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Chernobylite Complete Edition News

Season 2: Red Trees is now live with new free content!

[h3]The second huge update in 2022 is now live! This time we also have new, amazing free content: new story missions, game inception arena as well as awesome DLC which will change the look of your base.[/h3]

[previewyoutube][/previewyoutube]


Additions:
  • VR Games - a unique and challenging game inception inspired by roguelike games which you may enter through a VR helmet in the Base. You will be transferred to the fractal world where you will face enemies (humans and monsters) in several arenas, each more and more difficult! Are you ready for a challenge?

    [previewyoutube][/previewyoutube]

  • Ghost of the Past: 6 new story missions in which Tatyana manifests in Igor’s dreams and encourages him to visit various places in the Chernobyl Zone and learn the true history of Chernobyl.



  • Play it! - Who said you can’t have a little fun in the Zone? While learning to craft various and very complex structures, electronics and tools, Igor found a way to build… a gamer’s hardware! Now you and your companions can have a little break from all the stresses and terror lurking in the Zone.



[h2]Paid content:[/h2]
[h3]Red Trees Pack[/h3]
Bring the menacing Red Forest spirit into your base and give it an ominous look with the addition of new skins—the Red Trees Pack. Rusty leaves and the red glow emanating from devices will fill your companion’s hearts with warmth and strength for another tough day in the Chernobyl Exclusion Zone..

[previewyoutube][/previewyoutube]

https://store.steampowered.com/app/1958580/Chernobylite__Red_Trees_Pack/

[h2]Fixes and optimization:[/h2]
New content is not the only thing we worked on. There are also a few fixes and changes:
  • Stuttering optimization - we implemented a couple of fixes so the issue should be improved. Let us know if this helped on the Steam forum.
  • Major changes in Turkish localization. We hope you like it better!
  • And other minor improvements.



That’s all for today! Enjoy the new content and remember that this is not all we have planned for the game this year. In a few months we’re going to add a whole new location and an extremely challenging game mode!

Also, join us today on a livestream at 1:00 PM CEST via Twitch or Facebook!

Weekly Report #128

[h3]Hello Stalkers![/h3]
For some, it may come as a shock to what we’re going to write now, but it is 100% true: Chernobylite is not a game about weapons. It is primarily a story about people who find themselves in a very strange situation; the story of an obsessed man who wants to achieve his goal very much and has tools that will allow him to do it.



On the one hand, these tools are people - the protagonist uses their help when he needs it. On the other hand, weapons are also a tool. We wanted the player to be armed after all. However, by creating Chernobylite in a certain way, we wanted to encourage the player not to play it like in a typical FPS, but to take an active part in this SURVIVAL horror game. Here you can't just push forward, carelessly firing volleys from your rifle. In our game, each confrontation has consequences in the form of wounds suffered during the fight and loss of ammunition. In addition, the weapons of NAR soldiers have biometric security, so they cannot be taken and used in combat, but at most you can disassemble them and take resources from them. In other words: fighting is possible, but there is more to lose than gain from it.



Yes, sometimes you have to fight, especially if you have no other choice. But there are many situations in which you can try to avoid a threat, or build a trap, distract your opponent, or simply give up, return to base and be better prepared for a confrontation. This is what we wanted: for the player not to approach Chernobylite as an action game, but utilize a whole range of options, from which they will be able to choose the best one and the one that suits them better.



There is one more thing: the player only has access to what they can find in the Zone and create with their own hands. Both this and the fact that they only have access to the old blueprints makes it impossible to create an uber-weapon. At least at the very beginning. If the player spends enough time in the Zone and studies the material of chernobylite, then they will have access to much more powerful weapons. But as long as resources are severely limited, relying on improvements and modifications to the current arsenal is the key.

[previewyoutube][/previewyoutube]

But we will tell you about the modifications to the weapons and their parameters, as well as how, using animations (yes, animations!), we managed to achieve the right feeling not only during shots from the weapon, but also during crafting in the next episode.

We continue our contest of Chernobylite keys to win. We remind you of the rules: we ask a question related to the game, and the fastest correct answer wins.

One of the first concepts of the fractal world assumed that the main character would walk on the surface of...

We will announce the winner and the correct answer in the report and in the comments on Monday.

EDIT:

Answer: ...a large sphere.

Congratulations to ФЁРБИ-киська))) :)

And while we're still on the subject of weapons, an interesting view unfolds behind this unmodified revolver. I wonder where it is.



[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/

Weekly Report #127

[h3]Hello Stalkers![/h3]
Chernobylite is a story about a search for lost love, a fight against unknown outliers out of this world and a mysterious organization that wants to use the knowledge gained in Chernobyl for its own interests. However, it is not enough just to move forward blindly firing your gun - everything needs to be carefully planned, and this can take days or even weeks. Thus, a seemingly simple (?) task becomes an attempt to survive in a completely unknown environment.

The basis of the idea for the game was an attempt to find an answer to the question of what would happen if people lived in the zone. Of course, this question came to our minds before we went to Chernobyl. Until then, we had no idea that people actually lived there! These are mainly the elderly, the most often ill, who refused to leave those areas years ago. They live in small villages, in which of all the houses, there is one left that somehow can be used. In part, it was them who inspired us to create Chernobylite.



But we were just as inspired by the stories of people who live in the zone illegally, that is, spend quite a lot of time there for a specific purpose. These are not tourists or a team like ours who came for a day or two days at the most. We think it is safe to call them stalkers. These people have a specific goal of being in this zone. We, too, gave Igor and the other heroes we met along the way a specific reason for being in the forbidden place.



It is interesting to note what ways these people have to survive in the zone for more than 1-2 days. At the basic level of gameplay planning, we were guided by the question "what if someone wanted to survive in the zone". So such a person would have to acquire resources, protect himself from radiation, avoid NAR patrols, etc. Of course, in a real zone, if a stalker is caught, he will be taken out of it, he will pay a fine, and that's it. We wanted to turn up the atmosphere a bit: we changed the policemen who only perform routine activities into an army of mercenaries, for whom killing a stranger in their area is nothing unusual. Especially since that's what they were hired for by a dark secret organization.



But every element in the game at the real level (that is, apart from all supernatural phenomena and creatures) has some sort of embedding in reality. For example, the fact that Igor and his companions are hiding in some bunker. We assumed that anyone who would like to illegally travel to the zone for a longer period and survive there would have to find some shelter. He would also have to take care of the resources necessary to survive, such as food, medicines, protective clothing, a bed, so as not to sleep on the floor and catch a cold, or worse. It was all partly due to real needs, only we tweaked them a bit in the game. We wanted to see what gets players engaged.



If someone had decided to go to the zone for a few or a dozen days ago, sat in a cold and dirty bunker, he would certainly have returned with joy to a warm and comfortable home, but stated that he would come back in some time. However, we wanted the tension resulting from being in the zone to increase day by day, so that we would still have the feeling that there was a task to be done, there would be twists and turns. Hence, all these changes that make our zone generate more adrenaline than it really is.

This is the very idea behind the Chernobylite survival. But what does it look like in practice, and why is the weapon not so important in this? We will tell about it in future reports.

Meanwhile, we continue our little game in which you can win Chernobylite keys for PC and consoles. We remind you of the rules: we ask a question related to the game, and the fastest correct answer wins.

What was the reason for us making the village in Red Forest?

We will announce the winner and the correct answer in the report and in the comments on Monday.

EDIT:

Answer: Our intention was to show samosely

Congratulations to hollamfoe :)

[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/

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/

Weekly Report #125

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]
In the last post we elaborated on how the Chernobylite world was born and what was the origin of the idea of dividing it into several areas. Today we will explain why we put the open world idea aside and what it has to do with technology. We will also share how dividing the map into smaller parts benefits the player.

You need to understand that in Get Even we had more freedom when it came to creating the world, unlike Chernobylite, where we had to reflect the real world. Additionally, the world presented in Get Even was closed and very linear. This means freedom of arranging the levels according to our will, but also the necessity of dealing with many complex technical aspects, like: how to open these levels, how much physical space should we give to the player, etc. In addition, we had to somehow make moving through endless corridors more attractive by putting some items here and there, adding events. We also needed to figure out how random they should be.



In the case of Chernobylite, we focused on a semi-open world. Why didn't we put the entire Zone into the game right away? Because it is way too big. People associate this place with photos and videos that show the most interesting places in the Zone, and these are only a fraction of the whole area. A big map means big problems. Preparing all this content so that running from one end of the map to the other would be interesting would require a lot of work. We preferred to focus on a few specific and most characteristic places and refine them to such an extent that they would look amazing and be fun to explore.

We have a lot of materials from the Zone itself. For some time we even had a problem sorting them properly, there were so many of them. We had entire walls covered with photos to feel the atmosphere of those places. We also had scans and videos. Thanks to all this, we were able to capture the atmosphere of the Zone, so it almost felt real.



Okay, we've divided the Zone into several characteristic places. But how to encourage the player to explore them? In this case, we've done our best to ensure that the player has several paths to choose from, no matter where they are on the map, and each path leads to something different. From one path the player will see a building they can enter, another one is in an alley, and elsewhere they see a powerful radar in front of them. It encourages the player to progress and explore in search of all the things that we have hidden on the map. We can almost guarantee that every time the player visits, there will be something interesting for them to find. It can be some resources to collect, an event, or perhaps a scary opponent.

This way, the player is rewarded for their decisions and wants to continue exploring the map. Each piece of the level has been designed with the player in mind, so that exploration makes sense.



You already know the reason why we gave up the open world from the design perspective. Now, it's worth clarifying this issue from the technical side. Making games in the open world is expensive and requires a proper approach to gameplay. We wanted our game to be more intimate. Additionally, you have to remember that Chernobylite is a game created by a very small team, even many times smaller than the one that worked on Get Even - the size of 30 people! The downside is that you have to make compromises. A lot.



Making an open world game requires a lot more attention to the optimization and performance of the game as a whole. If we decided to give the players the entire zone, large pieces of it would probably have to be generated longer. We know this because we tried to do it, but in the end the quality did not satisfy us enough to go this way. That is why we preferred to achieve maximum quality rather than forcibly create an open world. In other words: it's better to create something small and have full control over it than to create a huge project that will be buggy or not working at all.

Whether or not we made the right call, in the end will be decided by the players.

[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/