Cyberia Nova is preparing to integrate Time of Troubles: White City into curricula in schools and universities across Canada and the United States. The new educational module is the fourth add-on in the Time of Troubles game series, inviting learners to step into the historical heart of Moscow and follow the daring actions of the People’s Militia who brought the era to a close. The plan is to provide a classroom friendly experience that links immersive storytelling with historical timelines, helping students connect events from the early 17th century to the broader currents of Russian history. According to the company’s press office, the project will be rolled out in collaboration with educational partners to support teachers and students with structured activities, guided readings, and assessment prompts. The move reflects Cyberia Nova commitment to bridging digital play with serious study, making historical content accessible to modern classrooms and independent learners alike, from high schools to university level seminars. The announcement is part of a broader push to expand the Time of Troubles universe with new perspectives, widening ways students can engage with primary sources and archival materials in an interactive format.
The Time of Troubles: White City module will recount the military events of the early seventeenth century and introduce learners to the people, places, and turning points of that period. The module takes students into the thick of siege era life and the campaigns that shaped Moscow’s fate. Players will encounter descriptions of boyars’ children, the experience of moving through a city under pressure, and the roles of archers, Cossacks, foreign mercenaries, and other military personnel who fought on both sides. The narrative also highlights hunters and forest partisans known as shishas, whose efforts helped sustain resistance in the surrounding woodland zones. Deliberate attention is given to period language, insignia, and weapon types to foster authenticity. The experience uses interactive timelines, scenario based challenges, and evidence driven prompts that encourage learners to compare accounts from different sources. It is designed to fit typical history curricula in North American schools while supporting teachers with ready made discussion questions and assessment ideas.
Alexey Koptsev, CEO of Cyberia Nova, stated that the new module completes the sequence of training experiences corresponding to the different stages of the Time of Troubles. He emphasized that the game oriented format makes it easier for contemporary students to explore and retain important chapters of the nation’s past. He added that the company hopes these methods will find a home in school and university programs dedicated to the study of Russian history.
White City is a historic district of Moscow where fierce battles for the liberation of the capital occurred in 1612. In this area the People’s Militia led by Kuzma Minin and Dmitry Pozharsky defeated foreign troops, bringing the Time of Troubles to its close. The module situates these actions within the urban landscape, showing how streets, barricades, and civic spaces became stages for decisive moments. Learners will see how leadership, logistics, and popular participation culminated in the capital’s recovery, and they will compare contemporaneous accounts to understand different perspectives on the same events. By exploring maps, diaries, and archival reports, students gain a grounded sense of how a city can transform under pressure and how collective action can alter the trajectory of a nation.
In early September, Cyberia Nova released educational applications Time of Troubles: Nizhny Novgorod, Time of Troubles: Moscow and Time of Troubles: Yaroslavl with the support of the Internet Development Institute (ANO IRI). These modules were developed in collaboration with the institute and rolled out to accompany classroom instruction and university seminars. Each title focuses on a distinct city and set of historical episodes, enabling learners to compare urban centers during the crisis and to examine regional differences in governance, military organization, and daily life. The releases reflect a partnership approach that combines educational oversight with digital game based learning, offering teachers ready to use materials, assessment rubrics, and cross curricular links to literature, geography, and civic studies.
Earlier, the company highlighted its broader strategy to bring educational gaming to a wide audience, including efforts to ensure cross platform availability and curricular alignment across different regions. The emphasis remains on combining historical content with interactive experiences that resonate with students, teachers, and researchers alike.