The Warsaw Stock Exchange-listed game developer and publisher is maintaining momentum across two strategic projects: Unsolved, a unique adventure game, and Void Hunters, an ambitious hero collector. Enhanced with a new metagame layer, Unsolved has been rolling out to a growing number of players for several weeks, while Void Hunters is receiving its final polish ahead of beta tests planned for the turn of 2026 and 2027 and a launch scheduled for early spring 2027.
Unsolved, a unique free-to-play game built on the evolution of Artifex Mundi’s HOPA game portfolio, is opening a new chapter in its history. After more than five years of highly successful development, which has generated nearly PLN 350 million in revenue for the Warsaw Stock Exchange-listed company, Unsolved is ready to move to a higher level of gameplay, recognition and popularity.
The key to these new opportunities is enriching Unsolved with a so-called metagame: an engaging layer of gameplay available between individual adventures, adding narrative depth to the title while also increasing its monetisation potential. In June this year, the metagame for Unsolved was finalised in its launch-ready version (gold stage), and for several weeks the enhanced version of the game has been undergoing a rollout in selected countries: Brazil, Indonesia and Mexico, allowing the Artifex Mundi team to optimise the game technically and prepare to offer it to players in new territories around the world.
The rollout of the new version of Unsolved is spread over several months, during which, among other things, A/B testing will be used to validate the new version’s key KPIs, paving the way, in the base-case scenario, for a sharp increase in investment in the Unsolved player base this autumn. Przemysław Błaszczyk, CEO of Artifex Mundi, says that the rollout of the new version is proceeding according to plan. – We are focusing on gradually making the new version of the game available to players around the world. Based on player feedback, not only do we have no cause for concern, but with each passing day we are becoming more convinced that we have chosen the right direction for Unsolved’s development – comments Przemysław Błaszczyk.
While summer at Artifex Mundi’s adventure studio is dominated by the rollout, the company’s RPG studio is working intensively to finalise its new role-playing game – Void Hunters. Following the spectacular success of the game’s spring alpha tests, which attracted over ten thousand players, the RPG team is focused on turning player feedback into an even better product and preparing the game for launch. In line with the development roadmap for Void Hunters, further player tests will take place this autumn, focusing, among other things, on the redesigned Hunting Grounds feature, while beta testing of Void Hunters will begin around the turn of 2026 and 2027, in a build significantly closer to the launch version than previously planned. The game’s launch remains scheduled for Q1 2027.
– We are extremely encouraged by the reception Void Hunters has received from players, and the response to the game, combined with constructive feedback from fans, gives us additional motivation. We have the potential to compete for the hearts of the large community of turn-based hero collector RPG fans with Void Hunters and secure a strong position in this highly attractive segment – says Przemysław Błaszczyk.
From January through July this year, Artifex Mundi generated nearly PLN 50 million in revenue and PLN 27.5 million in so-called first margin (revenue less player acquisition spend). The company’s revenue during the period decreased by 17% year on year, while marketing spend fell by 32%, enabling first margin to increase. As the CEO of the listed company explains, the reduction in investment in the player base resulted both from conditions in the advertising market and from the company’s strategic decision.
– The new version of Unsolved is intended to allow us to compete much more aggressively for players’ attention and significantly expand its user base. With this in mind, we decided to focus on maximising the profitability of marketing activities for the existing version of the game – notes Błaszczyk.



