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Chernobylite Complete Edition News

Weekly Report #137

[h2]Attention![/h2]
There is not much time left! This little fluffy exclusive plush Black Stalker is still looking for home! We need your help! More information can be found in this link. This is the ONLY chance to get this awesome plush! Hurry up!

Don't forget to come back to our report once you visit it ;)



[h3]Hello Stalkers![/h3]
We return to our series, in which we look at the silhouettes of our comrades from the base. Audience favorite Mikhail stars in today's episode. Everyone knows him as a mad mercenary with an explosive temper and a bad tongue. But there is much more under this mask.



The idea for the Mikhail character was quite unusual, because it was inspired by the guides from the zone. They are often people for whom time has long stopped. Their lives are filled with experiences from years ago with a small touch of conspiracy theories. Of course, there is a lot of exaggeration in their stories, but tourists have fun hearing them. We decided that it would be excellent material for a character.

Some of you got the impression that Mikhail was supposed to be something of a comedy relief, somewhat inspired by one character from a popular video game series. And that's the truth. In fact, more such comedy reliefs have been created (Tarakan, Evgenia), and this is due to the lack of appropriate design discipline. Unfortunately, players have painfully pointed it out to us after the premiere of the game in Early Access. Comedy relief is something that is used either at all or to a very limited extent in horror games or movies. That's why we decided to tone down the humor a bit and make our heroes more scary and less fun. The changes affected Mikhail the most: he turned from just an eccentric character into a Chernobyl original with a difficult past.



There is one last point that should be clarified. Lots of people pointed out that Mikhail looked almost no different than the spirits of the liquidators. Why? The answer is simple: resources. The liquidator was our first and base character. In the beginning, all in-game characters were "liquidators" - we used the character model as a placeholder. Over time, we replaced almost all characters with the target models, except Mikhail, because we thought this suit would fit in his case. Time was running out, resources were dwindling, and we were absolutely convinced that it was better to make another enemy and fix more bugs than create another character from scratch.

Fortunately for us and to the delight of the players, Mikhail makes up for the shortcomings in his appearance with a character that he has just enough.



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

[h3]Do you like Chernobylite? Give us a review.[/h3]



[h3]Follow our official channels to stay up to date:[/h3]
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Weekly Report #136

[h2]Attention![/h2]
This little fluffy plush Black Stalker is looking for a home! We need your help! More information can be found in this link.



[h3]Hello Stalkers![/h3]
While doing research for the report on another of Igor's companions (Olga), we came across something interesting. On one of the forums there was a discussion about the relationship with the characters and how it affected the mood in the base and the game itself. From reading the previous reports, you know that it generally pays to live in harmony with your companions and to cultivate good relations with them. But there was also something in this discussion that caught our attention. One of the users asked a question: have we thought about adding the possibility of establishing closer relationships (i.e. romance) with companions, which would have an impact on relations with other people in the base?



Well, basically we didn't want to add a romance option, as it would interfere with Igor's original goal of getting Tatyana back. Plus it wouldn’t translate well into horror. But at some point we went the other way, i.e. from love to anger. We designed mechanics of conflicts that would arise, depending on various players' decisions, for example: who gets more food or who benefits more from choices made during missions. In extreme situations, one character could even kill another as a result of a conflict!



The mechanics looked great on paper. Even the prototype gave hope that some inaccuracies could be easily repaired (e.g. lack of legibility of who has a conflict with whom, why and how to counteract them) and provide a unique solution for the game. Unfortunately, as is usually the case with such ambitious ideas, we hit the wall and eventually the concept went to the bin. The reasons for this were insufficient processing capacity (in other words: there were simply not enough of us, and we had to prioritize tasks) and balance problems. Ultimately, there are fewer companions in the game than we originally assumed, and the eventual conflict was supposed to reduce the team by two characters - one who died and the other from which it was banished from the group. It seemed to be far too harsh and frustrating punishment for the player, regardless of the stage of the game.



But it's not just that. The would-be mechanics of a conflict between comrades is a great example of how a brilliant design that works well on paper, falls apart during the implementation phase and stumbles on problems like "conflict is a fight, fight requires space where these conflicts are to be exposed in the base and since the player can build anything anywhere, there may not be room for the conflict", or permutations: each character is unique, so it is assumed that for example Mikhail cannot kill Olivier the same way he would kill Tarakan. So each character has to kill in four different ways, and with five companions, this gives 20 possibilities. Each of them is a separate, complex, dynamic cutscene that must look spectacular.



Plus, there were a million other issues along the way. For example, it would be good if a fight between two companions didn’t end in death right away. Maybe such a conflict should have several phases, in which the characters push each other once or twice so that we can react in some way, and only in the final phase one dies? This alone adds 20-40 potential cutscenes again. Suddenly, it turns out that this super mechanic has more animations than the entire game. In the end, the idea ended up in the trash. Real shame. But that's the job: sometimes you have to make concessions, otherwise we would need a few extra years to make the game.



On the other hand, the question is: would players be able to see all these 20 permutations and 60 potential cutscenes on the first try? Very doubtful. So, rather than polishing one feature that a small percentage of players would see, we preferred to focus on delivering just a very good game as a whole. And I think it was a smart choice.

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

[h3]Do you like Chernobylite? Give us a review.[/h3]



[h3]Follow our official channels to stay up to date:[/h3]
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Celebrate Chernobylite's Birthday - win Free Keys and a Survival Kit!



Stalkers!

Celebrate Chernobylite’s birthday with us—take part in our fan art contest and win free keys for the game and a survival kit.

The Survival Kit includes:
  • 1 game code,
  • 1 glowing stick,
  • 1 chernobylite crystal,
  • 1 creepy doll,
  • 1 gas mask,
  • 2 A2 posters and 1 A2 game map,
  • 1 Art of Chernobylite album,
  • 1 Game Feature booklet,
  • 1 T-shirt that glows in the dark,
  • 1 bag,
  • 1 branded metal ammo box,
  • old documents, badges, and pins.


Join the All in! Games Discord and head to the contest channel for more details: https://discord.com/invite/5NzG2XkHmA

[h3]Follow our official channels to stay up to date:[/h3]
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Weekly Report #135

Remember: Chernobylite and all DLCs are available for purchase at a discount of -30%. The offer is valid until the end of the week.

https://store.steampowered.com/app/1016800/Chernobylite/

[h3]Hello Stalkers![/h3]
After celebrating Chernobylite's 1st anniversary it's time to get back to work. We continue with our mini-series in which we present to you the profiles and purpose of our companions. On today's episode: Olivier and Anton.



If you’re familiar with the game, you know very well that Olivier will become our companion at the base, while Anton one will sadly die at the hands of the Black Stalker in the prologue. Before the tragic events happen, they both assist Igor in reaching the site of the Chernobyl nuclear power plant. You may wonder why we decided to create such a long prologue featuring completely random and strange characters? Some might say that we made this stage to give the game a strong start, others that we just wanted to show off our writing skills. However, the truth is quite different.



The power plant, Anton and Olivier were mere tools to introduce the player to the collection of mechanics and premises. The player had to clearly learn that he is in Chernobyl, that the main character is a scientist who avoids fighting, but can sneak up to his opponents. For this, it was necessary to implement unique features, for example: allowing the protagonist and Tatyana to teleport. In order not to get us lost in all this, for the sake of convenience, we have created a "visualization": a visual storyboard outlining the concept with a mixture of text and photos from the Internet.



Our inspiration was spying motives straight from Splinter Cell or Metal Gear Solid in the most Chernobyl place possible (i.e. a power plant), covered with a thick layer of the most generic hard SF motif, i.e. the Einstein-Rosen bridge.

A lot of things like that had to fly out for production reasons (e.g. a great shootout at the end of the crossing of the power plant, something that could not be done with one programmer assigned to this task) or for creative reasons (Black Stalker, as our nemesis needed to be introduced much earlier and in a more controllable environment). Instead, we've added more exposure space right before entering the power plant, and threw in some dream sequences to make you more attached to Tatyana.

But the very characters we meet in the prologue? Anton died at the hands of the Black Stalker, not random soldiers, and Olivier remained a spy/mercenary. The rest is history.

Finally, we would like to remind you that this little fella is waiting for his home! The plush Black Stalker can be yours, just follow this link for more information.



[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 #134

[h3]Hello Stalkers![/h3]
365 days - this is how long it has been since Chernobylite left Early Access. On this day one year ago we gave you the full version of the game with a lot of fixes and a lot of new stuff in it, including the long-awaited part: "The Heist". You, in turn, gave us a total of over 7,000 reviews with a “Very Positive” rating, for which we would like to thank you very much.

However, it's not like we just released the game and completely forgot about it the very next day. Over the past 12 months, we've been bringing you additional new content: a new map, weapons and gameplay mode, new monster types, tons of skins, and dozens of new missions and side quests to complete. All this to encourage you to return to the Zone. But we're not going to stop there. We have a lot of other surprises for you to celebrate Chernobylite’s 1st Anniversary.



For a good start, a completely free digital short story entitled "Chernobylite Short Story: The Arrival", in which you can learn some more about Sashko Horobets, one of Igor's companions. Is this the beginning of a larger series? It is up to you. Let us know in the comments section if you liked it!



Here comes another surprise! Together with Makeship, we have launched a fundraiser to create a limited edition of a Black Stalker plushie. The campaign will last until August 25 and is the only opportunity to get this little, sweet, plush friend. Whoever wants to hug him, put your hand up!



We also have a surprise for those who haven't had a chance to play our game yet. From August 1st to August 7th, Chernobylite and all DLCs will be available at a 30% discount! Don't hesitate! Jump into the Zone to get to know her again!

And finally, one last surprise: As you may have noticed there was no contest in the previous report. It was a deliberate move to whet your appetites a bit. Because today it's not one but first five people who will be able to win the Chernobylite keys! All you need to do is answer the following question correctly and as promptly as possible:

How many villagers can you meet in the village in Red Forest, including Olga and the gate guard?

We will announce the correct answer and the list of winners on Monday, August 1st.

[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/