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Chernobylite Complete Edition News

Weekly Report #31

Hello stalkers!

As in life in the Zone itself, our game is also changing all the time. Sometimes these changes are huge, like for example Mega Patches, which introduce a lot of new content, fixes and upgrades. You can hear about them a lot, we always announce every Mega Patch widely. But what you don’t see usually is the work we’re doing all the time. It’s like creating the pieces of some update one by one while we show you all the picture.

That’s why we think it would be great to show you a bit of “behind the scenes”. We want to share with you these pieces we’re working on. A touch of detail here, some small improvement there. Developing a game is a long, time-consuming process, so we want you to know that even if we’re not announcing any important update, we’re still working hard on almost every part of the game.

You can also read about some other changes here:
https://steamcommunity.com/games/1016800/announcements/detail/2520276100976026484
https://steamcommunity.com/games/1016800/announcements/detail/2520276100996871541
https://steamcommunity.com/games/1016800/announcements/detail/2736450787658767711


[h3]Atmosphere is important[/h3]
We know that us keeping the right atmosphere during the game is often the key for you to feel like you were in the Zone by yourselves. It also helps to make your experience better, more immersive and just to be more fun. Right now, one of our developers is working on these scary storms and here you can see how it’s done:



And because some parts of the Zone are dangerous, it’s not so weird to wear the mask all the time, like Mikhail does. So here’re some “backstage” screenshots of different mask types:



[h3]Finding joy in every detail[/h3]

A lot of you complimented how detailed our locations are. Of course, we’re still working on the game as a whole (especially on hunting those bugs & glitches!), but we encourage you to pay more attention even to some smaller objects. Here you can see a screenshot of how we process the gathered data (like videos and photos) into an in-game item.



And here you can see how does it look to work on one of the characters in Chernobylite:



Even characters less important to the whole plot of the game are not free of improvements:



Remember to join our streams!

As we already told you, we’re making the livestreams a regular thing. Besides special ones, which we will also make, we will stream the game and answer your questions every Monday, starting around 6:00 to 7:00 PM CEST (we’re announcing every one of them in our social media soon before it starts or just after it has started)

Here’s the link to the transmissions, it’ll always be the same one: https://steamcommunity.com/broadcast/watch/76561198887982618

So that’s all for this today.
Take care, stalkers!


Weekly Report #30

Hello stalkers!

We’re quite sure you’ve been waiting for new information about what’s going on in the development process. First, we hope you have already tried all the new content and features. If you’re interested in reading more about mines & possible uses of the feature, read one of our last reports:
https://steamcommunity.com/games/1016800/announcements/detail/2520276100976026484
You can also take a look at some more changes we’re making right now - including new characters, items and details of structures like for example trees:
https://steamcommunity.com/games/1016800/announcements/detail/2520276100996871541


[h3]Train to be even better[/h3]
In the previous reports we’ve told you many times about new stealth kills. At first, it was only a teaser. Then we’ve shown you some comparison between a new technique (now a standard one) and the upgraded one (previously standard, now an upgraded version). So it’s time to share our animations of how Igor will train.

Now, our main character can learn to perform a quieter, less-lethal stealth kill. To do that, he’ll have to spend a skill point on training with Olivier. The primary stealth kill is brutal, bloody and messy, but also quite loud, so enemies in the surrounding area have a better chance to see or hear Igor when he performs it.

Let’s see how it now looks. You can see Igor tapping Olivier during the training and on the second gif how our hero shows how good he managed to learn the technique:



[h3]Remember this little fella?[/h3]
Have you meet this small boy when you’re reading our previous reports? Just like with the stealth kills, we’ve teased him first as a work-in-progress screenshot (he didn’t even have any color yet), then we’ve shown you a simple gif on how he will attack.

Now you can see him in a different surrounding, on a real map which you can already visit in the game (Red Forest). We’re quite sure you wouldn’t like to see this one popping up in a random place, like tiny corridor. Or behind you in some creepy, abandoned building, spitting on your back with this acid-like thing.

What do you think about our small, disgusting buddy?



Remember to join our streams!

As we already told you, we’re making the livestreams a regular thing. Besides special ones, which we will also make, we will stream the game and answer your questions every Monday, starting around 6:00 to 7:00 PM CEST (we’re announcing every one of them in our social media soon before it starts or just after it has started)

Here’s the link to the transmissions, it’ll always be the same one: https://steamcommunity.com/broadcast/watch/76561198887982618

So that’s all for this today.
Take care, stalkers!


Weekly Report #29

Hello, stalkers!

So, this week we do not have many big surprises or plot twisting information. From now on, we are focusing on something very important for us as developers and for you as players. The secret thing is OPTIMIZATION. We will try to make our game run better and smoother. But it does not mean it will look worse! Quite the opposite...

[h3]Working on those details![/h3]
As you may already know, we are using photogrammetry to create our models and textures. However, it not always gives us the effects we want. Every time we need to polish those little things. And we love every small detail in our game! Just look at this tree structure and all of the love our graphic designers give to those plants.





Of course, sometimes we have to make some sci-fi materials by ourselves. It is rather unnatural to see chernobylite in the wild. And every time we face a difficult choice. What texture to chose? How green it should be? Should it shine or not? Here is just an example of choosing new chernobylite shaders.

[h3]Take some notes[/h3]
Another detailed stuff in Chernobylite. Notes. Have you seen them in our game? Usually, they are important clues which you should really like to collect. You have seen them in other games for sure. So did we. And that's why we try to make them realistic and unique. Sometimes we use our handwriting, sometimes we fold real pieces of paper and take photos of them, and sometimes we sneak some information and photos we took during our visits to Chernobyl!





[h3]Knock knock! Who's there?[/h3]
We are still working on some new characters - those more important and those you will see only in your memories (or imagination?). First, take a look at a very early stage of a new mysterious NPC. He is truly well-packed!



And last but not least - we were back at our office last week! Of course, just for a while and just with a couple of us but the goal was very clear - take a scan of the new character. We missed it so much!



[h3]Bzzzzt![/h3]
Do you hear that? Is that the sound of some new locations in a game? You are not wrong, we are working on them too! Is that chernobylite all over the place? And some weird technological stuff even we do not understand? Well, you will need to wait for the answers a little bit longer!



Remember to join our streams!

As we already told you, we’re making the livestreams a regular thing. Besides special ones, which we will also make, we will stream the game and answer your questions every Monday, starting around 6:00 to 7:00 PM CEST (we’re announcing every one of them in our social media soon before it starts or just after it has started)

Here’s the link to the transmissions, it’ll always be the same one: https://steamcommunity.com/broadcast/watch/76561198887982618

So that’s all for this today.
Take care, stalkers!


Weekly Report #28

Hello stalkers!

Today we will tell you a bit more about using new features to your benefit. With the recent update, we’ve added many items which you can now craft either in the base or during missions. That second option is a totally new thing!

Also, if you’re interested in why you had to update your game yesterday: we released a hotfix. You can read about its details here:

https://steamcommunity.com/games/1016800/announcements/detail/2520276100965150101



[h3]It’s MINE precious![/h3]
We don’t know how about you, but we love to use mines to gain a huge advantage during Igor’s missions. You can now craft lots of things when outside the base, but mines are definitely items you want to pay your attention to.

Right now we have four different types of mines:
  • the one that electroshocks the enemy,
  • the one that is perfect against chernobylite creatures,
  • the one that is a bit more advanced and uses a laser as a trigger,
  • and the one that is old-fashioned anti-infantry.




All of them now can be crafted with not so many resources. If you run around any map a bit, you probably will get enough of them to create at least one or two mines. To show you how much they can help, during one of our recent streams we were fighting large band of NAR soldiers.

First one we sniped with a single shot and thanks to that we’ve lured the rest of them into our small minefield. They didn’t suspect nothing of a sort, so another four of them were killed almost instantly and only one was left. He was also hurt from explosion so finishing him was easy peasy lemon squeezy.



And that’s why we really want you to try out our new features which you already should have in your game (well, at least if you’ve downloaded the recent Mega Patch called Black Stalker).

Remember it’s still an experimental thing, so if you encounter any bugs, please report that on Steam or on our Discord server. That will help our Q&A team to reproduce the bug and to send info to our programmers, who can deal with it. That said, it’s pretty clear we will work on that a lot more. Actually we’ve never stopped and here you can see one of our work-in-progress ideas on how the electroshocking mine can look in the future:



[h3]Try out new crafting in the base![/h3]

We’ve really added A LOT of new items into the game. We worked hard on recreating the image of already existing furniture, but there’s also many new ones. We think you may especially like a recycler.

It’s a workstation which allows you to scrap almost all items to have more resources. We know sometimes building more advanced devices in the base can require a lot of them, so that’s one of our ideas how to make it feel more realistic.



So before that workstation was included, you may have leave additional stuff behind, like 3 spare revolvers or extra vodka bottles or antirad medicine. Now it’s not so easy decision, as all of these can be turned into necessary resources. And that’s why having this device is also a part of what you may call “advanced tactics”. Having more resources means more workstations, more items, being able to create more mines or covers during missions.

Let us know in the comments how do you like these new devices! Which one do you think is the most useful? Or which one looks the best? By the way, have you seen a chernobylite throne? Yeah, that’s what we thought.



Remember to join our streams!

As we already told you, we’re making the livestreams a regular thing. Besides special ones, which we will also make, we will stream the game and answer your questions every Monday, starting around 6:00 to 7:00 PM CEST (we’re announcing every one of them in our social media soon before it starts or just after it has started)

Here’s the link to the transmissions, it’ll always be the same one: https://steamcommunity.com/broadcast/watch/76561198887982618

So that’s all for this today.
Take care, stalkers!


Chernobylite Rev 28968 Hotfix v2

General:
  • Motion blur, strongly criticized by you, flew out of "Dream". I hope that nobody will have motion sickness anymore.
  • We've improved the game's stability a bit. To improve it even more we will have to update the engine. Expect this in the next few weeks.