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Gamelab: Kursk: Steel and Thunder

Originally published as an Advisory Hour Substack post on 2026-10-06. This first-party site copy preserves the text, localizes public supporting media, and connects the record to its project trail.

Original post

Gamelab: Kursk: Steel and Thunder image from the original Advisory Hour post.
Gamelab: Kursk: Steel and Thunder image from the original Advisory Hour post.

This project has an emphasis on vehicle and set design. The location is, at times, gorgeous. Scenes emerge that would be appropriate for a wall painting, if not wall art. This extends the idea of the cinematic opener that first really appeared in the Firehawk title, and then extends that into the opening act of a major conflict modeled on the very consequential World War 2: Kursk conflict.

Gamelab: Kursk: Steel and Thunder image from the original Advisory Hour post.
Gamelab: Kursk: Steel and Thunder image from the original Advisory Hour post.
Gamelab: Kursk: Steel and Thunder image from the original Advisory Hour post.
Gamelab: Kursk: Steel and Thunder image from the original Advisory Hour post.

This title features the most complex control scheme I’ve done. It has three different types of experiences to try. Drive a tank, fly a plane, or run with the infantry. This may be the first title with such a variety of different experiences all wrapped into one.

Gamelab: Kursk: Steel and Thunder image from the original Advisory Hour post.
Gamelab: Kursk: Steel and Thunder image from the original Advisory Hour post.

It’s an inspired World War 2 combat experience. I wanted to see what I could do with a handful of established, open-source 3D models and what that might do for an experience. I have to say, I’m surprised.

Gamelab: Kursk: Steel and Thunder image from the original Advisory Hour post.
Gamelab: Kursk: Steel and Thunder image from the original Advisory Hour post.

Read more: Kursk: Steel & Thunder | GameLab

Play: Kursk — Steel & Thunder

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