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Chernobylite Complete Edition News

Rev 44944 Hotfix

General:
  • Chernobylite Plasma Thrower should now function properly. I don't know how we could have missed it :/
  • Crash that appeared on the benchmark when testing high game settings should no longer occur.
  • Speedrun (you must be REALLY very fast to break it) during power plant level should no longer block the game during the inventory tutorial.
  • Some weapon accessories were levitating in the air. We fixed it.

Chernobylite vs Reality - Video #2 - Emerald Summer Camp

[previewyoutube][/previewyoutube]

Hidden in the forest by the cooling pond of the Chernobyl Power Plant, Emerald Summer Camp was a destination for the children of Pripyat. 100 colorful cabins decorated with cartoon characters were a temporary home to little adventurers, offering fresh air and the exciting wilderness.

The fate of the camp was brutal. After the disaster in 1986, the area, officially abandoned, provided shelter for liquidators. The buildings decayed and the camp was one of iconic spots in the Chernobyl Exclusion Zone until 2020, when it was destroyed in a forest fire.

While the place is, unfortunately, lost in the real world, we managed to capture the disturbing Emerald Summer Camp in Chernobylite forever. What will you find in the camp, among memories now marked by decay? Maybe you can still hear the voices of children if you come close enough...

Have you visited the camp in the Zone or in the game? What do you think about this place? Let us know in the comments or on Discord.

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Major Patch - Game quality improvement pass 2

This is the last patch before the premiere. It was a busy time for us. We've managed to process 2000 bug fixes and improvements since the previous patch. For obvious reasons, you will only find the most important ones listed in the changelog below.

Technology:
  • We have deeply optimized the performance of the CPU. As a result, the game should run MUCH smoother with a high number of enemies on the map. We have also introduced a change in the way opponents are highlighted. We hope you will like the new effect.
  • We have added a loading bar that informs you of the game loading progress.
  • We fixed most of the crashes that were reported to us.
Localization:
  • We've added 2 community driven languages - Hungarian and Ukrainian. It's the first pass, so you may still encounter errors and missing names of items. The work on Czech and Turkish is still ongoing.
  • We have fixed another large batch of localization bugs and bugs where texts do not fit in the windows.
Additional improvement and feedback:
  • During trading, information is displayed about how many sold or bought items are in our inventory.
  • When talking to companions, information about their state of health / psyche and the modifiers that affect them are displayed.
  • On the timeline, when interacting with the crystals, information appears about the impact of a given decision on your companions and which mission it relates to. As a result, the consequences of changing reality should be much clearer.
  • After training with a companion, the player now receives a notification about acquiring a new skill with a clear frame.
  • Melee attack was changed from punch to knife strike. We've also improved how opponents react to it.
  • Story Notes are now marked on the map, making them easier to find.
  • Moving through low radiation areas no longer slows down the player. This should significantly improve combat and stealth in radioactive places.
  • We have introduced numerous AI tweaks in patrol state. For example, the enemies should be much more responsive when they find a body or hear a mine blast.
  • We've added a new loading screen for instances where Igor doesn't use the portal.
  • Lenses in the sights are more transparent so as not to obstruct the shooting
  • Old saves will no longer be deleted when a player starts a new game.
  • We have added a tutorial encouraging you to commence the heist if the player has finished all available story missions.
  • We have added Checkpoints at the NAR prison level. As a result, it will be easier not to lose your progress.
  • When an item is dropped on the ground due to an inventory overflow (for example, during trading), the player is informed about it via a tutorial.
  • All machines built by the player are marked on the map.
  • Information about the current quest is displayed while browsing the map.
General:
  • Due to the previously used algorithm, our companions failed far too often, even with a high chance of mission success. We fixed it.
  • Tooltips should now display better if the player has changed control mapping.
  • PDAs should highlight soldiers' corpses if there is loot on them.
  • Esc key should now close all fullscreen UI.
  • In specific circumstances, the UI of the weapon was still visible when we entered the fractal world. We fixed it.
  • We fixed a rare bug where subtitles were hanging after ending a conversation.
  • The loading screen sometimes disappeared too quickly, and part of the level was loading in front of the player. We fixed it.
  • We fixed a bug where the player had two PDAs in their backpack.
  • We fixed a bug where the enemy's laser sight would sometimes show up even though it was disabled in the settings.
  • We fixed the ability to split some indivisible items in your inventory into tenths (e.g., adrenaline, flash drive).
  • We fixed a bug where it was possible to remain in the build system during cutscenes.
  • We fixed a bug where the loot UI remained visible on the screen permanently.
  • Regular NPCs should no longer trigger traps.
  • Radar highlights no longer disappear after using a stealth kill or receiving fall injuries.
  • Black Stalker would not show up during the Hermit quest if we had failed the quest and went on a second quest the next day. We fixed it.
  • During the Old Hideout quest, after loading the checkpoint, Igor sometimes forgot a poem. We fixed it.
  • During the Old Hideout quest, if we were doing the mission "out of sequence" the quest marker would hang on the monument. We fixed it.
  • We improved the operation of the NPCs. They should remember that they already got to know us and not introduce themselves every time.
  • In particular conditions, the first tutorial soldiers in the power plant could kill us. We fixed it.
  • The Black Stalker should no longer show up in strange moments, such as cutscenes.
  • Sashko's loyalty should work correctly during the Black Stalker quest.
  • Modifying decisions with Black Stalker was able to block the exit from the timeline. We fixed it.
  • We have fixed a bug where if we went to jail during Old Hideout, our choice was reset in Chain reaction.
  • We fixed a rare bug where Olivier tried to kill us during stealth training.
  • We improved the cameras for the upgrade tables.
  • After getting killed by soldiers, Volodya could resurrect and thank us for saving his life. We fixed that.
  • We fixed music not shutting down properly in several quests (Some Excuses, Hardware for real men).
  • Entering the pause menu while in flight no longer removes fall damage.
  • Weapons dropped from your inventory on the ground now have visual attachments.
  • Visiting the fractal world will no longer rearrange your inventory.
  • The food tutorial should now display correctly even if you die on day 1.
  • We fixed a rare bug where it was possible to lose companion info during the heist after loading the save.

Weekly Report #78

CHERNOBYLITE WILL BE FULLY RELEASED IN 26 DAYS


[h3]Hello Stalkers![/h3]
Nobody likes to die in a video game. Because you have to start all over again. If you fail again, the fun starts all over again. Over and over again. The situation repeats itself, and you become frustrated or helpless. Or both. When creating Chernobylite, we decided to slightly change the way players think: the death of our character in the game doesn’t mean repeating the same fragment or the entire game from scratch. Rather, it’s a chance to fix the mistakes of the past and thus start the game at a completely new point in the timeline. It can help… but also harm.

In this report, we're going to take a look at a certain gameplay element that is one of the hallmarks of Chernobylite. However, to explain exactly how it works, we’ll have to use specific examples. And that means SPOILERS.

If you haven't played Chernobylite yet, we advise you to play it first. This material may help you in the future.

So play it, then come back to us.

Did you play?

How far are you?

Then a little more.

Already?

Okay, let's get started!

[h3]Life during death[/h3]
For starters, it is worth mentioning that in Chernobylite you can die in many ways. Shooting, bleeding and falling from a great height are standard methods. This can also include, among others, gas poisoning, suicide caused by insanity (remember not to overlook the sanity level!), or even… deliberate suicide. Yes, you can build a dedicated device in the base.



Someone might accuse us of being inspired by Futurama. Someone might even say that it was so.



But to the point. After the first death, whether caused by a special event (don’t be scared when you see the power plant "explode" from the base window), or by positioning yourself under the barrel of the enemy's weapon, Igor moves to the fractal world. In a short tutorial we explain using the example of a scene with Olivier, who asks us to enter a password before entering the base, how changing one memory can affect the entire game (in this case, it is about improving our relationship with Olivier), and that such changes come at a cost in the form of chernobylite.



[h3]Fractal Timeline[/h3]
After completing the tutorial, the real fun begins. Welcome to the fractal timeline!



Long, straight road with "islands" on the sides. Those represent the player's current memory. All of them are of key importance for the plot, as they are related to the most important missions in the game. It's time to show some examples of how "playing" with memories affects everything that happens around us.

Mission "Hacking into NAR servers". After Mikhail distracts the NAR soldiers from the computers, we are given a choice: destroy all the information on them or look for clues related to Tatiana's disappearance. If we choose the first one, NAR soldiers will appear on maps much more often. If we choose the second choice, we will find the clue we need and even improve our relationship with Olivier. This choice, however, has its consequences in the mission "Mikhail in trouble". Normally, when we ask Mikhail to join the team, he'll agree. But after the events of "Hacking into NAR servers," Mikhail will first request an apology. And what to do: apologize or admit directly that it should have been done this way? Choosing one of the answers will make Mikhail leave. And even if he can be persuaded to join us, it doesn’t mean that he’ll do it with a smile on his face - he remembers perfectly well what we did to him. The consequences of our decisions are not so easy to avoid.



Being in the fractal world, we can choose a memory: destroy the NAR data and continue on the straight path to get Mikhail to the team, or look for clues, knowing that it’ll be very difficult to convince Mikhail. Changing the memory of the first mission will have a lot of consequences in the second.

But there are also situations that are much more complex, and thus complicated. Especially if in one mission there are several such situations in which we have to make important choices. Also from the moral point of view. In the "Traitor" mission, we have to decide: kill Konstanty or let him go free. In the case of the second option, we’ll worsen our relationship with Olivier, who doesn’t really trust the "traitor". By killing him, we’ll be a bit calmer and even get some valuable items from him. Seemingly simple. However, the problem will appear in the mission "A voice in the woods".

As you remember, our task is to find the man who stole the supplies from the village in Red Forest. We find Konstanty trapped in the basement, return him to the village (during the conversation we can agree to his plan or not, which also has serious consequences in the future), and then we ask Olga to join us. That’s it. But in the case when we decided to kill Konstanty in "Traitor", we get a completely different choice: either tell the truth to Olga and try not to get killed by her hands, or lie to her and thus worsen our relationship with Tarakan and Mikhail. If we want to live in harmony with Olga, we have to withdraw our choice from the previous mission. But do we really want to do it?



We have repeatedly emphasized that the choices we make in the game have a significant impact on its further course. So we have given you a tool with which you can correct your past mistakes. The only question is, are we really doing this? Anyone who has watched "The Butterfly Effect" knows perfectly well that any change in the past has consequences in the future, not necessarily pleasant for ourselves. The same thing happens in Chernobylite: by changing one memory to something we think is better from a single mission perspective, we can make our situation worse in the events that will happen much later. Or better. You won't know if you don't check.

The consequences of our actions can be seen especially at the end of the game, when Igor is planning the last mission, "The Heist". We have devoted an entire report to this issue. We then paid attention to the importance of maintaining balance in relations with our companions. The higher the loyalty, the greater the chances that team member will stay and go with us on the last mission. The problem arises with those NPCs whose trust we have greatly strained - if we pissed them off, they’ll come back on the occasion of "The Heist", but not to help us. On the contrary, they’ll want revenge. The mentioned situation with Olga is the best example of this.

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

The interconnectedness of all events in the game is much broader than you think. So it's a good idea to play the whole game a few times and experiment with changing the timeline. You may be surprised how much depends on you.

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

Chernobylite vs Reality - Video #1 - Cafe Pripyat

[previewyoutube][/previewyoutube]

Visit the Cafe Pripyat, known to locals as “the Dish” was a natural go-to spot for locals and young people who could relax and chat while sipping a drink on a terrace overlooking the lake. A focal point of the cafe was an interesting, stained-glass mosaic depicting women, flowers, and planets.

It was here, in 1977, that builders celebrated the launch of the first power unit of the Chernobyl power plant. Less than a decade later, all celebrating ceased. While everything crumbles and rusts around it, the mosaic remains intact, an eerie reminder of better days. What will you discover there? Will you find the same Tatyana you used to go to the cafe with?

Join our Discord to communicate with other stalkers or share your thoughts in the comments.

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