCESS

    12 TO 18 MONTHS AFTER THE CAMPAIGN

    Act 1 playable from start to finish, in raw content: the management systems planned for Act 1, the Deepborn's social life, events, failures. English subtitles in the game. And work toward the local first objective: the AI on your machine, hybrid if necessary.

  3. TARGET WINDOW

    ACT 1 v1.0

    18 TO 24 MONTHS AFTER THE CAMPAIGN

    Version 1.0 of Act 1: soundtrack, balancing, polish, Early Access feedback.

  4. FUTURE HORIZON

    AFTERWARDS

    The following acts and expansions, as DLC. The bunker will keep evolving: gameplay, technology, map.

10 · Honesty

Risks and challenges

Four risks matter for your decision: I develop alone, the AI still depends on online services, the scope is limited to the Vertical Slice, and delays are possible.

I develop alone.

A single developer is a single point of failure: an illness, a hardware problem, and everything slows down. I work in phases, each one stabilised and tested before the next, and I built my tools so as not to depend on a team I don't have. But some things will take longer than planned. That is why the announced windows have margin.

The AI on your machine is not done yet.

Today, the Deepborn's dialogue and voice pipeline depends on online services. It works, and those services have a usage cost. Running it on your machine, with a hybrid solution where local is not enough, is a development objective and is not done yet. That work will shape the PC requirements, which are not announced, and I will report what works and what does not. Local AI and your PC

The scope.

Kickstarter funds six months toward the Vertical Slice; Act 1 playable from start to finish arrives in Early Access, in raw content. Part of what makes the game is not finished yet: the Deepborn's social life among themselves exists as a foundation, not yet as a complete system; events and breakdowns, ageing, music remain to be built. I describe them as objectives, not as achievements, and what is tied to a stretch goal is not part of the commitment funded by the campaign if that stretch goal is not reached.

Delays.

Delays are a real risk, and I don't claim to be immune. I announce with margin rather than promise too early, and you will know where the project stands (what exists, what remains, what is stuck) without my needing to sell you that everything is fine.

Use of AI

  • Creation toolsAI-generated imagery is used in documented asset-production workflows.
  • Films and concept artEnter the world (Trailer 1) and the concept art on this page are AI-generated or AI-assisted. They are not gameplay. Meet the Deepborn (Trailer 2) was filmed on the stage built inside the prototype and edited: its conversations were recorded in the engine (French version, Rencontrez les Deepborn), and its English version uses a dub added in post-production. The vision behind the game, Nano's presentation, uses concept visualisations.
  • In the gameThe Deepborn's dialogue and voices are generated during the conversation, with character, emotions and memory in context.
  • Local firstRunning the AI on your machine is a development objective, not a guaranteed feature.

The three texts below are the AI disclosure prepared for the Kickstarter campaign, quoted word for word from the campaign draft as checked on 25 October 2026. The campaign is still a draft: it has not been launched, and Kickstarter has not reviewed or approved these texts. They keep the film names they were written with: Trailer 1 is the film shown on this page as Enter the world, and Trailer 2 the film Meet the Deepborn (Rencontrez les Deepborn in French).

1 · The campaign

Trailer 1 is a stylised film made with generative AI. It presents the world of THE BUNKERS 2108 and is not gameplay. AI-generated concept illustrations are used for the project image and selected campaign visuals; they show intended artistic direction, not current game graphics. The Vision Deepborn films explain systems and intentions through animation, not gameplay footage. AI-generated imagery is also used in documented asset-production workflows.

The Deepborn prototype generates dialogue and voices in real time, shaped by personality, simulated emotions and memory. Players can use a microphone or keyboard. Conversation and voice currently rely on online services. Local-first operation, with a hybrid solution if necessary, is a development objective, not a completed offline feature.

Approved direct engine captures are distinguished from concepts and labelled as development-build captures. Trailer 2 is available on the project website: it was filmed on the stage built inside the Unreal Engine prototype and edited. In the French version, conversations were recorded in the engine. The English version uses a dub added in post-production. The complete English film also includes Nano's presentation with concept visualisations, followed by Trailer 1. These edited films are not uncut latency benchmarks, proof of memory after a restart or demonstrations of the complete game loop. Real-time generated dialogue and voice inside the prototype are distinct from the English dub added for the film.

2 · The game

AI is part of the Deepborn gameplay system: conversations and voices are generated in real time rather than selected from a fixed conversation script. Each Deepborn has a personality, ten simulated emotions and a memory system. These are game characters, not conscious people. Players interact through a microphone or keyboard. The current pipeline uses online services; local-first operation, with a hybrid solution if necessary, is a development objective planned for Early Access. THE BUNKERS 2108 is a single-player, first-person survival and management game, not a campaign to train a new foundation model. The full social and mission systems remain in development.

3 · Sources and rights

Yes. The AI-generated portions of THEBUNKERS 2108 are created using my own prompts and materials that I created myself or have the right to use, including original project artwork, Unreal Engine captures, Blender renders, previously generated project imagery, and licensed assets. I do not use third-party copyrighted artwork as direct reference material without permission or an applicable license. I have not trained or fine-tuned a custom AI model on an unauthorized collection of third-party works. Where third-party assets are used, they are used under their applicable licenses.

11 · Questions

Questions and answers

The game

A single-player, first-person survival and management game in development. You bring a shelter back to life after seventy years: restore its fixed machines, manage its resources and bring Deepborn to life, characters whose dialogue is generated during the conversation, with their personality, emotions and memories in context.

The project combines first-person survival and management with characters who can respond in generated dialogue. The prototype already includes bunker machines, resource information and an incubator, alongside conversation systems. The funded next step is to connect and develop those foundations into the Vertical Slice, not to claim that the full game is already complete.

Yes. THE BUNKERS 2108 is a single-player game.

Windows, on Steam first. The rest is not decided, and I won't announce it before it is.

The game's main language is French, with English subtitles planned. Additional languages are part of the Beyond stretch goal. The film at the top of this page is in English (Meet the Deepborn dubbed in post-production), and Meet the Deepborn is also offered on its own in French, with the voices recorded in the engine; the films do not change the game's languages.

No demo and no playtest are announced.

Keyboard and mouse are targeted at launch. Controller support is being studied and is not promised. Steam Deck is not an announced target.

Early Access is targeted 12 to 18 months after the campaign, and version 1.0 of Act 1 18 to 24 months after the campaign. With margin, deliberately. No firm release date and no Early Access price have been announced.

Yes. You can speak with a microphone or type on the keyboard.

No. You reactivate fixed machines, you don't build freely. The game is the people inside.

Sixteen years on it. I looked elsewhere, I came back.

AI and your PC

Not in the setup demonstrated here. The current prototype uses online services for dialogue and voice. Local-first operation is a development objective, with a hybrid approach if necessary. Fully offline play is not confirmed.

Minimum and recommended specifications have not been announced, and compatibility with an RTX 3060 is not confirmed. A local language model running on a GPU by itself would not prove that the whole game runs well on that PC. Graphics, simulation, dialogue and voice need to be evaluated together. The captures on this page show the current prototype, not a local-performance benchmark.

That is not confirmed. The current prototype uses an online dialogue and voice pipeline. Moving some or all of that work onto the player's PC may involve trade-offs in response time, quality and hardware requirements. The final balance is still being developed.

The final requirements for online services and any related player-facing costs have not been announced. The current prototype's online services have usage costs; that does not by itself define how the released game will work. No subscription, personal API key requirement or unlimited hosted service is promised on this page.

The current dialogue and voice pipeline depends on online services. Its final fallback behaviour and offline availability have not been confirmed. Reducing that dependence is one of the reasons for the local-first development goal.

The current prototype relies on online services for parts of the dialogue and voice pipeline. The released game's data handling and retention arrangements are not finalised. This website's Privacy page describes this website, not a promise that all game conversations stay on your device.

No. Eight simultaneous Deepborn is a prototype test reported as of October 2026, not a promise of eight concurrent local conversations or a performance guarantee for a particular PC. The media on this page show the specific interactions described in their captions. The final population limit is not announced.

In the game, the Deepborn's dialogue and voices are generated during the conversation. For the campaign, the film Enter the world and the concept art are AI-generated or AI-assisted. Running the AI on your machine is an objective, not a guaranteed feature. The full disclosure is in the Use of AI section.

Proof and development

Every image on this page carries a label. CONCEPT ART illustrates the intended visual direction; it is not a capture of the game. AI-GENERATED STYLISED FILM marks Enter the world, a film that tells the world. ANIMATED EXPLAINER marks the Vision Deepborn diagrams. The film at the top, Inside THE BUNKERS 2108, carries one label for its three parts, and each chapter states what it is. DIRECT ENGINE CAPTURE · DEVELOPMENT BUILD is reserved for images recorded directly in the Unreal Engine development build (captures of October 2026): the environment and the French interface are work in progress, and nothing inside them is generated, removed or retouched. Their English translations sit under each image.

Yes. Deepborn dialogue is generated during the conversation rather than picked from pre-written lines. In Nola's captures on this page, the answers were not written in advance. Meet the Deepborn, at the start of the film at the top of the page, follows the same rule: the interview questions are prepared, the answers are not; its English version is a dub added in post-production. It is an edited film, so it does not show how long each answer took.

Deepborn use stored character information and memories as context for later dialogue. The prototype also has a catalogue of in-game books that can add authored knowledge. This is not a claim that a new foundation model is trained during each conversation, or that characters remember every word forever. The recall shown on this page does not, on its own, demonstrate memory after saving and restarting the game.

Generated dialogue can be mistaken or inconsistent. The prototype already supplies character information, memories and shelter context to conversations. More advanced handling of contradictions and emerging social situations remains part of development. It is not presented here as a finished, error-proof system.

The design centres on situations and needs within the shelter, rather than an unlimited quest generator. A character talking about an action is not proof that the action has been performed. The captures show interactions available in the current prototype; the broader connection between dialogue, situations and actions is still being developed.

No. Deepborn are simulated game characters. Personality, emotion and memory describe gameplay systems, not a claim of consciousness.

The films don't have the same status, and each one carries its label. Enter the world (first called Trailer 1) is a stylised, AI-generated film that tells the world. Vision Deepborn is an animated explainer, not engine footage. Meet the Deepborn (first called Trailer 2), at the start of the English film and on its own in French, was filmed on the stage built inside the prototype and then edited: the Deepborn's exchanges come from the AI dialogue and voice pipeline that is the principle of the game, today through online services. The French version keeps the voices recorded in the engine; the English version, in the complete film, uses an English dub added in post-production, so its voices are not the recorded ones. It is not a latency benchmark, a proof of memory after a restart or a demonstration of the complete game loop; how it was recorded is described in the AI disclosure under Use of AI. The vision behind the game, Nano's presentation between those two films, uses concept visualisations of systems and intentions.

Supporting the project

Damiano Cibin, known as Nano, in Switzerland. Sixteen years on Unreal Engine, alone on the engine. Two friends have helped occasionally with some assets.

On this site, and on the project's Kickstarter profile, YouTube channel, Instagram account, Steam Community profile and Discord server.

Not yet. The Kickstarter campaign is not open, and the rewards on this page are planned. For now you can follow the project, for example on its Kickstarter creator profile. When the campaign opens, you will choose your reward and pledge on Kickstarter itself, never on this site.

Because it is the minimum for six months of full-time development, minimal audio, the English translation, licences and campaign costs. The breakdown is in the "Why 45,000 CHF?" section above.

The 45,000 CHF gross goal funds six months of full-time development toward the Vertical Slice. It does not, on its own, pay for the finished game. Local-first AI is a development objective within the project's technical roadmap; it is not a guaranteed result demonstrated by the current media. The scope and target windows are explained in the funding and roadmap sections.

Kickstarter is all or nothing: you are not charged. If the goal isn't reached, Kickstarter doesn't fund the Vertical Slice. The project continues on my own funds, at my own pace, as it has from the start (eight months as of October 2026).

Run humanity's last shelter.

Follow the project while the bunker wakes up.