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Weekly Report #143

[h3]Hello Stalkers![/h3]
In our reports, we sometimes sneak in threads about ideas that looked good on paper but missed our game for various reasons. This was the case with Shadow which was literally supposed to be a real shadow, but bringing it into the game like that was only painful. Also with ideas for the fractal world, the appearance and purpose of which changed many times. However, if we think back and see our notes from years ago, we find a whole lot of ideas that were eventually thrown out of Chernobylite before its release on EA. We will only present you the examples that we still remember about ;)

When describing Sashko's silhouette, we noticed a rope dangling at his belt. As we wrote, the rope was to be more than just a decoration - with it the player was supposed to climb buildings etc. We also mentioned that this was one of the very, very many metroidvania elements that we wanted to have in our game. In addition to the rope, Igor was supposed to have in his inventory, among others explosives and even an acid neutralizer! However, at some point, these things got way too much, making the gameplay unreadable. In the end, we stayed with a few things that really fit the game and did not require such a large amount of work, such as a lockpick.



Another element that did not appear in the game are mini-games. They were boring, generic and very costly from the production point of view. We are a small studio and we wanted to stick to the principle of "less but better". If we remember correctly, these mini-games include a card game, as well as a hacking option. The latter even appeared briefly in Early Access.



When planning, we threw out the possibility of building rooms in the base - the player, instead of free building, could only decide on a specific type of already furnished room. In the end, we felt that having a lot of freedom in building a base just seemed more fun. And it was the right decision, which is confirmed in the photos from your bases :)



Another element of the game that did not survive the planning stage is the "crisis" system. From time to time there would be problems in the base that had to be solved by performing a special mission, crafting or trading. There were a lot of reasons why this element did not survive to the end: from creating unnecessary time pressure, to strong punishment of the player (e.g. by the death of a companion) and strong schematic problem-solving. Instead, we preferred to focus on more quality story missions than do half-hearted activities of this type.

The last thing is a would-be weapon in our arsenal: the slingshot. The idea was that the player had to craft different balls that would have different effects when hit. The most over-the-top idea ever! Probably, even if we had several times more programming and animation resources, we would not have made this element at a decent level.



Finally, we would like to remind you: Red Trees is available to everyone! Perfect for those who want to fully feel the autumn atmosphere.

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

But this is not the end of surprises on our part! Season 3 is coming to your hands soon, and with it all new content!



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

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