1. Chernobylite Complete Edition
  2. News

Chernobylite Complete Edition News

Pull off a radioactive robbery in Chernobylite's heist finale when it leaves Early Access in July




We got a new look at first-person survival-horror RPG Chernobylite during the PC Gaming Show, including a first glimpse of the heist it all builds up to—getting past an occupying military force to break into the Chernobyl Nuclear Power Plant. You're there to find out what happened to your beloved Tatyana, but the rest of your squad have reasons of their own...
Read more.

Weekly Report #75

[h3]Hello Stalkers![/h3]
Weeks of planning, gathering clues and evidence needed to discover THE TRUTH, persuading strangers to join our merry party, gathering supplies and the necessary tools. All these activities, as well as the numerous events that took place along the way, finally led us to the most important point of the journey - the last mission, "Heist".



You have been asking us about "Heist" for many months, demanding specific information, and sometimes also gameplay fragments. We didn't do this for several reasons. The most important of them is, of course, the desire to avoid spoilers (well, this IS the end of the game), and the ability to refine this powerful fragment in even its smallest aspects. You must know that "Heist" shows all the elements that make up the core of Chernobylite gameplay.

[previewyoutube][/previewyoutube]

[h3]The team is the key[/h3]
"You must gather your party before venturing forth" - this Baldur's Gate quote is a perfect match for the beginning of the Heist mission. During the briefing, Igor has to decide who will go with him disguised as NAR soldiers, who will guard the rear with a sniper rifle, who will hack and who will be doing the diversion. With a full team, the division of duties isn’t a problem. Worse if someone withdraws at the last minute.

Our teammates may choose not to go on the final mission with us. They will turn their noses up if, for example, we won't collect enough tools or evidence to support Igor's theories. In other words, if not everything is 100% finished (i.e. not all the pieces of the puzzle will appear on the board), then there will be doubts among the team, and in the end it may turn out that some will start giving up participation in the mission. Even Mikhail could admit that he may be crazy, but not enough crazy to be part of it.



Another way to discourage people from coming with us on the last mission is to... discourage them from reaching the player himself. During the game, the player will have to make several decisions, which are crucial not only for the development of the plot, but also for the relationship between him and the recruited characters. For example, at the end of the "Hack NAR servers" mission, you must decide whether to delete the data after hacking the NAR servers or look for information about Tatiana. Choosing the second option, the player will worsen his relationship with Mikhail - which is not surprising, because he was risking his life for this mission. There are also missions where making a choice can change your relationship with two characters at once. For example, by deciding to follow the destructive path of Sashko, we’ll gain respect for him, and at the same time we’ll lose respect for common-sense Olga, and vice versa. So it's important to keep the right proportions if we want to have a full team for the last mission.

Everything is planned, the team is tight and ready, the roles are assigned. It's time to go!



[h3]Which way, boss?[/h3]
We emphasize many times that in Chernobylite, as befits an RPG, all the decisions we make have an impact on the further course of the game. This is something for those who know the game inside out, and you can find another example of it in the chapter above. However, everything that you have seen so far is only a small foretaste of what you can see in "Heist".

In order not to throw words to the wind, we will use examples (avoiding spoilers) to show how our decisions can have a real impact on the game. Well, first of all, you need to be aware that there are so many options to complete this mission. This is evident at the very beginning, when the team has to get to the power plant. The road leads through the main gate, which is guarded by two guards. We have several options to choose from:

a) play a scene in front of the guards about transporting the prisoner



b) shoot the guards from a distance with a sniper rifle



c) choose a different entrance, away from the guards' eyes



Each of these solutions requires a different approach and the right person in the right place. If, for example, the team doesn’t have a sniper, then the choice will be limited to two options, etc. However, if by some miracle we lead to a situation where we’ll be on our own, then it remains a force solution. Very risky and hellishly difficult, but if we've got more than a revolver with us, MAYBE somehow it’ll work.

The phrase "choice is of great importance" can also be seen in the subsequent stages of "Heist". One of the better examples is when a team tries to get through the biogates. These can set off an alarm, which in turn will attract the attention of the guards. So you can ask someone from the crew to hack the gates, and then you can easily pass through them...



...or ask the sniper to distract the guards with a big boom! However, in the latter case, you have to bear in mind that the sniper will have to run away from the guards. This means that he or she will be disconnected from the party, and we’ll lose his or her "services" later in the mission. Maybe they will be useful, maybe not - you won't find out if you don't check it.



However, regardless of the situation, you need to be careful that each step is well-thought-out. One wrong move, and we’ll not only lose one of the options to overcome the next obstacle, but also... one of our companions. Yes, an inappropriate decision made either now or two minutes ago could lead to the death of a member or members of our team. And that’s thought.



As you can see, there are really many ways to go "Heist", and the mutual thread of connections between the decisions made leads to the most diverse consequences. Which path we follow depends entirely on ourselves. Therefore, it is worth going through the small fragment of "Heist" available in the Mega Patch even several times to know what awaits on the day of the premiere. And it's going to be a very long and bloody hard journey.



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

Weekly Report #74

[h3]Hello Stalkers![/h3]
While building the world of Chernobylite, we tried to give it a deeper meaning. Each level, its surroundings or a specific place on the map should, in our opinion, be something more than just a pile of rubble covered with plants and moss. Ideas came to our minds sometimes accidentally, sometimes intentionally. Some places are the result of a combination of these two factors. The best example of this is the village in Red Forest.

[h3]A village on the edge of everything[/h3]
There would be no village in the Red Forest at first. It was supposed to be a huge forest area that could be explored at will. Ultimately, we decided that building a fenced off area in the middle of the map could be the perfect opportunity to achieve one of our goals. Our intention was to show samosely, because it is probably the most characteristic element of the zone. First, we had to come up with an outline for the backstory of this place. So initially it was supposed to be a farm of one man, around which people started to gather. Not long after Shadows and Chernohosts began to roam the area, they put up a great wall around the farm.

It was the easiest thing to come up with a story. Now it was necessary to make the concept come true and develop it so that the whole thing had arms and legs. In short, it was about building a village from scratch. The main emphasis was on the fence and the entrance gate to prevent soldiers and monsters from entering the village. We did it not only for architectural but also practical reasons - creating any event that would involve a sudden intrusion of intruders into the village would be very troublesome.



When the village - or rather its foundations - finally came into being, we were able to test the prototype of the Olga quest on it. It worked well, it played well, but another problem arose - the village was too empty. So we add a few side characters that were only supposed to stand and make up the artificial crowd. Then everything went from thread to ball: NPCs got short texts that they said in conversation with the player, each had simple characteristics (e.g. one deals with pigs, the other is a guardian, etc.), and over time there were also character animations. Over time, placeholders replaced newly designed character models - no more Clone Wars! You can see the effects of the changes we are gradually introducing in the game.



[h3]Cut off from the world[/h3]
At one point, we had the idea to make the village in Red Forest more open and resemble places from RPGs games. One where the player can enter and, for example, talk to traders. Unfortunately, we had other, more priority things on our minds and the idea died. However, when we look at it in retrospect, the decision to abandon this idea seems right. Why?

As you know, to enter the village you have to go through the guarded gate. And here comes a curiosity: the concept of the gate has changed twice. Originally, we thought over an ordinary gate, opened like a castle gate. However, later we analyzed what we had done so far and came to a fairly important conclusion. Well, the people of the village are wary of people from the outside world. Hence the concept of a double gate, that will allow guards to check who passes through it before they enter the village.



If you put all of these together, it is easy to come to the conclusion why the vision of an open village wasn't the best - there is no point in creating a fully functional place with shops, gunsmiths, etc., if its community isn’t very willing to open up to outsiders.

[h3]One big strange family[/h3]
Speaking of the side characters wandering here and there, we had a lot of fun creating them. We had a lot of freedom to act, we could do whatever we wanted. The wilder the event, the better. NPCs for them were created for the moment - if we have a nice idea and we needed a character for it, we could create a prototype of the event using the "puppet". From this huge mass of ideas, we removed those that we thought were stupid, and we combined the rest in such a way that one NPC would appear in several events. More or less this is how the outlines of the first characters - Vagabond and Volodya - were created.



Having already had a few characters, we started to think the other way around - we thought about how to use them so that they would appear in the game more often than just once. In this way, we have created another wave of events that lead to a reunion, for example, Volodya, who does not want to sell us to the soldiers, Evgieniy annoying the villagers, etc.

Finally, we had to give each of these characters their own characteristics. It was a must because it turned out that we had too much fun creating the next characters, forgetting about the need for consistency. In addition, we wanted to avoid the situation of the player dealing with inert puppets with no personality. Fortunately for us, this bug has been fixed and our joyful creativity has gained a soul.

Thanks to this, the player can meet on his way Vagabond, who cut his teeth on capitalism and has the qualities necessary to achieve success in a new, crazy world - he just has the talking. Therefore, in the dialogues, he often mentions his business contacts with, among others, Donald Trump, Bill Gates or Vladimir Putin. Semyon, on the other hand, is a man who has seen many things and experienced many. However, you can see that the staves are in the wrong place. Just listen to his theory that Hitler and Stalin were conspiring to create the NAR and the creatures prowling everywhere to enslave the Ukrainian people. And there is also Locksmith, who, while looking for his brother, is not afraid to enter the darkest and most strange places. He rejects any thought that his brother is dead.



We have created a real gallery of curiosities, impossible to forge. You won't find two of the same characters in Chernobylite. It's worth getting to know them all.

[h3]Footnotes Stories[/h3]
We would like to take this opportunity to encourage you to our new initiative. When we’re doing research the history of our game, we read a whole lot of books and notes about events from the past. We decided that the knowledge we obtained in this way seemed too interesting to hide it in a drawer. That is why we publish short stories every week on our Facebook profile, which were created as a result of reading all kinds of helpful materials. An excerpt from one of the stories can be found below.

“The Fate of Balts - Part One

Fears and Distractions

There was a series of chilly nights in June 1986 in Chernobyl. The continental climate caused a painful difference between daily and nightly temperatures. Fortunately, Sergeant Major Edgars Ozoliņš from the Latvian Soviet Socialist Republic and other officers were lucky enough to receive greatcoats. The privates from his company have been issued typical Soviet quilted jackets. They would still freeze anyway at night and sweat profusely during the day while removing radioactive waste in special uniforms that were impossible to wear and caused burns. Only then would the company receive Soviet uniforms from the Afghan War. (so-called Afghankas)

But at least there were a lot of distractions to choose from. Despite the Chernobyl disaster, the FIFA World Cup would still go ahead as planned in Mexico. It's been less than two months since the accident, and the world seemed determined to go back to normal, even though the danger was far from over. No wonder: the Soviet propaganda machine was working overtime to keep the impression that everything was under control. The Americans went with that narration simply because they were interested in not drawing more attention to the possible dangers of nuclear installations in their own country.

And so that summer, the world - very much oblivious to the consequences of the Chernobyl Disaster - watched in awe as Diego Maradonna scored the Hand of God goal against England and led Argentina to win the Cup. Soviet Union footballers put up a good fight in the group phase. They have defeated Hungary 6-0, won against Canada 2-0, and drew 1-1 against France. Dynamo Kyiv's Igor Belanov was a star of the show and was named the European Player of the Year for 1986. But despite his brilliant performance Soviet Union eventually conceded to Belgium 3-4 in the knockout phase."



If you liked it, we encourage you to read the full version of the first part and the second part on our Facebook profile.

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

Weekly Report #73

[h3]Hello Stalkers![/h3]
We've been telling you about what's going on behind the scenes of Chernobylite's development for a long time in our weekly reports. Sometimes we show some concept sketches, we show step by step how we create 3D objects, we talk about the changes we made and what we followed, etc.

[previewyoutube][/previewyoutube]

There have been cases where changes to one element in the game have gone so far that it has turned into something much bigger. One of them, and perhaps the most important for the entire history of Chernobylite, concerned the fractal worlds. Their design changed several times until we finally worked out the shape you see today. The road the fractals traveled was extremely bumpy. And we have evidence for this.

[h3]The beginnings of the beginnings[/h3]
Before we show what has happened with fractals recently, we need to answer one most important questions: how did it start?

One of the first concepts assumed that after entering the fractal world, the player would walk on the surface of... inside a large sphere. On paper, it was even interesting: while exploring the new world, the whole level rotated together with the player. When he looked up, he saw the rest of the level upside down. However, at times everything broke in almost all possible ways and a few impossible - the player often got lost in where the “up” was at the moment and positioned himself sideways. Also, during testing, people had a hard time getting it all figured out, they got lost, and some people got sick. So at the end the project was thrown into the trash.



Another concept came with the launch of Chernobylite in Early Access. After entering the fractal world, the player was thrown into the very center of a large labyrinth, from where he was to get to the luminous pillars that unlocked parts of the plot.



Along the way, it was necessary to defend ourselves against a horde of soldiers who were to be something like Ariadna's protection or firewall. Again - in theory, everything looked fine. But in practice, the player felt as if he were participating in a Doom deathmatch, which did not fit the style of Chernobylite at all. But who knows, maybe we'll come back to this idea one day.



[h3]Connect the dots[/h3]
What does it look like today? Well, as you know very well, each fractal world is a simulation that can be entered with the help of Ariadna - a mysterious, and advanced technological device, created by Igor. However, to use it, you first need to find clues scattered throughout the game that will help you understand what happened to Tatyana: letters, photos, e-mails, newspaper clippings, and items such as a music box. All the evidence and clues go to the blackboard in Igor's room. After collecting all the necessary elements, Igor can see with his own eyes the secrets behind the disappearance of his loved one.



An important part of rewriting the plot and dialogue - as we have informed you many times - were the changes we introduced to the fractal worlds. It not only took a lot of work and time. This task was also a big challenge in terms of coordinating and connecting all the dots again. Also, because many assets for these tips were already done - we wanted to find a solution that wouldn’t require creating everything from scratch when redesigning the fractals. We had to modify a whole complex web of dependencies, linking the clues to Igor's relevant comments, and figure out how they translate into specific parts of the fractal plot.

Secondly, we had to pay close attention to aligning the fractal worlds with the places in the story where the greatest changes occurred and check for contradictions. In other words, we had to make sure that the information we convey through the simulation in Ariadna was consistent with the important plot points in the game, which are most often determined by confrontations and conversations with key characters in the game: Black Stalker, Semonov, Kozlow, etc.



Rewriting the script is relatively simple, but introducing changes in such a way that the entire intricate structure works together despite huge changes is not exactly easy. It’s especially true for the changes concerning not only the written content, but often also the place and time in the game, where we find clues that later activate the fractal simulation through Ariadna.

[h3]Evidence and clues[/h3]
The changes also meant a lot of work for graphic designers who had to rework (sometimes several times) such assets as letters, documents and e-mails to apply the changed content to them.



It was also a big challenge to avoid spoilers after we introduced changes to some characters, such as Boris and his backstory, and the relationships between him and the main character.

But perhaps the greatest challenge was the fact that the story is non-linear, and the main quests are arranged in such a way that you can complete them in almost any order you want. So we had to think about which quests we could add clues and evidence to, to be sure that the player would be able to collect all of them, no matter how the game was played.

The same goes for our companions - their role in fractal events had to be tailored to take into account that they may or may not appear in a specific playthrough, depending on the decisions made by the player.



[h3]Don't bore with the conversations[/h3]
The place and time of fractal events also changed. All this needed to be reflected both in the levels themselves and in the dialogues conducted by the characters. The narrative in fractal worlds in particular needed to have rethought its timing. Previously, dialogues were much longer and took place over the course of one scene. It quickly became apparent that forcing the player to watch two talking heads for too long is neither fun nor interesting. You could say it was simply boring.

The effect of the changes introduced by us (e.g. the division of one long level into several smaller ones) can be seen, for example, in the scene of the conversation between Boris and Tatyana, which takes place in the fractal world. Now the course of this sequence is more dynamic. Before that, the player simply stood in front of the café and could not do anything. Now he has to take a walk around to unlock all stages of the fractal and push Igor's investigation forward.



In the diagram below you can see an example of one of the investigations conducted by Igor. You can see how the rudimentary evidence and clues he has gathered lead him to solve one of the cases. What he sees with Ariadna and what he hears is up to them. What is this evidence and what does it mean? We won’t tell you, and we won’t show you - you have to figure it out yourself.



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

Weekly Report #72

[h3]Hello Stalkers![/h3]
So far, we've covered some major changes in Chernobylite that came with the newest Mega Patch. For example, we wrote about the second storyline of the game, about non-one-dimensional characters, about Ariadna technology, about the character's armament system and the new difficulty level. So it's time for us to talk a bit about other changes to the game - those that are invisible to the naked eye, but equally important from the player's point of view.

https://youtu.be/mMByTn2y9bA
[h3]It's time to die...[/h3]
The vast majority of new stuff can be found and activated in the main menu. Let's start with the bigger things. As you know, in the options you have the option to disable individual elements of the user interface, such as the health bar, experience bar, ammunition counter or enemy detection indicator. It is useful for those who are disturbed by this kind of things while playing, as well as for amateurs and professionals of virtual photography.

This noble group was joined by the ability to disable the targeting indicator for NAR soldiers. We decided that this option will be especially appreciated by those who want combat with soldiers to be more like a classic action game. Without this "help" and after starting the game in Insane mode, playing Chernobylite will be even more challenging.



But don't worry. To die in on the battlefield doesn't always mean something bad. In the world of Chernobylite, death often means getting out of a hopeless situation, but also a chance to… correct past mistakes. After death, Igor is able to use the chernobylites gathered during his journey to change decisions made in the past in order to influence the present and the future. Complicated? Don’t worry. We've added a small tutorial to the game that explains in more detail what this system is all about. In short, with its help we tell you that in Chernobylite it is sometimes worth dying.



[h3]WHICH KEY IS IT?![/h3]
This is a certain novelty which, we must admit, helps us a lot as well. It happens that from time to time we have to check or test something on a map in the game. It often requires us to fight our opponents. We were tormented by the fact that when we wanted to replace the weapon, we had to go deeper into our memory to remember under which key THIS PARTICULAR WEAPON was assigned. In the end, we said "enough" and changed that. The quick access menu can now be called up with the middle mouse button (MMB). In addition, we gave the possibility of using it with a scroll - a convenience especially for those who don’t want or cannot use it in a classic way.



Another minor change: we added an icon in the inventory to denote an item that is currently being used by Igor. A slight change, but it makes a big difference.



[h3]I can see forever![/h3]
It is also worth mentioning some important technical issues. First, we've greatly improved the performance of the game on both low and high FOV. Regardless of whether you set the FOV modifier to mini or max, it will not affect the quality of the game in any way.



We also added ADS support in the game options. From now on, each of you can freely set the aiming sensitivity to whatever value is convenient for you.



And the last important news: we added the ability to turn off head bobbing. A brief explanation for those unfamiliar with the term: head bobbing in FPS games is the swaying of the camera up and down as the character walks to simulate the way a person's body moves when taking steps. A pretty cool effect that enhances realism. But for some players, it can cause motion sickness. Therefore, turning it off may reduce this risk.

[h3]Contest results[/h3]
Finally, something that all of you have been waiting for. Earlier this week, we announced the winners of our community art contest on our social media! We were impressed with all the works you sent to us and the number of votes cast for them. It was difficult to pick the winners, but we somehow managed to pick the best works!

In the "Art" category on the podium there were:

1. Domingos Galeno


2. NoatakKapech


3. Ghost


The authors of the works awarded by the jury in this category are:
Adam Sokołowski
Mihail Yuriev
Nika Schumankin

In the "Cosplay" category, the following were on the podium:

1. FerdinandMighold


2. Tomasz Szostak


3. Ghost


The authors of the works awarded by the jury are:
lisa_bkv, stevenson soupcan
Stuart Cowell
Jaime Díaz
Poul Hudson

In the "Virtual Photo" category on the podium there were:

1. Ghost and NoatakKapech (ex aequo)


2. FerdinandMighold


3. Draven Redgrave


The authors of the works awarded by the jury are:
Draven Redgrave
David Fall
Jack1_1Hammer
TheGuyInTheSpacesuit

Congratulations to all the winners and the awarded! Now there is nothing else to do but wait patiently for contact from us. ;)

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