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Chernobylite Complete Edition News

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!

Weekly Report #71

[h3]Hello Stalkers![/h3]
In the previous report, we focused on the story of Chernobylite, the most important aspect of the game. Today we have to talk about another quite important element. Because the world of Chernobylite is full of dangers, the levels are filled with monsters and patrolling soldiers. Therefore, it is important to arm yourself and our comrades well before going to the zone. Especially since the new game mode, Insane, takes no prisoners.

[h3]It's worth arming yourself[/h3]
Arming yourself is not a big problem for a skilled player - you just have to create weapons and armor in the base and put it on Igor. Simple. Now is the time to arm your comrades as well. You've been asking for this for a long time, so we were finally able to deliver it to you thanks to the last Mega Patch.

How it's working? First, you need to approach the characters and talk to them. Until now, you could only talk about their past, opinions or how they live in the base. Now there is an additional "Show Equipment" option. After selecting this option, the player is moved to the next screen - the inventory screen of our companions.



On the left is Igor's inventory, and in the right column, weapons and NPC statistics. When you hover the cursor over an armament in the inventory, you can see what a given weapon or armor affects the character's stats. These can vary for better or worse - it all depends on what weapon we give the NPC and what improvements it will have.



Okay, but why arm your comrades at all? After all, they don’t follow us, they will not help us in fulfilling tasks important for the plot. So what's the effort for? Well, as you well know, when choosing a mission, we can send our team to other locations in the zone in search of provisions, ammunition or medicines. However, it is not always an easy journey for them - when you want to assign companions to a specific mission, in the bottom corner of their portraits you can see what the chances are that they will be able to complete that mission. Different people have different chances. And it would be good if stocks were always replenished regularly.

Adequate armament of our companions will make it easier for them to complete the missions on which they are sent. Just take a look at this comparison below: you can see how the Kopachi mission is selected before and after arming comrades. You can see a significant difference.



[h3]A better arsenal[/h3]
Let's go back to Igor's inventory for a moment. Again: we can give Igor a weapon and put on armor. Especially thanks to the second one, opponents have difficulty dealing damage. Of course, each armor has its "health", which is indicated by the bar under Igor's health bar. After each hit, its durability decreases.



In addition, on the left side of the screen you can find the shield icon. It represents the cooldown, i.e. how quickly armor repairs and how much metal plate we need to repair it.



At this point, it's also worth mentioning that we've added new armors to the game that make it even easier to get through the zone. Among them there is, for example, camouflage armor, which makes us harder to spot. Especially if we enter tall grass.



Not only that, to our advantage we can use the prevailing weather conditions and the fact that the opponents react much better to the environment. Thanks to this, soldiers hear our footsteps worse in the rain (a big advantage when sneaking), and on a foggy day they see much worse at a longer distance. Especially in the second case, we recommend using a combo with camouflage armor - the chances that the enemy will notice you will be close to zero. But we still recommend caution - soldiers can detect our position as soon as they notice the light source from the flashlight.

It is also worth mentioning some of the novelties we have brought to the arsenal with the Mega Patch. Among them is, for example, the possibility of converting a static shotgun into a semi-automatic fire mode. This allows you to fire it almost like a rifle.



Another novelty that we are fans of ourselves in the team is the possibility of adding a thermovision to a rifle or shotgun. It's a damn good device that makes gameplay easier. Not only we can shoot from a long distance, but we are also able to see the position of our opponent, regardless of the prevailing weather conditions.



All these actions can be very helpful especially for those who decided to play the game on the Insane level. As the name suggests, the game will resemble a walk on red-hot Lego bricks scattered along the entire length of the Chinese Wall. In winter. With no clothes. And no Wi-Fi.

By setting "Survival" to the Insane level, the development of our base and crafting will be a torment - it will require much more materials, of which there will be even less on the levels. In the case of "Combat", we made sure that even more opponents appeared on the levels than before. At every turn and around every corner. They are even more aggressive and even more effective in combat.

The Insane level also has a significant impact on our companions. They will have a much harder time completing the mission (the best weapons make it a bit easier. A LITTLE), and what is happening in the base has an even greater impact on their morale and health. In other words, keeping them alive will be a priority. Sometimes it’s perhaps even more important than looking for Tatiana. And yes, we mean it.

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

Major Patch - Game Quality Improvement Pass 1

We are currently focusing on bug fixes, optimization and solving issues that bother you. But we found time to do some new things. Here's a big batch of fixes:

Technology:
  • We fixed dozens of different crashes that you reported to us. Game should be much more stable.
  • We optimized the CPU performance a bit. Framerate should be more stable during combat.
  • Fixes in game memory management. Game shouldn't have such large spikes in memory usage now.
  • We threw away a lot of unused audio stuff, which reduced the build size.
  • During skill training, steaming should no longer be visible on weaker computers
AI:
  • Soldiers will now see much worse through bushes during combat.
  • Soldiers should now have a harder time finding the player's position and start searching for him faster if they don't know where he is.
  • When soldiers are looking for a player, they no longer run blindly in one place. They split up to cover a larger area.
  • Knife takedown will now be heard at a slightly smaller distance.


Additional:
  • We've added some locked doors for lockpicks and a crystal wall to prison level so the player can discover some new things when they return to it.
  • We've added 2 new tutorials that should make some situations easier to understand.
  • We have added the ability to remap the quick save and load functions


General:
  • We fixed many bugs related to language versions and VO
  • Now the player should be able to get out of the prison cell when caught.
  • Now it's possible to properly save your companions from prison. Markers and animations have also been improved.
  • Trying to craft something in a tight space should no longer end up getting stuck in a collision.
  • Tutorial on how to reduce the difficulty of the game that appears in the prison after a few deaths should now correctly disappear.
  • Fixed a bug where Igor was sometimes guarded in prison by a soldier who could not be overcome with takedown.
  • We greatly improved the operation of the flashlight. It works better up close and behaves more interestingly while moving.
  • After loading the save performed after the end of any crate dump quest, we should no longer appear among the soldiers.
  • We fixed a few crates that did not save after taking a save. Load spamming allowed them to be looted endlessly.
  • Memento for the past: After loading save, you can no longer talk to Sashko
  • Some Excuses: After loading save, Semonov will no longer resurrect and the note will not disappear
  • Fixed a bug that allowed you to get extra adrenaline puffs before entering the base.
  • Olga's Revolver will no longer behave weird when she targets us.
  • Notes that can be found on levels should now be correctly marked with a marker
  • We made a lot of improvements to the music and sound.
  • We improved the makers of events that were disappearing even though the event isn't over yet.
  • Fixed a rare bug that made weapons invisible after interacting with the base board.
  • Fixed a rare bug where we could sometimes see Igor's hands flying through the air after death.

Weekly Report #70

[h3]Hello Stalkers![/h3]
The last few weeks have been extremely intense for us, in connection with the premiere of the Mega Patch and work on bug fixing. However, thanks to this, we brought you the game 95 percent ready. And there is very little time until the full version is released. That is why we decided to focus on these and subsequent reports on specific elements of the game that have undergone huge changes in recent months, if not years. Some of them can be seen with the naked eye, while some need to be told in a broader context.

In today's report, we'll focus on what makes up the core of Chernobylite - the story.

[h3]A double-bottomed story[/h3]
We all know very well that the game consists of many elements: graphics, music, sound design, level design, gameplay, etc. However, we have never concealed that in Chernobylite we attach great importance to the storyline. After the reactions of all players, we can see that the story has drawn a lot of attention. It means we hit the point. However, as the premiere of the last Mega Patch showed, there is nothing that could not be improved.

We’ve mentioned many times that the entire story has been thoroughly redrafted and corrected by us. We didn't just do it for aesthetic reasons - we did this because we wanted to highlight the different layers and aspects of the Chernobylite story we wrote as much as possible. This one is focused on the figure of Igor - a man who tries to solve a mystery from the past and understand his role in the events that took place many years ago.

The attempt to find his beloved Tatyana is not only literal, but also metaphorical - it is a desire to face the past full of riddles and understatements. Just like Tatyana herself. Do we really know who she is? Are the memories of the main character about her real, or are they just his imaginations, fantasies? How do Igor's memories of Tatiana relate to her actual image? A seemingly simple story about a man who is looking for his beloved, with time becomes more and more complex and multi-threaded. Nothing is black and white.



What about side characters? They also play important roles in this game. Because Chernobylite is also a story about dealing with trauma, about trying to give it some tangible dimension and meaning. Each of the characters met in the game experiences something like this. They have to deal with the past and they do it for better or worse. We also have the question of identity. What defines a man? His actions? His past? His origin? His agenda?

To fully exploit the potential of the Chernobylite scenario, we had to make a lot of corrections and changes to the game. We wanted each of the characters to have a personality, and not just an extra in the background. Each of the encountered characters has been rewritten - each of them has new backstories, a new, distinctive way of expressing themselves. They have their own individual attitude towards the player. In addition, we have not only rewritten the plot, but also the dialogues that have been rewritten line by line. In this way, we wanted to better emphasize the mood that we wanted in the game from the very beginning, and also to better reflect the character's individuality. The effects can be seen especially in the dialogues between NPCs and Igor in missions and in the base.



[h3]Ariadna[/h3]
The world of Chernobylite is also made up of other factors that are part of the narrative layer. For example, Ariadna - a mysterious device resembling VR goggles, which is located in Igor's room. With its help Igor can visualize the effects of his investigations that are to lead him to the truth with the disappearance of his beloved.



Ariadna is the heart of the Chernobylite gameplay. All the missions that Igor performs are only an excuse to be able to search the area around the power plant for clues and evidence related to the events of years ago. After collecting all the things needed for the investigation, Ariadna analyzes them and then uses them to virtually simulate the events. Thanks to this, Igor can see the effects of his investigation with his own eyes - memories of events from several decades ago, in which the collected evidence played a key role. This is definitely a more convenient and practical solution than using threads and pins on a cork board.



Only one question remains: how did Igor get such an advanced device? It wasn't like it just appeared in his room. We wanted to expand this thread a bit with Igor's dream, in which it was also important to show who is behind Ariadne's creation.



But wait a minute. Something is wrong. This level is very similar to a level from another game. Specifically, the one from Get Even where Cole Black tries to reconstruct his memories!



Not only that: Ariadna looks like a goggle that someone put on Cole when he was unconscious. Thanks to them, he can visit fragments of his own memories, undergoing "treatment" under the watchful eye of a mysterious observer from a dingy psychiatric hospital.



Goggles are also an inseparable element of the encountered "patients" of this charming place.



So is it possible that the Chernobylite and Get Even worlds are somehow related to each other? Are Igor and Cole characters from the same universe? Maybe yes, maybe no… We encourage you to see for yourself. It is especially worth looking for clues scattered around the game or listening to the dialogues in Igor's dream. You might be surprised.

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