1. Chernobylite Complete Edition
  2. News

Chernobylite Complete Edition News

Weekly Report #129

Before we get into the report, we have two very important pieces of information for you!

[h2]New, free content for Chernobylite already available with Season 2![/h2]
Season 2 Red Trees is now available to everyone! A new pack introduces a new VR set in Igor's base that will allow players to play a game inside the game, introducing a new, roguelike inspired, mode - VR Games.

Another addition is 6 new story missions. The Ghosts of the past expansion sees Tatyana manifesting in Igor's dreams. This sets the protagonist on a journey to iconic locations in the Zone.

There is also a video game station! This element is part of a cosmetic Play it add-on, and with atmospheric post-soviet looks will compliment the player’s headquarters.

For more info about Season 2 check out our news bellow:

https://store.steampowered.com/news/app/1016800/view/4777770825733809637
[previewyoutube][/previewyoutube]

[h2]Chernobylite and DLC in a mega promotion![/h2]
If you haven't had a chance to play Chernobylite yet, now's a good opportunity to do so. The game and all DLCs released so far are available at a lower price of -30%. Dive yourself in the dark zone today!



[h3]Hello Stalkers![/h3]
We've proven in previous reports that in order to survive in the Zone, you need more than to fire an entire moon clip from a revolver. First of all, you need to use your head. Igor seems to be perfect for the job - he’s a scientist, not a soldier. On the other hand, you also need weapons to protect yourself from NAR mercenaries and monsters. Again: Igor is a scientist, not a soldier.

But it's not like he's going to magically produce a rifle out of his pocket. He can, however, create said rifle from the things he finds in the Zone and then learn how to use it. Moreover, he can even modify his weapon to suit his needs. Because crafting is not only a complex element of our game, but also a way to show Igor as a credible character who can adapt to the conditions. Something like MacGyver in Chernobyl (BTW who remembers the TV series eh? Let us know! ;))



When designing the crafting system, we tried to convey the essence of hand-made things. Therefore, the first thing that catches your eye are the visuals associated with it. The crafting tables themselves were designed from the very beginning in such a way that the player could, upon first glance at a given table, recognize what he could use it for. That is why we embellished it with elements characteristic for a given type of weapon, and added a whole lot of other stuff that can be found in virtually every garage workshop.



The weapon modification system itself also works primarily visually - each weapon has specific elements attached or modified that almost completely change the appearance of a given weapon. But what was most important to us was that these add-ons should not only change the numbers in the parameters, but also give something extra in terms of looks and feel.

Several things are happening from the artistic and gameplay side. First, the animations change when using weapons. Take, for example, how a character behaves when replacing a magazine. The magazines are modified in various forms (they are of different sizes and widths), so the artist had to prepare dedicated animations for each one of them. At this point it is worth emphasizing that these animations are not standardized - literally each of these animations is made completely from scratch. There is no point of reference between them, no recycling of the previous animation, no copy-paste. Multiply the number of various magazines by the number of weapons in the game, and you will get the number of animations.

Secondly, depending on the modification, the reloading time also changes, e.g. a large magazine makes reloading longer, a small magazine - shorter. Also, if we focus on the magazine capacity, we pay for it with time, which can be of great importance when confronting a stronger opponent. A small magazine, in turn, means a shorter reload time, but also the risk that the enemy will not die after unloading the entire series on him.





This is obvious. But what is less obvious is, for example, the recoil of the weapon when fired. Gun firing is also done as an animation, not something procedural. Thus, any modification of the weapon that affects the recoil of the weapon (gameplay side) also changes the shooting animation (artistic side). That is why it is important to experiment when modifying a weapon, check various options, test, so that the end result is fully satisfactory for you.



Fun fact: in one of the magazines you can find a pattern that Igor associates with Tatiana. You just have to remember that Igor is a scientist, not an artist…



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.

When Mikhail was living in England, he met a guy named Daniel with whom he talked about the Moscow sewers. What was Daniel's nationality?

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

EDIT:

Answer: Scottish

Congratulations to iRkQ :)

[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/

Season 2: Red Trees is now live with new free content!

[h3]The second huge update in 2022 is now live! This time we also have new, amazing free content: new story missions, game inception arena as well as awesome DLC which will change the look of your base.[/h3]

[previewyoutube][/previewyoutube]


Additions:
  • VR Games - a unique and challenging game inception inspired by roguelike games which you may enter through a VR helmet in the Base. You will be transferred to the fractal world where you will face enemies (humans and monsters) in several arenas, each more and more difficult! Are you ready for a challenge?

    [previewyoutube][/previewyoutube]

  • Ghost of the Past: 6 new story missions in which Tatyana manifests in Igor’s dreams and encourages him to visit various places in the Chernobyl Zone and learn the true history of Chernobyl.



  • Play it! - Who said you can’t have a little fun in the Zone? While learning to craft various and very complex structures, electronics and tools, Igor found a way to build… a gamer’s hardware! Now you and your companions can have a little break from all the stresses and terror lurking in the Zone.



[h2]Paid content:[/h2]
[h3]Red Trees Pack[/h3]
Bring the menacing Red Forest spirit into your base and give it an ominous look with the addition of new skins—the Red Trees Pack. Rusty leaves and the red glow emanating from devices will fill your companion’s hearts with warmth and strength for another tough day in the Chernobyl Exclusion Zone..

[previewyoutube][/previewyoutube]

https://store.steampowered.com/app/1958580/Chernobylite__Red_Trees_Pack/

[h2]Fixes and optimization:[/h2]
New content is not the only thing we worked on. There are also a few fixes and changes:
  • Stuttering optimization - we implemented a couple of fixes so the issue should be improved. Let us know if this helped on the Steam forum.
  • Major changes in Turkish localization. We hope you like it better!
  • And other minor improvements.



That’s all for today! Enjoy the new content and remember that this is not all we have planned for the game this year. In a few months we’re going to add a whole new location and an extremely challenging game mode!

Also, join us today on a livestream at 1:00 PM CEST via Twitch or Facebook!

Weekly Report #128

[h3]Hello Stalkers![/h3]
For some, it may come as a shock to what we’re going to write now, but it is 100% true: Chernobylite is not a game about weapons. It is primarily a story about people who find themselves in a very strange situation; the story of an obsessed man who wants to achieve his goal very much and has tools that will allow him to do it.



On the one hand, these tools are people - the protagonist uses their help when he needs it. On the other hand, weapons are also a tool. We wanted the player to be armed after all. However, by creating Chernobylite in a certain way, we wanted to encourage the player not to play it like in a typical FPS, but to take an active part in this SURVIVAL horror game. Here you can't just push forward, carelessly firing volleys from your rifle. In our game, each confrontation has consequences in the form of wounds suffered during the fight and loss of ammunition. In addition, the weapons of NAR soldiers have biometric security, so they cannot be taken and used in combat, but at most you can disassemble them and take resources from them. In other words: fighting is possible, but there is more to lose than gain from it.



Yes, sometimes you have to fight, especially if you have no other choice. But there are many situations in which you can try to avoid a threat, or build a trap, distract your opponent, or simply give up, return to base and be better prepared for a confrontation. This is what we wanted: for the player not to approach Chernobylite as an action game, but utilize a whole range of options, from which they will be able to choose the best one and the one that suits them better.



There is one more thing: the player only has access to what they can find in the Zone and create with their own hands. Both this and the fact that they only have access to the old blueprints makes it impossible to create an uber-weapon. At least at the very beginning. If the player spends enough time in the Zone and studies the material of chernobylite, then they will have access to much more powerful weapons. But as long as resources are severely limited, relying on improvements and modifications to the current arsenal is the key.

[previewyoutube][/previewyoutube]

But we will tell you about the modifications to the weapons and their parameters, as well as how, using animations (yes, animations!), we managed to achieve the right feeling not only during shots from the weapon, but also during crafting in the next episode.

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.

One of the first concepts of the fractal world assumed that the main character would walk on the surface of...

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

EDIT:

Answer: ...a large sphere.

Congratulations to ФЁРБИ-киська))) :)

And while we're still on the subject of weapons, an interesting view unfolds behind this unmodified revolver. I wonder where it is.



[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 #127

[h3]Hello Stalkers![/h3]
Chernobylite is a story about a search for lost love, a fight against unknown outliers out of this world and a mysterious organization that wants to use the knowledge gained in Chernobyl for its own interests. However, it is not enough just to move forward blindly firing your gun - everything needs to be carefully planned, and this can take days or even weeks. Thus, a seemingly simple (?) task becomes an attempt to survive in a completely unknown environment.

The basis of the idea for the game was an attempt to find an answer to the question of what would happen if people lived in the zone. Of course, this question came to our minds before we went to Chernobyl. Until then, we had no idea that people actually lived there! These are mainly the elderly, the most often ill, who refused to leave those areas years ago. They live in small villages, in which of all the houses, there is one left that somehow can be used. In part, it was them who inspired us to create Chernobylite.



But we were just as inspired by the stories of people who live in the zone illegally, that is, spend quite a lot of time there for a specific purpose. These are not tourists or a team like ours who came for a day or two days at the most. We think it is safe to call them stalkers. These people have a specific goal of being in this zone. We, too, gave Igor and the other heroes we met along the way a specific reason for being in the forbidden place.



It is interesting to note what ways these people have to survive in the zone for more than 1-2 days. At the basic level of gameplay planning, we were guided by the question "what if someone wanted to survive in the zone". So such a person would have to acquire resources, protect himself from radiation, avoid NAR patrols, etc. Of course, in a real zone, if a stalker is caught, he will be taken out of it, he will pay a fine, and that's it. We wanted to turn up the atmosphere a bit: we changed the policemen who only perform routine activities into an army of mercenaries, for whom killing a stranger in their area is nothing unusual. Especially since that's what they were hired for by a dark secret organization.



But every element in the game at the real level (that is, apart from all supernatural phenomena and creatures) has some sort of embedding in reality. For example, the fact that Igor and his companions are hiding in some bunker. We assumed that anyone who would like to illegally travel to the zone for a longer period and survive there would have to find some shelter. He would also have to take care of the resources necessary to survive, such as food, medicines, protective clothing, a bed, so as not to sleep on the floor and catch a cold, or worse. It was all partly due to real needs, only we tweaked them a bit in the game. We wanted to see what gets players engaged.



If someone had decided to go to the zone for a few or a dozen days ago, sat in a cold and dirty bunker, he would certainly have returned with joy to a warm and comfortable home, but stated that he would come back in some time. However, we wanted the tension resulting from being in the zone to increase day by day, so that we would still have the feeling that there was a task to be done, there would be twists and turns. Hence, all these changes that make our zone generate more adrenaline than it really is.

This is the very idea behind the Chernobylite survival. But what does it look like in practice, and why is the weapon not so important in this? We will tell about it in future reports.

Meanwhile, we continue our little game in which you can win Chernobylite keys for PC and consoles. We remind you of the rules: we ask a question related to the game, and the fastest correct answer wins.

What was the reason for us making the village in Red Forest?

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

EDIT:

Answer: Our intention was to show samosely

Congratulations to hollamfoe :)

[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 #126

Before we start the report, we would like to share a reminder that Chernobylite was nominated by the Polish section of IGN to fight for the title of "Best Polish Game" of 2021. All nominated titles have a chance to win an audience award in that category. Please vote for Chernobylite! The voting lasts until June 5. Thank you for all your support!



[h3]Hello Stalkers![/h3]
The world in Chernobylite is not only a cluster of polygons and textures merged together by lines of code. It is also the experience of visiting buildings dominated by vegetation, crumbling walls, and a unique atmosphere that is difficult to imitate. And these cannot be recreated while sitting simply at a desk.



While working on both the Chernobyl VR Project and Chernobylite, we made a lot of trips to Chernobyl to gather the materials we needed. Being there, we felt like we were thrown in the middle of a computer game. Well, our trips in some way defined how the player explores the Zone in the game. But at the same time, we were quite aware that we are dealing with a place that exists in the real world.



From the very beginning - when we were creating the Chernobyl VR Project - we tried to show the Zone as close to reality as possible, not only in terms of its appearance, but above all, how it evokes emotions. It seems to us that Chernobylite stands out from other post-apocalyptic games, because the action of the game takes place in a real place. And it can be seen not in some imaginary concept sketches, but in photos, recordings and venturing through the Zone on our own.



Of course, there were some "tweaks" in how the game represents the world of Chernobyl, here and there. The Zone itself is a very quiet, peaceful and deserted place. We tried to reflect the atmosphere of the place that exists in the real world as accurately as possible, but at the same time to slightly colorize the elements that made it unique, to make the experience more intense. Everything we did in relation to the visualization of the Chernobyl Zone was intended to reflect the emotions we felt when visiting the zone, only more intense.



It was thanks to the trips to the Zone that we were able not only to absorb this atmosphere, but also to recreate it as it is. It was the experience that determined how we worked on the game.



Finally, we have something special for you! With this report, we are starting a contest series, where you can win Chernobylite PC and console keys every week. The rule is simple: we ask a question related to the game, the first correct answer in the comments wins. However, be warned: the questions will not be easy. Only for the hardcore Chernobylite fans.

Ready? So here we go!

What is the name of the locksmith's brother?

The correct answer and the winner will be announced on Monday in the comments section and in this report.

EDIT:

Answer: Athanasius

Congratulations to RenTGen :)

Oh, and for a #Friday leisure time:

No one:
People who drank too much at a party:



[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/