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Chornobyl Liquidators News

Devlog #29 "Liquidation in motions - graphic in actions"



As we share gameplay screenshots with you we've noticed the distinct lack of images taken during the movement - we want to promptly highlight that right now!




After all - during the gameplay you will be almost always moving. Movement is very important for the game and for the particular situation of liquidator controlled by us. In the end - if they are staying in the wrong place... it might end very badly for them. Something as simple as standing in the right place, few meters to the left or right, depending on the location, might change their fate completely. However standing is only one side of this dangerous coin - moving is the other. And graphically we try to explore our options while presenting you the environment to maintain the feeling of urgency. You are in a very dangerous place. You have to act very quickly and you need to be decisive. Graphics in the game will try to uphold that kind of feelings.



Look at the screenshots we've taken to see that for yourself. Swift reactions to the situation that is developing in front of our eyes - retreating when necessary or advancing given the chance to do so - might change the visuals of your whole gameplay and give you chance to act in the best interest of the liquidator you control. While moving you'll be "attacked" by a variety of graphical stimuli. Screen might get a little bit blurred when you suddenly look behind you, fire might blind you unexpectedly or you might get scared and jump when confronted with a sudden collapse of a wall by the side of which you were running.



Look around, think about your next action, undertake only those steps that you are sure about. We know that many of you want to explore the site and check everything you can. We're working very hard to make sure that the sceneries you see will be diversed and interesting. We try to maintain the historic accuracy while arranging the whole experience to fulfill your expectations.
Do keep in mind that rushing blindly in any direction might spell your doom. Barging head-first into collapsed room full of fire might not give you too much time to escape. Not noticing that floor ends abruptly might cause your fall. It's not only about appreciating the hard work of our graphic designers - it's also about playing smart.

Thank you for tuning in this time - take care and see you next time!

Kind regards,
Chernobyl Liquidators Simulator Team



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

Devlog #28 "Buildings, flats and different kind of rooms"



We're making sure that the game is as realistic as it physically can and you might be wondering - what about many places from the real Chernobyl and Pripyat that weren't caught on any film?




As you might already know - we're doing our best to ensure that the experience you will go through when playing Chernobyl Liquidators Simulator will be as "real" as possible. We want you to be able to look around in the game and see world as it was right after the catastrophe happened in 1986. That means that we're putting a lot of attention on the visual aspect of the game to the point of going through many historical photos, reproductions, plans and maps.



However - sometimes it's simply impossible to recreate everything in 1:1 ratio. Some places remain a mystery, some have not been visible in any of the photos in any of the archives. We put a great care into making sure that places that we cannot recreate from photos will still have the appropriate dose of realism injected into their metaphorical veins. To that effect some of us have embarked on a photographic urb-ex journey trying to make sure that we can feel the atmosphere of the places that will be shown in the game. You can even check here some of the photos one of our artists took during their photographic trips to catch that fleeting atmosphere one can have so many difficulties spotting in everyday life. Below you'll see one of the examples that inspired us to create environment in the game.



On the two screenshots above the aforementioned photograp you can see control room. It's not any specific control room - it's one of the many similar rooms that could have been in the Chernobyl. You will be able to enter many similar (but not identical!) rooms that we have created. We are happy and proud to say that we've put a lot of work into making sure that these rooms will still encapsulate and emulate the feeling and atmosphere of the real buildings, flats and different rooms you would be able to find in the catastrophe area. That work was very important to us as we know that you demand the highest standards and we hope you will find our job satisfying. We definitely believe your journey will be exciting and unforgettable.

Thank you for tuning in this time - take care and see you next time!

Kind regards,
Chernobyl Liquidators Simulator Team



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

Devlog #27 "Difficult relocation measures"



This time we're tuning in to talk about one of the most difficult parts of the catastrophe - relocation of people living in vicinity of the disaster area.


After the 1986 disaster one of the most important task that was on the agenda was to evacuate the area of the tragedy and make sure that people living there will be shielded from the fallout of the tragedy. As you might imagine (or perhaps you've heard about or even lived through it) the process itself was not easy. It's never easy to leave your home behind and move somewhere else especially when it's not quite your voluntary decision but an act stemming out of necessity.



Nearly one million people from states affected by the tragedy were decided to be relocated in order to avoid dangerous exposure to irradiation. A number that is hard to imagine but in the end a number that is now written in history. Those people had to leave their places, their homes, streets they used to stroll in and places they worked to make sure they're safe. And so they did.

The area itself became partitioned in three zones - Black, Red and Blue. The black zone was designated as a zone to which there will be no return. Red one was determined to welcome evacuees again after radiation levels normalized. Blue one was used quite early and children with pregnant women were evacuated there in the summer of 1986.



It would be a lie to say that this whole process was easy and went without any problems. Psychologically it was a trauma for many people undergoing this relocation and some of the people straight up refused to change their place of living. On a global scale the tragedy and the relocation itself gave rise to anti-nuclear opinions. Worldwide concern made it more difficult to develop nuclear power production in many countries and even up until today the catastrophe in Chernobyl and its aftermath is one of the loudest and most important arguments against this particular type of energy.

We believe that many of you following the development of the game may have their own personal story regarding this particular aspect of history. We'd be more than interested in hearing you out - we're always checking through comments so if you feel the will to write about it - please do so. As for the game itself - as we're approaching sensitive topics somewhat cautiously you might be able to find some elements of this particular side of history in the game in form of subtle environment nods or other ways that we plan.

Thank you for tuning in this time - take care and see you next time!

Kind regards,
Chernobyl Liquidators Simulator Team



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

Demo and Playtest announcement!



Chernobyl Liquidators demo version will be delayed - we need to work a little more on optimization, at the moment the game has low FPS on low-end computers, and we don't want that in the demo.



However, we do want you to play the game and let us know what you think For this reason, we are launching the Play Tests for Chernobyl Liquidators right away (pending Steam accept). This means the game will be available to play within a few days at the most.

Kind regards,
Chernobyl Liquidators Simulator Team



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

Devlog #26 "Claustrophobic Corridors"



Let's change the pace for this devlog from the one we set last time. This time... let's take a deep breath and do our best to remain at ease.


Important notice - demo for the game will become available on February, 3rd! Make sure to tune in for the tutorial stream too - starting at 07:00 PM!

As you've received the last devlog very well and expressed some interest in seeing more of the locations from the game - we are more than happy to deliver! But this time we'll take a look into location that might make you really uncomfortable - especially if you dislike cramped spaces.



Many of the corridors within the power plant will be hard to traverse and you will have to find creative ways in order to move through them. Sometimes you will have to crawl through some vent tunnels in order to move around a potential threat to your life, sometimes you will have to plan your route in a way that will minimize your exposure to the danger even at the cost of extending the time of the whole journey. However - as life is important and health is your big concern you will have to worry about those parameters because those might influence your success in the game.

Long stairs will be something you might start to dread. After all - if you were to run away it's always easier to run from side to side than to climb stairs that are so much more efficient at draining your stamina and leaving you out of breath.



Even simple corridors, so peaceful at the first look, might become a true test for your courage. If your mind is wavering and your strong will is being tested to its limit - it's quite easy to become paranoid. Your imagination might bring some terrible visions to your brain and you will have to gather strength in order to continue with your tasks and move on. Sometimes you'll receive short bursts of happiness when seeing a ladder - quite unusual thing but when you spend a lot of time climbing difficult places by yourself even a simple help will be so much more appreciated.

And the corridors themselves might not simply be a straight road from point A to B. Perhaps a part of the corridor is destroyed and you need to find some way around it... or even under it? You'll have to get wet, you'll have to dirty your suit just to advance to a particular place and that is just a beginning of your journey.

It needs to be said - Liquidators were true heroes. Their job was absolutely devastating for themselves and they still were able to do it. We have utmost respect for them.

Thank you for checking with us again this week and see you soon in the next devlog!

Kind regards,
Chernobyl Liquidators Simulator Team



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