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Weekly Report #77

[h3]Hello Stalkers![/h3]
There are many factors that make someone a skilled gamer. For example, such a person can quickly adapt to a gradually increasing level of difficulty. You know what it looks like: first we are dealing with a summer walk. The closer to the end, the more obstacles, dangers, and things that can potentially cut our heads off.

What if we suddenly change the rules of the game? No gradual increase in difficulty - instead, the screw is bolted to the limit right from the start. “Insane” mode - the game's highest difficulty - was mentioned on the launch day of the Mega Patch and occasionally in some reports. But we never fully said what to expect from it. The time has finally come to show everyone how far away it is from a summer walk.

[h3]Base[/h3]
Small, but significant differences can be noticed at the very beginning of the game, when choosing a mission. First, the background - it is clear that on the lowest difficulty level, there is peace and quiet outside the base window, while in the "Insane" mode, NAR troops are on high alert from the very beginning. This means that our first exit from the base will be very painful. But more on that in a moment.



When choosing a mission, it is also worth paying attention to what chances our companions have to complete them. Here's a little secret: on the lowest difficulty level, we increased the chances of successfully completing a mission for all characters by 20%. The higher the difficulty level, the lower the modifier. As you can imagine, it is -20% on the highest difficulty level. It is therefore necessary to arm your companions well and... pray for success. Because in case of failure, the punishment is extremely severe.

If the mission fails, our comrades' morale and health diminish - plain and simple rule. On the "Very Easy" level, the drops are small, while in "Insane" it hits our teammates four times as hard.



The fact that the influence of negative modifiers in the base (comfort, air quality, radiation, number of beds) has also increased dramatically doesn’t help. In other words, if we don’t prepare ourselves well for the trip to the zone, and we don’t properly take care of our base, then our team will start to drop like flies even after the first night!

[h3]Survival[/h3]
Remember when you went to one of the levels, used PDAs and there was a lot of items and resources to collect around? Well, you can forget about it. In the highest mode we reduced the number of resources to just a quarter of what could be found on the easiest dificulty. So you will be tediously running through bushes and dingy corridors in search of all the things that will help your teammates (see paragraph above) and yourself to survive.

The radiation zone does not help in the search, as it covers up to 50% of the entire level instead of 10%. And, of course, there is a Black Stalker circulating here and there - we have halved the time of the Chernobylite storm announcing the arrival of a man in a mask. Time pressure and claustrophobia. What else may be missing? Well, there is one such thing.

[h3]Fight[/h3]
As we mentioned, getting out of the base will be painful during the first mission. All levels are bristling with patrolling NAR soldiers. And that, in addition, with the top shelf ones. So, don’t be surprised if, while walking through the forest in Kopachi, you come across not two, but six Heavy Armored Soldiers at once. Then the real shambles begin.



If this is too chaotic, you can see on the gifs below what the fight with one soldier looks like and what is the difference between them.



Of course, you can try to avoid them, sneak up on them. But not only are they stronger, faster (also when it comes to aiming and firing a weapon), but they can also see us from a considerable distance. Probably the best tactic is to avoid a group of soldiers with a veeery wide berth and pray that they will not notice us.

Also, the monsters have been upgraded. Larger creatures attack faster and teleport much closer to the player. Duster, on the other hand, spits acid out 50% faster - there's no chance of dodging the projectile, unless you're bloody lucky. Oh, and don't count on additional loot after defeating your opponents - there may be even less of those.



There is nothing else for us to do but say: have fun!

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

Survival Book Part 1—Crafting in the Field



Stalkers!

We need to prepare to enter the Chernobyl Exclusion Zone this summer. There are various survival mechanics available in the game and you should know at least some of them if you’re going to survive. Your choices will determine what equipment and skills you get.



Read this part of the survival book to gain valuable insight into the Zone and a preview of what you will find there and how it can help you. You may fully equip your base, but the real test is surviving in the field. There you’ll only have a few options.

Disclaimer: Please note that various gameplay details may slightly change prior to the full release.

[h2]CRAFTING TOOLS[/h2]

Do you know how to craft items and build crafting tools? No? It’s easy when you have the right materials. Collect everything you find in the wild to build crafting tools or, if you really want to save resources, explore the area—sometimes you’ll find an abandoned crafting tool.

[h3]STOVE[/h3]



The Stove will allow you to concoct simple usables and medicaments to overcome the side effects of staying in the Zone. The following items are created from collectibles you pick up on your missions, so make sure you always have enough ingredients on hand.

  • Calming Salts (Psyche)
  • Anti-radiation Ointment (Radiation)
  • Healing Salve (Health)


The basis of survival is to have food and medicine. Pay attention to Igor’s statistics: Psyche, Radiation, and Health. Psyche and Radiation are unique to the Zone, tailored specifically to your story. Psyche represents your mental state, similarly to Health reflecting your physical state, and is influenced by the number of kills you make and dangerous encounters you have. Radiation should be kept as low as possible or you’ll suffer from it.

[h3]BASIC FIELD WORKSHOP[/h3]



Having a Basic Field Workshop is a good solution if you don’t wish to engage with enemies for supplies or if you want to keep your Psyche in a good state. In it you can prepare Revolver Ammo, Shotgun Slugs, Liquid-Filled Bullets, and Rifle Ammo on your own.

[h3]ADVANCED FIELD WORKSHOP[/h3]



  • Gas Mask Filters
  • Metal Plates


When you need protection asap, anything will do. A Metal Plate is a quick solution for improving your armor if you don’t have a bulletproof vest. It’s not great, not terrible, just better than nothing.

Remember to craft new Gas Mask Filters when necessary. You don’t want to be stuck in the middle of a radiation area without protection.

[h3]GUNSMITH FIELD WORKSHOP [/h3]



It’s good to have a weapon, but it’s even better if you upgrade it. With a Gunsmith Field Workshop, you can remove, install, or modify your arsenal. Each modification changes a weapon’s statistics, such as Damage, Range, Stability, Recoil Reduction, and Magazine Size.

[h2]ENVIRONMENT MODIFIERS[/h2]

Aside from hostile soldiers and radiation, there are supernatural threats lurking in the Zone. The Black Stalker emerges from Chernobylite storms and monsters swarm the area from wormholes. Don’t underestimate the danger these present and prepare the necessary equipment to protect yourself.

[h3]Chernobylite Neutralizer[/h3]



A Chernobylite Neutralizer makes Chernobylite storms less frequent, delaying the appearance of the Black Stalker by several minutes. This gives you time to prepare for the inevitable invasion. Use your Stove to craft consumables which are helpful if you choose to run and avoid the Black Stalker or craft ammo and upgrade your weapon before you face him.

[h3]Space-Time Distributor[/h3]



A Space-Time Distributor slows down the rate of radiation using Chernobylite’s power. It makes exploration less dangerous.

[h3]Wormhole Blocker[/h3]



A Wormhole Blocker limits the number of wormholes monsters can use to travel to our world, decreasing their number on the day following its usage.

[h2]TRAPS[/h2]

When others hunt you, become a hunter yourself with a range of traps. Each of them has a different detection and explosion range and makes a different amount of noise, so you can adjust the traps to your survival style.

[h3]Fireworks[/h3]



Fireworks won’t hurt anyone, but they make a lot of noise and can be used to draw attention.

[h3]Laser Explosive Trap[/h3]



A Laser Explosive Trap creates a laser beam that, if stepped through, triggers an explosion which deals serious damage to anyone within its range.

[h3]Landmine[/h3]



A Landmine is simple but effective. Activated on contact, the explosion damages everything caught in the blast.

[h3]Electroshocking Trap[/h3]



When the enemy gets close, the trap’s core strikes everything around it with lightning for a few seconds.

[h3]Assimilating Trap[/h3]



Effective against the Chernobylite creatures, an Assimilating Trap drains energy from the enemies in its range.

[h3]Directional Trap[/h3]



When a Directional Trap detects movement, it sends a single explosive towards it, killing everyone and everything in its path.

That’s the end of the Survival Book for today. You’re making great progress, Stalkers. Keep it up and maybe you’ll survive in the Exclusion Zone. Join our Discord to communicate with other stalkers or share your thoughts in the comments.


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AMA with Chernobylite developers

[h3]Hello, Stalker![/h3]

  • Want to learn more about the highly anticipated sci-fi survival horror RPG Chernobyl-based game?
  • Would you like to ask us all the most important questions you've always wanted to ask?
  • Do you want us to show you how Chernobylite was and is being developed?

[h3]Join us on June 24th 2021 at 5pm BST / 6pm CEST / 9am PT for an exclusive Ask Me Anything on Reddit![/h3]

Weekly Report #76

[h3]Hello Stalkers![/h3]
In the previous report, we briefly mentioned why it is worth having a good relationship with our comrades and the importance of this when preparing for Heist. But that's not the only thing you need to pay attention to. You must remember that your comrades are flesh and blood people. Therefore, like every human being, they also have their own needs. If they are not satisfied, this can lead to serious consequences.

[previewyoutube][/previewyoutube]

[h3]Prepare in advance[/h3]
First of all, it is important to have food rations in stock after each mission, which will be divided among the team members. Olivier talked about it at the very beginning, briefly, but bluntly - if you don’t feed your companions, their morale will start to drop, and over time they will also start to decline in health. And this is just the beginning of the problems.



Another piece of advice we'll get from Olivier is to make sure there are enough beds for our companions. We are not doing this just for their convenience. The lack of beds means that the characters will sleep on the floor, which will also affect their health and psyche. The health of our comrades is also influenced by the air quality in the base and the overall level of pollution - the more things we build in it, the more pollutants they produce. It is therefore worth adding, for example, a pair of air conditioners.



[h3]No reaction = slow death[/h3]
Okay, but why all these preparations? Our companions' physical and mental health is extremely important. If we send them on missions, and they fail, it will have a huge impact on their health and psyche. If we don’t react in time, the consequences of our actions (or rather the lack of them) will be quickly visible.

For example, if we do not provide enough beds, our teammates will have to sleep on the floor. Over time, they will ask for a place to sleep, in a more or less blunt manner. This should not be surprising, because only by resting on their beds, they can regenerate before their next mission trip.



But that's just the beginning. Consecutive days without providing the necessary means of survival (e.g. food rations) means a further decline in physical and mental health. After some time, our comrades will begin to doubt the rightness of our decisions.



At the same time, they will directly demand medical kits for their wounds.



Constantly ignoring their needs may eventually lead to a situation in which sending companions on missions will be impossible - they will not be allowed to do so by their terrible health.



Even if we give them the best weapons and armor, it’ll be very difficult to convince them to go to the Zone. Not only that - they’ll tell us directly about it.



The day is finally coming when we brought about the situation shown in the picture below.



All companions are on the verge of endurance. They still lack the resources to survive. Each subsequent day brings them suffering, and finally death. Every next day = another victim.



We were not kidding when we said that our decisions have a significant impact on the future. And it's not just about the plot - it also affects what happens around us. That is why it is important to ensure adequate presence in the base. And the higher the difficulty level, the harder it is to stockpile. Especially at the "Insane" level. Will you take on the challenge to keep the team alive?

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

Radioactive survival mystery Chernobylite launches in July

Stalker 2 wasn't the only game shown at E3 this year set in the irradiated exclusion zone around the ruins of the Chernobyl nuclear reactor. Chernobylite, a supernatural survival horror game about tracking a ghost through the zone, also showed off a new trailer at E3. In it, we got a new look at the survival game's mechanics and environments, as well as a release date of July 28.


In the new trailer, we get a look at some of the base building and team management elements at play in Chernobylite. The story culminates in a "final heist", and to get there you'll need to scrounge for supplies, build up your operating base, and assemble a team of specialists to head into the reactor.


Along the way, you'll be faced with all sorts of radioactive supernatural horrors. There's the danger from the radiation itself, of course, but there are also mutants, monsters, and the reality-bending nature of Chernobylite's vision of the exclusion zone. Despite some questionable line reads, this looks like it could be a thrilling adventure.


Read the rest of the story...


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Stalker-like Chernobylite hits early access next month