ENDS Promises a British GTA that Refuses to Play by the Rules
Indie studio Concrete Realm's Ends blends open-world London crime, real street art, and transparent development into a story-driven "British GTA" with a guarded soul.
News by Placid on Aug 16, 2025
A new type of open-world game is being made in the middle of London, where the sky is gray and the city has a lot of history. Ends isn't just another place to play crime games. Their idea of a city full of grit, culture, and unspoken rules was carefully put together by a small studio called Concrete Realm. Some people have called what this independent team has been working on "a British GTA" for two years, but the truth is much more complicated.
The idea behind the project goes back to openness. Concrete Realm has been open about the tools that make their world work. They don't hide the fact that they use third-party apps or asset packs. Instead, they treat them as a foundation, reshaping and refining them until they feel bespoke. In an industry where some projects disguise borrowed assets behind hype, this directness has become its own kind of authenticity.

At the core of ENDS lie two protagonists, each carrying their own history. While full details remain guarded, the promise is clear: this is intended to be a story-driven experience, not a hollow open-world simulation. Customization plays a role as well. A wardrobe system allows players to alter their look, a small but vital touch that gives texture to life inside this London.
Technology weaves into the design in other ways. A fully working phone in the game lets you stream music while you're on the go and has a camera for taking pictures of street art. This writing isn't just for looks. Each piece is by a real London artist, and when you take a picture of it, you can learn about the artist's life. It's a modest nod to the city's culture, a way to protect it while still having fun.
Combat is being crafted with precision. Pre-existing systems have been adapted with lock-on targeting and other refinements. NPCs operate on AI behavior patterns that have been expanded to fit the urban environment. Concrete Realm's development logs invite collaborators to speak about their work, humanizing the process in a way large studios rarely do. Notably, there is no blockchain involvement, no crypto scheme lurking beneath the surface.
Missions, at least in their current form, lean into the realities of London's underworld. Early builds center on drug-dealing mechanics, with objectives delivered via in-game texts. While functional, the question lingers: will the final version capture the layered storytelling the setting demands, or will it risk becoming a simple transaction loop?
One detail sets this project apart from many indie titles. Optimization is being addressed early. Frame rates, load times, and stability are part of the conversation now rather than after launch. For a team of only a few people, this discipline suggests a rare level of foresight.
Concrete Realm has not shied away from revealing their struggles. Vehicles, certain combat animations, and system integration remain challenging. Yet this openness is also a form of community-building. Their Discord and Kickstarter channels welcome skilled contributors into the fold, turning ENDS into a kind of shared creation.
Still, the shadows of uncertainty stretch long. London is a city built on stories—of rival crews, shifting alliances, cultural intersections, and historical undercurrents. To set a game here without giving equal weight to narrative risks squandering its greatest asset. The Getaway, for all its technical shortcomings, is still remembered because its story rooted players in its world. Without that same commitment to character and consequence, even the most stunning cityscape becomes a stage without a play.

The trailer released over a year ago, paired with the development logs, functions more as a technical showcase than a narrative invitation. The players still haven't heard the sounds that will live in this city or seen the plot lines that will connect them to its fate. Still, that lack makes things interesting in its own way. It's possible that the silence is on purpose. Maybe the best stories are the ones that are told in secret until it's time.
ENDS is a promise for now. A city that was built by a few people. A project transparent in its process yet guarded in its soul. Whether it becomes a landmark in British game design or fades into the crowded skyline will depend not on its shaders or asset pipelines, but on the humanity that breathes between its lines of code.
Senior Editor, NoobFeed
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