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Chernobylite Complete Edition News

Weekly Report #179

[h3]Hello Stalkers![/h3]
In the process of sorting out materials from the early days of Chernobylite development, we came across some that we had almost forgotten about. They are fascinating, and they relate to a rather crucial moment of production: we were thinking about what the creatures scaring players in the Zone should look like. That's why today we're setting aside the main characters for a moment and focusing on those who attack players by surprise.

Only a year ago we mentioned that before Chernohosts, Borderers and Dusters were created, the first prototype of the monster was inspired by "shadows" drawn in the form of graffiti on the walls of buildings. These shadows were supposed to come to life, come out of the walls, and attack when the player didn't expect it. It was perfect and fit the vibe of the whole game.

https://store.steampowered.com/news/app/1016800/view/5639086788836370509

Initially, we wanted these apparitions to take human forms.



Over time, there were also ideas for the shadows to change their shapes, for example, into monsters with long and knife-sharp fingers.



But as we mentioned, the idea wasn’t working out from the start, mainly for technical reasons. However, instead of abandoning the idea entirely, we decided to evolve it. We wondered what would happen if instead of fighting an actual shadow, the player would fight a physical representation of it. The effect of these considerations was a complete change in the philosophy of the gameplay. The name “shadows” remains only as a common name for all monsters born as a result of chernobylite crystals.

One of its representatives is the Borderer - the first of the kind of a new group of monsters designed in the later phase of Chernobylite's development.



The shadows were just the outline of an idea that in the end didn't make it into the game. But who knows, maybe we'll come back to this concept in the future ;)

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

[h3]Do you like Chernobylite? Give us a review.[/h3]



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Weekly Report #178

[h3]Hello Stalkers![/h3]
Tatyana is not your typical damsel in distress. She is a fully independent character who haunts Igor in his dreams. But who she really is? An apparition? A hallucination? Igor's conscience? Or maybe a being from another dimension in human form? Whoever she is, we know one thing: she was one of the most fascinating characters we had to create.



Believe it or not, the concept of Tatyana as a mysterious ghost-lady in a red dress (colors changed over time) appeared in our heads much later than you might imagine. When we sat down to plan the game's plot and character development, we assumed at a very early stage that Tatyana had survived the Chernobyl disaster. Not only that, but she was also meant to establish cooperation with the NAR and conduct research for them on chernobylite and all phenomena produced after the explosion of the power plant. This was also intended to be the reason why Tatyana did not want to be found by Igor.

All of this, of course, had an impact on Tatyana's appearance. In the initial concept sketches, we depicted her as a woman in her 50s (assuming she survived the crash and was close in age to Igor) and dressed as a scientist.



The idea was... okay. Just okay. In the end, we gave up on it and decided to go in the direction of the concept of an apparition appearing in dreams. We found this idea much more enticing and appropriate for a horror game than any spy themes. There are also technical arguments: animating Tatyana's face during any dialogue would be more expensive than animating all the other characters and their animations combined. Not to mention that having her wear a face mask would completely undermine the emotional impact we wanted to deliver in the game.

Finally, one more curiosity. A demonic version of Tatyana, which was partly created by accident and partly by the graphic artist's creativity. It's a very cool effect that hasn't been used in the game. A real shame.



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

[h3]Do you like Chernobylite? Give us a review.[/h3]



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Chernobylite Enhanced Edition in Franchise Sale!

Summer is fast approaching. For many of you, this means holidays, more time to relax and have fun. And of course, playing video games ;)

[h2]On this occasion, from today until June 23, Chernobylite: Enhanced Edition and all DLC released so far will be available at a discounted price of -55%.[/h2]

The promotional price will include: So if you haven't had a chance to play Chernobylite so far, now is the best time!

Weekly Report #177

[h3]Hello Stalkers![/h3]
For now, we will set aside graphics from various locations around Chernobyl, but not forever! We'll revisit them later to show you how everything was originally supposed to look in the game. Today, as promised, we’ll take a closer look at the first concept art of the main characters of Chernobylite. Let's start with our main character.

We’ve covered Igor extensively in one of the reports from last year, when we showed his profile in more detail. Below you will find a link to the material.

https://store.steampowered.com/news/app/1016800/view/3396294721353039208?l=english

In that report you had the unique opportunity to see the concept sketches, based on which the final version of Igor's appearance was created: in a stalker outfit, in a hood and with a gas mask covering his face.



However, it must be admitted that working on Igor's appearance was not easy. There were numerous ideas on how he should present himself to the players. These ideas were translated into numerous concept sketches, showcasing Igor in various situations: wearing a jacket, a coat, camouflage, with and without a hood. Even Igor's face underwent constant changes, with different versions featuring or without glasses, with a beard resembling Walter White or Gordon Freeman, or even longer



There was even an option for Igor without hair!



There were a lot of combinations, but in the end a consensus was reached. This is where the power of concept art lies: to be able to transfer all our ideas about a given element of the game on paper, and then be able to choose the best features and combine them into one.

Although, the example of Tatyana shows that even the most promising idea can end up in the trash. But more about that next week!

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

[h3]Do you like Chernobylite? Give us a review.[/h3]



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Weekly Report #176

[h3]Hello Stalkers![/h3]
We continue to publish concept art of places in Chernobyl that were transformed into Chernobylite game. This week we're taking a look at the images from the Moscow Eye map.

The most obvious element that we focused on extensively was, of course, the radar - perhaps the most distinctive feature of the landscape. It's hard not to be impressed by how good this facility looks in all conditions. What do you think about it?



And that's it for today. We have even more materials for you, but we also want to know your opinion. What would you like to see next time? Another location from Chernobyl? Or perhaps, for a change, would you like to see how the appearance of individual characters changed before they were included in the game? Believe us, we have interesting stories in this case, too ;)

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

[h3]Do you like Chernobylite? Give us a review.[/h3]



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