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Chernobylite Complete Edition News

Weekly Report #151

Before we start, we have a little announcement for you. The Steam Autumn Sale has started! If you haven't had a chance to play Chernobylite or any of our DLCs yet, now is the perfect time! The game and DLCs are 40% off!



More details can be found in the following post:


https://store.steampowered.com/news/app/1016800/view/3501014738138764551?l=polish

We also have a request for you. As every year, the nominations for The Steam Awards have started. Chernobylite isn’t a new game (more than a year has passed since its release ;)), but that doesn't mean we can't take part in this event. As our game has received a ton of huge DLC over the past year, we qualify for the "Labor of Love" category - for a game that is still supported by its developers.

To nominate Chernobylite for this category, we ask you to leave a review or update an already written one and check the appropriate box on the Steam Awards page. Thank you for all the votes and reviews! :)




[h3]Hello Stalkers![/h3]
The base in Chernobylite is a special place. You can rest there after a hard mission, talk to your companions, and replenish your equipment. And most importantly, you can decorate it as you like. From your screenshots, we can see that you don't just place beds, crafting tables and plants inside. The furniture layouts in your bases go from extreme to extreme: from well-crafted apartments to massive mushroom farms. It's obvious that you enjoy it.



The concept of the base has been with us basically from the very beginning. There were two factors behind its creation. Firstly, we like building bases ;) Secondly, simple logic: the main character ended up in the Exclusion Zone, separated from the outside world. He has a very important mission to perform, for which he must prepare. It requires time, resource gathering and a suitable base of operation. And it’s not like the protagonist can sleep on the floor. Even stalkers in real life need to find shelter if they want to survive in the Zone for more than a day. So we gave our character an abandoned warehouse that he can remodel to his liking. We also made sure that it has a large window overlooking the Zone, from where further expeditions can be planned.

The view from the base was inspired by our trip to Chernobyl. When we climbed to the top of one of the towers, we had an amazing view of the entire Zone. We thought it would be cool to create a place in our game where the player could look out the window and indicate where they would like to go each day. That's how it all started.

Of course, the appearance of the base has changed over time. Its evolution was quite… exuberant. There were a lot of changes, corrections or redesign of the entire project. The original plan was for the space to be very small (about ¼ of what you see in the final version of Chernobylite) and contain basic items like a bed. Another plan was to create rooms (e.g. companion room, kitchen, etc.) that could only be upgraded to a certain level.

The appearance of the base was constantly changing. Once everything around was too "sterile", other times we decided to give the place a more raw and gloomy look, which made the base feel quite inhospitable. Eventually we managed to strike the right balance.



Many objects placed in the base have also undergone significant changes in appearance, which you may have noticed for yourself if you played the game in Early Access.





But not only the appearance changed. Over time, the base became more than just a place to sleep. It started with adding a single weapon crafting table and to this day we’ve added so many devices, we are slowly losing count. Over time, new objects began to arrive, not only those related to the preparation for the mission. We finally reached the point where you can decorate your base like a house in The Sims. And objects also have an impact on the well-being of our companions. Just like in The Sims!

We even decided to drain the water from the lower floor of the base, which was flooded in EA. Everything to give you more space to build on.



It turned out to be the right decision, because apparently you like arranging the base your way, and our social media was flooded with photos of your "apartments" at some stage.



If you have photos from your bases, share the links in the comments :)

And finally, the most important quote.



[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]
Like us on Facebook Follow us on Twitter

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

Get Chernobylite 40% off during Autumn Sale!

[h2]Stalkers! [/h2] The Steam Autumn Sale has started! On this occasion, we have a special offer for you.

Chernobylite Enhanced Edition can be purchased 40% cheaper!

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

Almost all DLCs released so far are available at a 40% discount:
Additionally, the newly released Zone Bard can also be purchased at a 20% discount.

So if you haven't had a chance to play Chernobylite so far, now is the best time. But you must hurry - the offer lasts until November 29!

There's still more content to come. Check out the roadmap here.

[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]
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Weekly Report #150

[h3]Hello Stalkers![/h3]
And here we are. 150 weeks ago the first Weekly Report appeared. Every week we informed you about the progress of work on Chernobylite, when it was released in Early Access. We presented you the backstage of the game's development, the secrets of the development of games in general, as well as numerous curiosities related to Chernobyl. Yes, there's been a lot going on, and we've got some exciting weeks ahead of us. But before we start again, let's take a step forward again, let's take a little trip back in time and see how other milestones from 150 weeks ago fared.



Of course, we have to start with Report #1, which was released on October 24, 2019 - exactly one week after the game's Early Access release. “It's been a long week. Likely the most busy and the most fruitful time in the whole project's history. We've finally released the Early Access of Chernobylite on Steam and GOG and it was just the beginning of the next big stage for the project” - these were the first sentences.

Looking back, this post may not have been visually stunning (did you see that graphic in the header?), but it contained all the necessary information: info about the release, about upcoming patches, as well as upcoming plans for new content, reports and updates to fix this and that. It went pretty well at first.



https://store.steampowered.com/news/app/1016800/view/1663444076996026600

Already from the second entry we started messing around with text formatting and information transfer styles, until we finally reached the point where we are today :) An example of the accumulation of all the changes introduced step by step is report #25, which we devoted entirely to a very important system in our game stealth. Here's an interesting fact: in the gifs you can see the differences between EA and the current version of the game in the way of "taking down" enemies silently. This is just one of many examples showing how deep changes the game has undergone. Even with such small mechanics.



https://store.steampowered.com/news/app/1016800/view/2394174043712874853

Report #50 is also a breakthrough. For a long time, we wanted to provide you with even more interesting content in Reports than what has been available so far, and finally the opportunity arose. We launched a mini-series of conversations with members of our team who talked about their experiences working on Chernobylite. The first one was Joanna, our Tatyana, who talked about what the photo sessions in Chernobyl looked like. Let's add: sessions conducted in extreme conditions due to the prevailing cold. But there were also interesting and funny anecdotes. You liked that kind of posts and it made us very happy. Who knows, maybe we'll come back to this series before the release of Season 4 ;)



https://store.steampowered.com/news/app/1016800/view/2905348457012939665

"The Heists". The last mission in the game, the most exciting and most requested. Seriously, you've been asking us questions for months about when we're finally going to add it to the game. And we consistently answered: everything in due time. (A little note for those who just joined us: the mission was not available for a long time during EA because we wanted to polish it, and we didn't want to spoil the ending).



However, we didn't want to leave you in constant uncertainty - we decided to show something more than scraps to whet your appetite a bit, as well as calm down the more impatient. That's why in Report #75 we presented to you the main assumptions of the last mission: team selection, ways to complete individual fragments, and what impact the choices we make have.

Patience finally paid off and after some time we released a powerful snippet of the mission, which was a foretaste of what we had in store for you at launch.

https://store.steampowered.com/news/app/1016800/view/3042725371156667779

A few months have passed since the release of the full version of Chernobylite on PC, and in the 100th report (anniversary!) we continue to reach our archives in search of interesting stories. We found a lot of material documenting our recent trips to Chernobyl, where we collected photos and videos needed to recreate this area in our game. Fun fact: half of these photos are from the site of unfinished cooling towers. You can see our sound engineers trying to catch the "sounds of silence". We used almost all the audio materials soon after on the Cooling Towers map, which you can play today as much as you want :)



https://store.steampowered.com/news/app/1016800/view/3123806002403213849

With Report #125, we continue the little mission we started: we explain the genesis of Chernobylite and the evolution of all core design elements. In this episode we talk about the pros and cons of the open world and why we didn't go for it. This decision has its design and technical reasons, which is why we recommend reading it to those who would like to create such games in the future. But it's not like we're cutting ourselves off from these types of solutions - maybe someday we'll come back to the idea of an open-world game. Who knows, who knows…



https://store.steampowered.com/news/app/1016800/view/3333239252210456735

[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]
Like us on Facebook Follow us on Twitter

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

Weekly Report #149

[h3]Hello Stalkers![/h3]
With the launch of Chernobylite’s Season 3, you received a surprise from us in the form of a new weapon - the legendary Soviet-made pistol - Makarov. It looks inconspicuous, but with some modifications it can become a deadly piece of equipment. And we wouldn't be ourselves if we didn't add some magic to it ;)



Makarov, apart from the fact that it has universal design and is still produced today, also has an interesting history. In July 1945, shortly after World War II, a competition for a new service pistol was announced in the Soviet Union to replace the Tokarev TT-33 pistol and Nagant M1895 revolver used so far. The new pistol was intended primarily for self-defense, which meant that it had to be lighter and more handy. The above-mentioned pistols did not meet these conditions.



Several engineers took part in the competition. Among them was a novice constructor Nikolay Fyodorovich Makarov. Instead of building a pistol for an existing cartridge in Soviet inventory, Makarov was inspired by the WWII design of the German Walther PP. The Luftwaffe had rejected this pistol design a few years earlier due to its poor accuracy.

The Makarov pistol, unveiled in April 1948, experienced 20 times less malfunctions than competing pistol designs from Baryshev and Sevryugin. After many major design changes and corrections, in December 1951 the pistol was formally adopted under the name "9mm Makarov Pistol" or "PM". There were numerous arguments behind his choice in the competition, incl. simplicity in use (it had few moving parts), economy and ease of production. Mass production started a year later and has been continuously improved since then.



The Makarov pistol remained in service with the Soviet army and police until the end of the USSR in 1991. Although in 2003 it was formally replaced in the service by Yarygin PYa, until 2016 a large number of Makarov pistols were still used in the Russian military and police. To this day, Makarov is a popular service pistol of many Eastern European republics and former Soviet countries.

[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]
Like us on Facebook Follow us on Twitter

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

Weekly Report #148

[h3]Hello Stalkers![/h3]
We looked through many of your comments on Steam and on our social media, and we came to the following conclusion: Gate of Madness is giving you a hard time. We warned you several times, but you didn’t believe us :P

https://store.steampowered.com/news/app/1016800/view/3575320416275482695

But have no fear! We aren’t heartless monsters that will leave you alone to face such a cruel fate. That's why we've decided to prepare this really short Gate of Madness survival guide. However, don’t think it will make the game easier. Yes, we will provide a few tips, but how you use them - that’s entirely up to you.

1. Stealth is NOT an option, it’s a MUST

Face-to-face confrontation is something you must avoid at all costs. The opponents are much tougher, and the fight has an additional impact on Igor's psyche - it will gradually decrease, and it will not be possible to restore it to its original level. Even with alcohol! This means constantly juggling with food and medications which are very, very scarce. So when you go on a trip, you have to get used to constantly squatting in the bushes. And if you get noticed, it might be wiser to run away as far as you can.



2. Plan and add up your resources meticulously

You won't find a lot of resources on the map. In fact, you'll be lucky if you find more than you have fingers in one hand. Therefore, store everything that you collect in a cupboard, for example. If you want to create or build something, first try to answer the question: what do I need at the moment? Don't waste resources unnecessarily! In addition, it is worth training with your companions collecting resources in the field (Mikhail) and saving materials needed to expand the base or upgrade weapons (Tarakan).



3. Play Bob the Builder

The base is in a deplorable condition from the very beginning of the game. The stats glow red when the threshold is first crossed. And as you well know, the condition of the base has an impact on the health and well-being of your companions. That is why it is worth going on a few trips, gathering as many resources as possible and starting to slowly rebuild the base to a usable condition. It is important to do this before recruiting more people. It will already be hard to keep one person alive, let alone a whole crew. And we don’t mention that their morale is also low, so... You have to roll up your sleeves and go to work, because your companions will run away/die before you know it.



These are the really basic rules that you should know. We have no choice but to wish you good luck!

[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]
Like us on Facebook Follow us on Twitter

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