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Chernobylite Complete Edition News

Chernobylite's first anniversary!

[h3]Stalkers,[/h3]
When we started traveling to Chernobyl to get materials for our new project, we didn't know yet where this would lead us. A few years later, in 2019, we were able to show you the first fruit of our labor - Chernobylite entered Early Access. Throughout this time, we've been collecting your feedback and working hard to make our game even better. Until that day finally arrived. Exactly a year ago, on July 28, the full version of Chernobylite was released on PC. To celebrate this occasion, we prepared something special for you! Read more to find out what ;)

It's hard to believe it's been a year now. And it would seem that everything happened only yesterday. Chernobylite has received tons of reviews (including from you, for which we thank you), as well as many awards and features. Yes, the first weeks after the premiere were intense and extremely exciting for us.

However, it's not like we released the game and that is where our work is over. For the last 12 months, we’ve been providing you with new content that made the game deeper and richer thanks to which some of you felt encouraged to return to the Zone.



Of course, this is not the end of the attractions we have prepared for you. We have some surprises for you to celebrate Chernobylite's first birthday.

[h2]The Arrival[/h2]
Something different than the DLCs you got used to so far. We are giving you "Chernobylite Short Story: The Arrival"... for free! It is a short story about the fate of Sashko Horobets, one of Igor's companions. What brought him to the Chernobyl Exclusion Zone? Will he find the answers he is looking for?



[h2]Plush Stalker[/h2]
Together with Makeship, we launched a crowdfounding campaign. The goal is one: the plush Black Stalker! This soft little fella is entirely handmade and based on the Black Stalker character and might end up on your desk!



The number of mascots is limited. More details can be found at this link.

[h2]Mega discount[/h2]
On the occasion of Chernobylite's birthday, we have another discount for you - the game and all DLCs released by us are available for purchase for 30% less! The promotion will take place on August 1-7. So do not hesitate! Jump into the Zone to get to know it once again!

[h2]FSR 2.0[/h2]
There’s also good news for those of you who are less into gaming goodies and more into tech. Starting today, Chernobylite now supports AMD FidelityFX Super Resolution 2.0 on DX12.

And that's all!
Happy anniversary, stalkers!

Major Patch - Bug fixes and improvements

In this patch we are introducing AMD FSR 2.0 - new temporal upscaling technology to help improve framerates and overall quality.

Also, we were working hard to fix the known issue with the “Ghost of the Past" mission in Pripyat Residential Area and after thorough testing - we are submitting it with this patch. Thank you for your patience and understanding!

The complete changelog for this update can be found below:

Technology:
  • Added AMD FSR 2.0 feature (please make sure to run the game in DX12 to use it!) with the following settings available: “Quality”, “Balanced”, “Performance”, “Ultra Performance”
  • Improved overall stability - amount of crashes you were experiencing (especially in VR mode) should be reduced now
  • Improved Ray Tracing effects in some areas
Major bugs fixes:
  • The issue blocking progress in “Ghost of the Past in Pripyat Residential Area” is gone. If you have a save file where the quest is already broken - don’t worry, because going through the timeline is a solution for such a case.
  • The issue with some of the items (and extended slots) disappearing from inventory after leaving VR is fixed. Note: Loading broken save from outside VR won’t restore items, but if you load the game saved inside VR - both items and slots will be back
  • The event where Semyon asks you to mine the building sometimes was not progressing even if 3+ mines were set up. We extended the trigger area, so the problem won’t occur anymore
Localization updates:
  • “Select” and “Exit” text lines on the board with Tanya’s photos were always displayed in English regardless of currently set language - now all languages have their corresponding translations
  • We have corrected spelling mistakes visible in some of the dialogues/menus. Most of them were spotted by you and reported on the Steam forum, so thanks for that!
Other:
  • Amount of available ammo now always differ between VR and non-VR mode
  • Sometimes the game was crashing when Igor was killed by chernohost from specific events - it’s fixed now
  • We fixed some random crashes encountered when entering/leaving portals in VR mode

Weekly Report #133

[h3]Hello Stalkers![/h3]
As promised, we are continuing with our series of entries, in which we intend to tell you how the individual elements of the game were created. Today we will talk about the most important one, which is the main character. Meet Igor Khymynuk.

Some players were very surprised that we don’t control the modern Rambo - one that breaks through the levels and unloads the entire series from a rifle at its opponents. This would probably solve the problem of entering the power plant area faster and more efficiently. The reason why it was different is quite simple: from the beginning, we didn't want to make a game that was totally action-oriented and/or shooting-oriented. On the contrary!



Chernobyl is a beautiful and mysterious place, full of secrets and dangers. The sight of a soldier definitely does not encourage fighting, but rather fleeing. We wanted to reflect our true emotions from real visits and experiences in Chernobyl, not to create an American abstract action movie. Hence, it was natural for us to create a hero of flesh and blood, who avoids fighting, does not want to kill, but is clever enough to defeat the opponent. When creating Igor, we had in our minds such characters as Joel from The Last of Us, a journalist from Outlast, and James from Silent Hill. They are just normal people who find themselves in an abnormal situation.

In addition, keeping with the historical realities, we also wanted to create a character who was somehow influenced by the Chernobyl disaster. Preferably one for whom it was her or his immediate experience, or even better - they worked at the power plant. And since the catastrophe took place almost 40 years ago, the hero needed to be of a specific age, and have a specific approach to solving problems. And so Igor is a man who’s been through a lot and has a doctorate in physics and chemistry. A person with such a background would rather avoid combat and construct traps than throw himself into action with a rifle in his hand. Besides, you know very well that Igor doesn’t react best when he needs to kill another person...



What motivated Igor to throw himself into the middle of the Chernobyl zone was the desire to find his beloved, who went missing on the day the power plant exploded. This is the main plot.

The Chernobyl disaster hides two particularly interesting puzzles: why did it happen, and what happened right after it? A lot of books, films and documents have touched the first question. (recently even a TV series). When it comes to the second question: stories about the victims of a catastrophe are a difficult subject of research and investigation.In addition, two days after the disaster, the city of 50,000 was evacuated - people were packed in buses and transported to unknown places throughout the USSR. Families were separated, many people disappeared without a trace. The fact that someone returns to Chernobyl to find a loved one who has disappeared is actually the first thing that comes to mind after hearing these stories. This motif was a perfect fit for Igor and Tatiana's story: two lovers separated on the day of the catastrophe and now trying to find each other after many years. The paranormal elements are merely a diversifying addition.



As for implementing the main theme - without going into too much detail, to avoid spoilers for those who haven’t yet played Chernobylite - we can say that the story has gone through three iterations: before the start of Early Access, right after the game's release on EA (we took into account the feedback of players who had some comments), and the third and final one, a few months before the official premiere. Each iteration more or less affected Igor. Because the more complete the vision of the game was, the more Igor evolved with it.

Before we finish this post, we have a little announcement for you. Be with us next week, July 28. We are preparing a lot of surprises for you on the occasion of the first anniversary of Chernobylite. You cannot miss :)

[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 #132

[h3]Hello Stalkers![/h3]
So far, in our reports, we've talked about the genesis of the game and what path it took to release almost a year ago. So it's time to go from the general to the specific. In today’s and the following reports, we are going to tell you in the smallest detail how the individual elements for the game were created. In today's episode: monsters.

The first prototype of the monster was inspired by the "shadows" drawn in the form of graffiti on the walls (in the game, they are visible inside the buildings in the Moscow Eye). We thought it would be great if these shadows came to life. The living shadow motif is known in virtually every culture and is due to imperfections in the interpretation of the image of our brain: when we are tired, it is quite dark, we may think that we see a character's movement that looks like a "shadow", or that something has moved on the edge of our eyesight. So the concept sounded great from the conceptual point of view and fit perfectly with the atmosphere we wanted to achieve.



Unfortunately, Captain Reality has strongly verified our plans. On paper, the concept of living shadows looked great, but when it came down to creating it, it wasn't that fun anymore. Working on it was very tedious and caused only problems. The opponent was difficult to notice, the work on him was complicated, the influence on the performance of the game was quite big. Overall, it didn't work. And this despite the fact that the game at this stage was not supposed to be a typical shooter, but a more walking horror game inspired by Outlast, in which the player has to run away and hide from the opponent, not fight him.



Meanwhile, the other prototypes were doing much better. Despite the very small team, shooting with the soldiers was quite decent. And Chernobylite as the substance and the main antagonist of the game was becoming something more than just a strange crystal causing hallucinations. It can be said that what the game is now is the fruit of the inspiration of Expanse and Stranger Things.

We slowly began to understand that we simply needed more classic and physical monsters. Chernobylite, as a thinking substance began to change matter and adapt it to its needs, allowed us to make such changes. Shadow became a Borderer, a dark sack of skin filled with crystals with supernatural powers. We have replaced the chaos of the fight with a living shadow with the possibility of creating portals, and we have replaced running and hiding with classic weapons. The shadows remained only as a common name for all Chernobylite monsters. And as we mentioned, they can also be found on some walls as a graphic element.



The next monsters were just a creative use of this formula. Chernohost is actually a kind of clicker from The Last of Us whose appearance was inspired by radiation sickness and the fungus was replaced by crystals.

Duster, on the other hand, was created at a time when we felt that the scale of the game was definitely not tailored to the size and strength of the team. So we created a stationary creature with a very simplified AI that could teleport between preset points on a small area of ​​a given level. Artistically, it was an earthworm made of crystals crossed with a spider. It could break into crystal dust at any time and regain its form anywhere else.

One more thing: we will soon be celebrating the first anniversary of Chernobylite. Get ready, we have a lot of surprises for you :)

[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 #131

[h3]Hello Stalkers![/h3]
You received a lot of new stuff from us with the last major update. But the biggest (and the most intense for us) is the VR device. This small, inconspicuous toy that you can place at your base introduces a new challenge to the game. It’s not easy, but gives a lot of fun and satisfaction.



We have been thinking about exploring the fractal world in a way similar to roguelikes for a long time. If you remember, one of the first concepts of the fractal world involved walking with a weapon in a maze filled with enemies. It looked cool on paper, but didn’t work that well in practice. This concept was abandoned, but the very idea of ​​creating your own roguelike remained. We had the opportunity to rewrite our concept a bit and finally implement it into the game.



The result of these works is a VR device that allows you to move into the fractal world and face opponents in several arenas. Each subsequent one is more and more difficult, and resources are limited. Below we present a short guide on how to navigate through the new game mode and how to survive in it.

1. Know your enemy (and be well prepared for him)

At the beginning of each round, you will see a large tube filled with liquid containing the creature. Use it as an indication of who you will fight on the fifth level. Use this knowledge to be able to adapt your arsenal to the final battle.



2. Your inventory is everything

It's not like you can go straight to the arena with a Blaster in hand. Your inventory is limited to what can be found in the big container at the start of each round: weapons, some ammo and some resources needed for modifications. There isn't much of it, and it is possible that you won't do too much with these resources before the first round, but they will increase over time. If possible, don't use up everything right away.



3. Recycling is handy

There may be a situation where you have too many weapons in your inventory (yes, such a thought may appear in your head at some stage), and not enough resources needed to create specific modifications. Don't throw your weapons on the ground! Instead, use a recycling device. It will allow you to gain much needed resources, get rid of the unnecessary stuff and make room in your inventory for perhaps better weapons.



4. Rambo would be a terrible fighter

Wandering around the arena and shooting blindly at everything may look cool, but generally it's a rather bad idea. Use the element of surprise, sneak and, if you can, take your opponent off silently. Stealth is good for you. You should have fun in Rambo style only as a last resort.



5. Don't lick the walls

In the arena, your task is to defeat your opponents and survive. That’s it! Don't look for resources because you won't find them anyway, don't wander around the board because you have nowhere to go (the arenas are small). Better spend your time learning about the paths your opponents are walking and plan your attack.



These are the really basic rules that you should know. There is nothing we can do but wish you a fruitful hunt!

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.

Olga may (or may not) have some affection for one of the crew. To whom?

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

EDIT:

Answer: Sashko

Congratulations to your evil twin :)

[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/