Signal locked — RADIOSOL Chapter I releases September 30, 2026
RADIOSOL Guide

Story and world explained

Quick answer

RADIOSOL drops you into a world burned by a planetary cataclysm, as a narrator who hears every radio station on the planet. What you are — and what the Grove is — are the story's two open questions.

Here is everything RADIOSOL has told us about itself before launch — the cataclysm, the megastructures, the two named locations and the narrator — collected in one place and marked against its sources. No speculation is dressed up as fact; the open questions at the end are labelled as exactly that.

Ruined towers under a dust sky

The concrete canyons the teaser calls "man-made valleys."

A planet burned by a cataclysm

The store page opens with the premise: RADIOSOL is "a journey through a desolate world burned by a planetary cataclysm," and your task — such as it is — is "in search of answers." You navigate the "ruins of megastructures and abandoned cities" while avoiding the scorching rays of the Sun. That is the whole official pitch, and it is deliberately thin: the worldbuilding is delivered by walking through it, not by a codex.

Two details are worth pinning down as facts rather than vibes:

  • The megastructures are concrete, and big enough that the teaser calls the spaces between them "man-made valleys." The Sun is only ever blocked by them — shade is a product of architecture, not nature.
  • Night is broken. "Night used to fall quickly in these man-made valleys. But not now." Whatever the cataclysm did, it changed the day cycle of the world as a system, not just as lore.

The narrator: the world's ear

The store page's three questions are the closest thing to a story trailer the game has. Read them as one voice:

Why do my eyes hurt so much? Only concrete mountains block the Sun. It hurts my eyes so much. Night used to fall quickly in these man-made valleys. But not now. When did this stop?
Why can't I hear other people's voices? I am the world's ear. I hear every radio station. I hear the hum of transistors, the boiling of mercury, and every rock on the visible side of the moon. But people don't talk anymore. When did this stop?
Why do I have so many limbs? sagging - contraction - lengthening - emphasis... The Grove will be burned. Will I burn it?

Vampires need not apply — the voice is not a human being surprised by a new body. It is something that hears every transmitter on the planet, senses lunar rocks, and counts its limbs like a problem to be managed. The store tags include Transhumanism, and this is why: you are playing something post-human, in a world where "people don't talk anymore." The radio trail is not a collectible theme parked on top of the story. It is the protagonist's nervous system.

A mech-scale ruin in the dust

Scale is the storytelling device: the world got bigger than the things that built it.

Megapol and the Grove

Two proper nouns carry most of the plot's visible weight so far.

Megapol is the first named location — a city-scale ruin whose "lobby" area appeared in the pre-launch patch notes as something the devs were still modelling days before release. The name does what it says: the mega-city of the megastructure era, now the kind of place where a returning player will learn what happened to the people who stayed.

The Grove is the story's loaded word. It appears exactly once in the store text, at the end, inside a question: "The Grove will be burned. Will I burn it?" Whether the Grove is a place, a settlement, or a remnant of living green in a dead world, the game is not saying. What the sentence does say is that the story moves toward a moment of decision — someone burnable, and someone deciding.

Chapter structure is story structure

Worth internalising before buying: RADIOSOL tells its story across chapters. The developer has confirmed that later chapters "won't be sold as DLC, but will be released as updates to the base game," while the base price will rise after the second chapter. So the narrative you are buying on September 30 is Chapter I of a longer transmission — expect it to open threats and questions (the Grove among them) that later chapters pick up, rather than tie off everything it starts.

Open questions, honestly labelled

As of launch eve, none of the following is confirmed anywhere official, and you will find none of it asserted on this site as fact:

  • What the protagonist physically is, and why it has "so many limbs."
  • Whether the story branches at all, and how many endings exist.
  • What the Grove actually is — place, group, or something stranger.
  • Where the "answers" the store page promises will be given, and by whom.

The endings page will track the third question the moment Chapter I is out; the beginner guide covers surviving the world while you look for the rest.