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Chornobyl Liquidators News

Devlog #25 "A simple moment of peace"



Your work as a Liquidator will be full of dangers, threats and issues piling on top of each other. However... there will be times to catch a small breather too.


While our team is currently busy making sure that the game we are all waiting for is shaping to be a true gem we would love to showcase some of the areas you will be able to visit. This time we'd love to focus on the areas that are not screaming "DANGER!" straight to your face but are more toned down, peaceful, seemingly regular.



Whatever made you come to the roof of this building doesn't really matter here. What is important is that this might be a moment that you need, a moment, just a brief period of few seconds, where you can forget about everything, sit down and rest. You still have a lot of things to do and you will accomplish those tasks that were assigned to you but a moment of respite like that is absolutely vital. It's now that you can think calmly about what to do and how to prepare for what's to come. It's now that you can plan your actions and think about next few hours. You turn around for a moment...



There's some equipment on the shelves here so perhaps it's good to take a look at what this place has to offer? By a stroke of luck perhaps you might be able to find something useful, something that will prove critical for this day? You never know, you did however learn to never brush off places like that - negligence is the worst sin and you're not about to commit it. While searching you regenerate your vitality just a bit but a bit enough to leave and face the threat again. Good luck.

Tell us - would you like to see other game areas that we have already prepared? Let us know by commenting on this devlog!

Kind regards,
Chernobyl Liquidators Simulator Team



https://store.steampowered.com/app/1113010/Chernobyl_Liquidators_Simulator/

Devlog #24 "Upgrading your equipment - Part I"



Some of you expressed much interest into the matter of the equipment available in the game and we thought it appropriate to give you some more information.


In this devlog we are going to focus on some of the possibilities to upgrade your equipment in the game. In the completed version of the game you will have many options to enhance your tools and make them work better - right now we are going to show you some (but not all, we're saving some of the surprise for future!) examples.

Left side of the picture: Dirt-resistant bristles | Right side of the picture: Better engine

In Chernobyl Liquidators Simulator you will be able to upgrade your tools in several ways allowing you to optimize a certain aspect of your job as a Liquidator. As you can see on the concept-art above we are working on several types of the upgrades even for a single tool - in this particular case a brush that you will use to clean some of the contaminated and polluted fluids. Different upgrades will allow you to enhance particular aspects of the tool. In case of the left-side upgrade the brush will retain cleanliness for a longer time, while the right one showcases a brush with a better enginge to make your job easier and potentially faster.

Left side of the picture: Customized reach | Right side of the picture: Reduced spilling

All of the upgrades - and we are happy to say that we tried our creativity to come up with several designs and ideas for each of the tool - will in some way alter your gameplay. They might simply make it easier to do your tasks but sometimes they will also allow you to reach new ways of doing different jobs. As you can see we have also made sure to distinguish the upgrades visually and make them all distinct to maintain visual clarity.

1. Faster tightening; 2. Greater reach; 3. Increased efficiency of using chemicals; 4. Reduced weight

Sometimes you will be tempted to go for a particular type of the upgrade to help yourself in a particularly vexing or troublesome situation while at other times you will be hard-pressed to make a right choice when it comes to upgrades - which one will fit your situation the most? Experimenting with them might give you some extra edge in the most difficult situations so don't be shy and try away!

Thank you for your attention and see you in the next dev-log!

Kind regards,
Chernobyl Liquidators Simulator Team



https://store.steampowered.com/app/1113010/Chernobyl_Liquidators_Simulator/

Devlog #23 "Let’s take a look in the future – New Year is here!"



2021 has arrived and we would love to wish you all a great year full of unforgettable experiences. We hope to give you a lot of great memories too!


[h2]As we were wondering about what to present you as a first thing in the New Year we decided to give you a glimpse into what you might expect in the coming year. Something that you'll have a chance to… experience yourself.[/h2]



As you all know beta test sign-ups have been active for a while now and we know you can’t wait to start testing game, checking it in and out and searching all corners of the levels we prepared for you. We receive a lot of questions regarding when the beta tests will happen and how you will be contacted after being chosen as a beta tester. You can rest easy – as soon as we decide on the date we will let you know (through Steam and our Social Media) and those of you who will get selected will receive an email detailing the information about the beta tests.

Now let’s focus on the contents of the beta tests.



We are not going to spoil everything that awaits you but we would like to let you see some of the things you will be able to experience in the tests. What you can see on the screenshots is taken straight out of the game and in particular – from the places you will have the opportunity to visit. We’ve been wondering about what we would like to show you and we decided that this might be the best choice – the moments you will have a chance to experience when beta-testing the game retain the feelings of urgency, action and dedication that players will have to show playing through the whole game. You'll be placed in the dangerous situation and you will have to do whatever you can in order to help with containing the early stages of the catastrophe.



Of course we are saving some of the surprises for you for future but we hope to see you talk with us about the game and let us know about your opinions and feedback as soon as possible. After all that is the main part of the beta-tests - the chance for us to learn about your thoughts!

[previewyoutube][/previewyoutube]

Thank you for being with us in 2020 – we hope to see your continuous support in 2021 and we would like to wish you a great and better New Year!

Kind regards,
Chernobyl Liquidators Simulator Team



https://store.steampowered.com/app/1113010/Chernobyl_Liquidators_Simulator/

Devlog #22 "Concept Arts - Evolution of a drawing"



As the year is almost upon its end we believe it is the best moment to metaphorically visit the past and think back about the progress we've made up until this point.


[h2]One of the most interesting things about the game design is the existance of concept arts - the main topic of the current dev-log.[/h2]



Creating concept arts is a very delicate and crucial process. It is the moment where development team cooperates with artists and generate ideas - sometimes a whole lot of them - all for the sake of finding that one (or few of them, depending on the project) that would work in the best way with the rest of the project. What you might not quite know is that at this stage there are many ideas that sometimes get cut from the game and you can never quite witness them in the form they were initially created. Concept arts evolve and elevate the whole team to higher levels of understanding of what the project will be about.



It's not simply about creating a picture and saying "yes, that's it, good job". You often start small, humbly only to work out the final vision between involved people. After all many people have to agree sometimes even on a singular piece of art. Sometimes the vision of the artist can get shot down by the technical difficulties or lack of historical accuracy. And sometimes being historically accurate tends to make the things worse. That's why at first you start with a simpler concept, as you can see on the right in the picture above and then you finally turn it into something you can see on the left.

From left: "Base model" / "Protection against radiation" / "Higher reach" / "Better ergonomy" / "Easier to catch"

Sometimes even if you have a concept art ready and approved - ready for 3D graphics to model the in-game object with it in mind - you will still want to introduce some changes or improve it in some way. Sometimes you simply want to explore the idea a bit further becasue you believe there might be something more to the concept than just the initial thought. This way many people come across great inventions or even better ideas. Becasue if we have one grapple tool, like the one shown above, why not create many different versions of it? Even if you will not use all the ideas that does not mean that that time was wasted. Ideas have this little fantastic tendency to be quite flexible and if not now - perhaps they will be used in a different project or in a slightly different way.



That's all for the technical side of this devlog however we have one more very important thing to address.
In the name of the whole CLS Team we would like to wish you all great and wonderful Christmas. We hope that you will spent them with your families, around the Christmas table and near the fantastically prepared Christmas tree. At the same time we would like to remember all of those who will not be able to join us at that time - our thoughts and prayers stay with them.

Thank you for supporting us and see you in the next devlog!

Kind regards,
Chernobyl Liquidators Simulator Team



https://store.steampowered.com/app/1113010/Chernobyl_Liquidators_Simulator/

Devlog #21 "Dwellings and living spaces"



As our development progresses new areas get added to the game and we have more opportunities to polish different parts of currently pre-existing places that we would like you to visit during your exploration.


[h2]This time we would like to give you a glimpse into flats and rooms of people living in Chernobyl that you will be able to see in-game. [/h2]



A subtle dimness encompassing the corridor of this flat illuminated by the light of the moon makes it a real visual treat to walk through this apartment at night. In Chernobyl Liquidators Simulator you will have more than one chance to visit houses of people that used to live in the area and witness the conditions in which they went about their daily life. We have tried our best to reach out for different references and real life photos to make sure that those very conditions are as close to the original as possible and we hope it shows.



At the same time - while maintaining historical accuracy we want to make the visuals in game our own very touch, something that will make you instantly think that it was us who created those areas. We strive to do that by the creative usage of shadows, lights and shades, colours and their lack of. We believe that you can tell a story simply by using art - albeit we have to be deliberately careful and not overdo it. In the picture above you can see as the light ever so lightly illuminates the objects in the room. This particularly underlines the atmosphere of the game - peaceful but at the same time full of secrets.



We have mentioned that once before but we're trying to make sure that even simple objects will tell you a story or stimulate your imagination. In the case of screenshot above we want you to tell us what do you think. What happened in this room? Why is it in this particular condition? Who lived here? What kind of stories might have been told in these 4 walls? When was this room last used? If your imagination whispers answers for those questions - let us know!

That's all for today and see you in the next devlog!

Kind regards,
Chernobyl Liquidators Simulator Team



https://store.steampowered.com/app/1113010/Chernobyl_Liquidators_Simulator/