Thanks for the info guys!
@Kyatric: Thanks for the link. I checked it a while ago. I don't think this is the case, since I am not using the image compression on project export (image compression set to none). If I got something wrong here, I'd appreciate being corrected Also, I have set downscaling to "low" and "preload sounds" to "no" in project settings(had to do this early on, since the prevs in C2 would often go haywire, as well as set "dont show unique icons")
@ome6a1717: I think this might be the more probable cause. Window size of the game is 640x400 but set to fullscreen(fullscreen scaling high quality). Currently checked with 3000x2000 for the 1.5GB splash->2GB title screen RAM values. This is with the newest build which has undergone some optimisation. A few weeks ago, during test on a desktop in 1080p the older build took around 1.7GB RAM. Will have to check current build with different resolutions and get back with an update.
EDIT UPDATE: just checked with a different resolution on my current spec (surface book2, i7, 16 GB RAM,win10), tried running export in 1920x1080 and 1920x1200 instead of 3000x2000. Same results: Splash takes 1.5GB RAM and between 2GB on title screen load. Yet, as mentioned on my old desktop, an older less optimised build with the same amount of assets with win7, 8GB RAM, the game takes 1.6GB RAM on title screen load
As much as I love working with C2, the lack of changing the screen resolution ingame/project is a serious bummer, especially for larger, more taxing projects. Slightly off main topic, but if anybody would have a workaround for this issue, I'd appreciate a link or suggestions etc.