Weekly Report #126
Before we start the report, we would like to share a reminder that Chernobylite was nominated by the Polish section of IGN to fight for the title of "Best Polish Game" of 2021. All nominated titles have a chance to win an audience award in that category. Please vote for Chernobylite! The voting lasts until June 5. Thank you for all your support!

[h3]Hello Stalkers![/h3]
The world in Chernobylite is not only a cluster of polygons and textures merged together by lines of code. It is also the experience of visiting buildings dominated by vegetation, crumbling walls, and a unique atmosphere that is difficult to imitate. And these cannot be recreated while sitting simply at a desk.

While working on both the Chernobyl VR Project and Chernobylite, we made a lot of trips to Chernobyl to gather the materials we needed. Being there, we felt like we were thrown in the middle of a computer game. Well, our trips in some way defined how the player explores the Zone in the game. But at the same time, we were quite aware that we are dealing with a place that exists in the real world.

From the very beginning - when we were creating the Chernobyl VR Project - we tried to show the Zone as close to reality as possible, not only in terms of its appearance, but above all, how it evokes emotions. It seems to us that Chernobylite stands out from other post-apocalyptic games, because the action of the game takes place in a real place. And it can be seen not in some imaginary concept sketches, but in photos, recordings and venturing through the Zone on our own.

Of course, there were some "tweaks" in how the game represents the world of Chernobyl, here and there. The Zone itself is a very quiet, peaceful and deserted place. We tried to reflect the atmosphere of the place that exists in the real world as accurately as possible, but at the same time to slightly colorize the elements that made it unique, to make the experience more intense. Everything we did in relation to the visualization of the Chernobyl Zone was intended to reflect the emotions we felt when visiting the zone, only more intense.

It was thanks to the trips to the Zone that we were able not only to absorb this atmosphere, but also to recreate it as it is. It was the experience that determined how we worked on the game.

Finally, we have something special for you! With this report, we are starting a contest series, where you can win Chernobylite PC and console keys every week. The rule is simple: we ask a question related to the game, the first correct answer in the comments wins. However, be warned: the questions will not be easy. Only for the hardcore Chernobylite fans.
Ready? So here we go!
What is the name of the locksmith's brother?
The correct answer and the winner will be announced on Monday in the comments section and in this report.
EDIT:
Answer: Athanasius
Congratulations to RenTGen :)
Oh, and for a #Friday leisure time:
No one:
People who drank too much at a party:

[h3]That's it for today![/h3]
Take care, Stalkers!
[h3]Will you join us? Let us know in the comments or on Discord.[/h3]

[h3]Follow our official channels to stay up to date:[/h3]
Like us on Facebook
Follow us on Twitter
https://store.steampowered.com/app/1016800/Chernobylite/

[h3]Hello Stalkers![/h3]
The world in Chernobylite is not only a cluster of polygons and textures merged together by lines of code. It is also the experience of visiting buildings dominated by vegetation, crumbling walls, and a unique atmosphere that is difficult to imitate. And these cannot be recreated while sitting simply at a desk.

While working on both the Chernobyl VR Project and Chernobylite, we made a lot of trips to Chernobyl to gather the materials we needed. Being there, we felt like we were thrown in the middle of a computer game. Well, our trips in some way defined how the player explores the Zone in the game. But at the same time, we were quite aware that we are dealing with a place that exists in the real world.

From the very beginning - when we were creating the Chernobyl VR Project - we tried to show the Zone as close to reality as possible, not only in terms of its appearance, but above all, how it evokes emotions. It seems to us that Chernobylite stands out from other post-apocalyptic games, because the action of the game takes place in a real place. And it can be seen not in some imaginary concept sketches, but in photos, recordings and venturing through the Zone on our own.

Of course, there were some "tweaks" in how the game represents the world of Chernobyl, here and there. The Zone itself is a very quiet, peaceful and deserted place. We tried to reflect the atmosphere of the place that exists in the real world as accurately as possible, but at the same time to slightly colorize the elements that made it unique, to make the experience more intense. Everything we did in relation to the visualization of the Chernobyl Zone was intended to reflect the emotions we felt when visiting the zone, only more intense.

It was thanks to the trips to the Zone that we were able not only to absorb this atmosphere, but also to recreate it as it is. It was the experience that determined how we worked on the game.

Finally, we have something special for you! With this report, we are starting a contest series, where you can win Chernobylite PC and console keys every week. The rule is simple: we ask a question related to the game, the first correct answer in the comments wins. However, be warned: the questions will not be easy. Only for the hardcore Chernobylite fans.
Ready? So here we go!
What is the name of the locksmith's brother?
The correct answer and the winner will be announced on Monday in the comments section and in this report.
EDIT:
Answer: Athanasius
Congratulations to RenTGen :)
Oh, and for a #Friday leisure time:
No one:
People who drank too much at a party:

[h3]That's it for today![/h3]
Take care, Stalkers!
[h3]Will you join us? Let us know in the comments or on Discord.[/h3]

[h3]Follow our official channels to stay up to date:[/h3]


https://store.steampowered.com/app/1016800/Chernobylite/