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Chornobyl Liquidators News

Devlog #10 “Pre-Alpha Gameplay trailer”



[h2]A new video appeared on our youtube.[/h2]
[h3]The video shows the game from the pre-alpha gameplay stage.[/h3]

[previewyoutube][/previewyoutube]

Already at this stage, several characteristic rooms appeared.

We also managed to place a few social rooms and flats

We also wanted to reproduce the work of the roof cleaner very accurately.

The firefighters who were fighting the fire at that time also deserved our attention and were put into the game.

Do you like the new trailer for the game?

Wish you all the best!
CLS Team



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

Premiere livestream - Train Station Renovation

Dear players!


[h3]Information about the livestream during the premiere (1/10/20)[/h3]
🕑Time: 6:00pm CET
🎥Livestream: https://www.twitch.tv/livemotiongames and https://store.steampowered.com/app/914010/Train_Station_Renovation/
🎁Giveaway: https://discord.gg/CrfQyV9



[h3]Remember that you still have time to take part in the community challenge. Below are the thresholds for which we are still fighting.[/h3]



Thank you again for your support and we hope that you will also enjoy our next games.

Best regards
Train Station Renovation team



https://store.steampowered.com/app/914010/Train_Station_Renovation/

Devlog #9 “Look at the game”



[h2]Today we want to share with you some screenshots from our game to bring you closer to the atmosphere and places that you will encounter in the game.[/h2]

Many industrial sites and buildings can appear deserted when you enter them. The echo bouncing off empty rooms and corridors additionally creates the effect of holding the atmosphere of those events.



More than once we will come across utility rooms that were previously used to rest or wash our clothes, and as a result of the rush, there are only clothes, old machines and small personal items left there.



Many underground corridors lead to various boiler rooms and parts of energetic buildings. Even though many of these devices are no longer working, they still look amazing against the surface situation near the reactor.



How do you like the screenshots from the game today and what would you like to see in the next devlog?

Wish you all the best!
CLS Team



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

Devlog #8 “Tools part A - decontamination”



In the last two dev-logs we’ve been talking a lot about our approach to environments and re-creating the historical locations within our game. However the fact is that what we’re building here is not merely an interactive tour guide through the 1986, disaster-struck Zone around the CNPP.

On the contrary - what we are aiming for is mechanic-driven experience with as great of a depth to gameplay as possible.

In some of our initial dev-logs we’ve already mentioned our design approach to radiation, character stats and inventory system. Now we’d like to shed some light on how it will all work in practice by providing insight to some of the item categories which you’ll have at your disposal when venturing through our locales.

This time we’re gonna be looking at items which you’ll be able to use to make around radiation-contaminated areas and help to cleanse them of the deadly poison.

The first tool is a heavy DP-3B dosimeter. Unlike the standard dosimeter that you can equip to permanently stick on your shoulder - the DP-3B unit is able to provide you with an early warning of radiation conditions before you enter a certain room or walk into a certain zone. This is because of the probe you can see in characters right hand - it has a range of 2 meters (which is upgradable) - so whatever lies ahead you’ll get a proper warning. It takes into account player’s protection too - so maybe you’ll be able to just manage.

[previewyoutube][/previewyoutube]

The second tool we’d like to present is the MS-86C mechanical brush. It’s an experimental model - created specifically for the Chernobyl liquidation action and provided to only selected, special liquidator units. As part of such a team you have it at your disposal. The brush has specifically shaped bristles made of high quality polymers which on one hand are very stiff and thus effective in removing contaminated residue from almost all flat surfaces imaginable (while reducing the dusting to the surroundings). While on the other hand it is durable and sealed will not break or its electrical engine seize even during prolonged usage periods. Just remember to clean it with included sponge regularly!

[previewyoutube][/previewyoutube]

The third tool which we are presenting today is a standard-issue shovel - as simple and crudely soviet as it gets. Do not be mistaken though - in proper hands it is essential for any sort of cleaning operation within the Zone. Be it moving around irradiated pieces of reactor or equipment or digging up the hole to ditch them in - few other things come more handy.



That’s of course only a small glimpse into our item roster and please know that there is much more into the radiation cleaning system, which is at the core of our game. Can you think of any other tools there might be (or even you’d like to see) that a liquidator could find the most handy in those hazardous environments? Let us know in the comments.

OK - that’s all for today - as you can see, even when talking about gameplay we couldn’t resist to not show you some of the additional enviros that we’ve been working on. Hope you enjoyed this dev-log and - if so - please support us by adding our game to wishlist and telling your friends about it.

Wish you all the best!
CLS Team



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

Devlog #7 - Graphic vs Real Photos



Hello again to our once-a-week devlog!

In a game taking place in historical events, the visual effects, and soundscape should be on the highest level. That's why graphic is our absolute top on the list of the priorities for this project.

⬇ Below you can see the latest effects of our work ⬇



For a good few months already, we’ve been feeding ourselves with old photos to reflect carefully the details and the atmosphere of the places.

This one is coming directly from the Chernobyl power station.



But when considering environments in a game such as CLS, we also have a different kind of challenge. That is - the building of all those locations that cannot be simply recreated out of the photos, as basically none were taken at the time or are extremely difficult to source.

That especially applies to various 'civilians' locations in the city of Pripyat itself - such as apartment complexes, shops or utility buildings such as schools or laundries

It cannot be properly presented without taking inspiration from all the other similar cities - which one can find stretching through the half of the Globe - from former East German to the Far East port city of Vladivostock.



We want to make sure our graphic, style, and vibe will perfectly fit in those dark times.

🏦 It's an architectural style that we love and many of us have has grown in.



Can you recognize the iconic location from within the CNPP that we presented on the first two screenshots in this devlog? Which other locations would you like us to recreate in the game?

Take care and see you next week!

Best Regards
Chernobyl Liquidators Simulator Team

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




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