Mundfish clarifies role in Atomic Heart imagery and public figure references

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Mundfish Studio, the developer behind the game Atomic Heart, has stated that it did not influence the use of images from the game on posters displayed in shop windows belonging to the Army of Russia, which serves as the official supplier to the Armed Forces of the Russian Federation. This clarification came through a post on the Telegram channel red blood cell. The studio emphasized that it is aware of many people leveraging visuals and characters from the game for their public relations efforts. It is clear that Mundfish is not involved in such activities and is actively taking steps to curb them. In their view, that kind of usage is not acceptable and crosses a line that the studio does not want crossed. This distinction underscores the separation between the game’s creators and outside parties who may repurpose its imagery for political or promotional aims without authorization.

A person referenced in the discussion, previously known as Andrei Rodionov and described as the first woman cosmonaut as well as the son-in-law of a State Duma deputy, Valentina Tereshkova, told a media outlet that neither she nor her mother-in-law is familiar with the Atomic Heart game and have not heard of the robot character named Tereshkova. The individual added that neither she nor Valentina Tereshkova plays computer games. This statement helps clarify that prominent public figures connected to the Tereshkova name do not participate in the game’s cultural footprint.

Atomic Heart was released by Mundfish in February 2023. The game unfolds in an alternate-history version of the Soviet Union, weaving a narrative that blends dystopian science fiction with a retro-futuristic aesthetic. One of the characters in the game is a robot tour guide named Tereshkova. On social networks, many users speculate that the robot character derives its name from Valentina Tereshkova, the renowned cosmonaut and later a parliament member. The game’s promotion has featured discussions about whether the character is a fictional homage or a broader nod to a real historical figure.

In conversations tied to the game, some actors have even donned costumes inspired by Tereshkova, exploring what the public figure might have looked like in a hypothetical real-life scenario. These creative expressions, while entertaining to some audiences, have stirred conversations about intellectual property, public perception, and the boundaries of using real-world personas within a fictional universe. Mundfish has consistently maintained that the creative universe of Atomic Heart exists independently of any endorsements or representations involving actual people or political figures, and that any resemblance should be interpreted within the context of fiction rather than a real-world endorsement. The company has also stressed the importance of distinguishing between artistic homage and real-world publicity campaigns.

The overall response from Mundfish reflects a broader conversation about how video game imagery can travel beyond its original medium. Fans and observers in North America and beyond may encounter posters, merchandise, and online content that reuse game visuals in varied ways. The studio’s stance signals a commitment to protecting its creative rights while acknowledging the public interest in the game’s design, characters, and fictional universe. The discussion also highlights how modern game worlds invite reinterpretation, fan art, and speculative dialogue that can intersect with real history and public figures in intriguing and sometimes controversial ways. The dialogue continues as audiences in Canada, the United States, and other regions navigate the balance between imaginative storytelling and responsible usage of copyrighted material, with developers like Mundfish actively engaging to clarify boundaries and discourage unauthorized promotional activity.

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