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Weekly Report #61

[h3]Hello Stalkers![/h3]
Boom! February is almost behind us. It flew away quickly, even painlessly. We should celebrate it. For example, with a Chernobylite gameplay captured in a section of the game that isn’t yet available to your eyes. There is action. There are explosions. Adrenaline!



Of course, we had to censor it a bit to avoid spoilers. The effect is a bit like the Doom version for the SNES, only in worse quality.

It’s called “retro”. And it’s art.

[h3]Information on the gamepads[/h3]

Work on the console version of the game continues. Here's another proof of that: PlayStation 4 controler layout. The screen will tell console players which buttons are for what.



By the way, as promised, we remind you of the last big message related to the premiere of Chernobylite on PC and consoles.

https://store.steampowered.com/news/app/1016800/view/3042715219434760154

We do this so that you DON’T HAVE TO SHAKE US EVERY SINGLE TIME!



Joking, we like you writing us 😏

[h3]Toot, toot![/h3]
We have something for the automotive fans. When optimizing all-terrain vehicles of the reliable UAZ brand, we thought it would be good to show you what these cars look like from the inside.

First, the body, where the optimization concerned mainly the roof. But also other, smaller elements.



Then we had to dismantle the UAZ car and work on the insides. Literally.



After optimization and corrections, it was a time to make a few variations - just to have more unpredictable levels. The image below shows some of the vehicles created in this way in all their glory.



And now for a change, something for railway fans. Here, too, we decided to work on optimization, which this time concerns the railroad tracks. Additionally, we put together new track models (approx. 30 km long!) in various combinations.



We haven’t forgotten about their smallest elements.



[h3]Stairs to...[/h3]
While we're on "how it's done" part, let us show you how steps are made. The occasion was perfect - we had to make some necessary corrections to one of the objects. This meant creating it almost completely from scratch.

We put the appropriate textures on the model of stairs and adjust them so that they reflect reality as closely as possible.



Then we test the stairs in a specific space and with specific surroundings. The effect is visible after a few final touches.



They look real, right? How about we show you how serious we are about the realism in the game? On the left, a photo that we took during one of our trips to Chernobyl. On the right - the interior of a cottage created thanks to 3D scanning. Looks great isn’t it? We think so too. That’s why we have tons and tons of scanned objects from the Zone, so that you can really feel as if you were actually there! If some of you visit the real Zone one day, look for the places we put in the game and see for yourself how amazing they are!



And to conclude this wonderful report, another exciting patent that we are working on: DIVERSE FIREWORKS!



Who will provide you with that much emotion if not us?

[h3]That's it for today![/h3]
Take care, Stalkers!