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Nikita Buyanov
April 25, 2026 at 11:30 PM
Initial article on Nikita Buyanov, creator and ideologue of Fragmentary Order, covering career background, role at Rant Gaming, stance on Tarkov, and stated design direction.
Nikita Buyanov is the creator and ideological lead of Fragmentary Order, a hardcore science fiction multiplayer combat simulator developed by Rant Gaming in association with publisher Cor3. He founded Rant Gaming as a separate studio specifically to build this hard sci-fi project.
Buyanov is best known as the creator of Escape from Tarkov, the hardcore looter shooter that defined a subgenre of high-stakes raid-based combat. He served as head of studio at Battlestate Games, the developer behind that title, and spent more than ten years guiding its design, feature roadmap, and live operations. The systems he championed there (granular weapon modification, complex health and ballistics, persistent loss) form the design vocabulary he is now applying to a new setting.
For this project, Buyanov founded an entirely new company rather than expanding an existing one. Rant Gaming was set up from scratch with a fresh team of roughly 130 staff, the great majority of whom are new hires rather than carry-overs from the Tarkov years. Buyanov is positioned as the project's creator and creative ideologue, setting the tone, the systems pillars, and the long-term vision while the studio is built around him.
Buyanov has been explicit that the new project is not a sequel, spin-off, or successor to Escape from Tarkov, and that Rant Gaming is a legally separate company from Battlestate Games. He has stated publicly that he intends to keep working on Tarkov in parallel for the foreseeable future, summarising that commitment with the phrase "Tarkov for life". The two projects run side by side: one continues as a live hardcore shooter under its original studio, the other is built fresh in a different studio, with a different team and a different fictional universe.
Buyanov has framed the project as a combat simulator rather than as an extraction shooter, arguing that extraction is one mechanic among many rather than the genre label the game should sit under. He has positioned the design as the deliberate opposite of competing science fiction extraction titles such as Arc Raiders, characterising those as efforts aimed at a more casual audience and stating that his target player is the hardcore enthusiast who wants systems to learn rather than systems to bypass.
On scale and pace, the studio has stated the following targets:
Map size: zones of roughly four to five times the largest maps in his previous shooter, with smaller close-quarters areas planned alongside them. See Maps and Scale.
Pace: combat and traversal targeted at roughly two to three times the tempo of Tarkov.
Systems depth: advanced weapon behaviour, extensive customisation, a complex health model, and a corporate economy layer. See Gameplay Overview and Engine and Technology.
These figures are publicly stated developer goals rather than measured specifications, and the alpha programme will be used to validate them under live conditions.
Several biographical and organisational details have not been formally confirmed at the time of writing:
Birth year and hometown.
Exact title at the new studio (Chief Executive, Creative Director, Studio Head, or another formal title held in addition to the broader "creator" framing).
Full prior credit list before the long Tarkov tenure.
Whether he holds an ownership stake in Cor3, the publisher.