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Devlog #6 - Where Everything Began



Chernobyl - the worst disaster in nuclear power generation history. Tragedy which shocked the world, permanently altered the region, and left many questions unanswered.

Firefighters, engineers, military troops, police officers, miners, cleaners and medical personnel were all sent into the area immediately. Imagine entering the hell on earth to prevent radioactive material from spreading further into the environment. Many people will need your help, but remember, you are under the watchful eye of the government.

Follow the orders or pay the consequence...

But before that, relax. Let's go back in time.

Where Everything Began

Source: wiki.czarnobyl

The disaster took place during an experiment that was supposed to increase the safety of the power plant in an emergency. The unit control room center - in which most of the drama took place - is located between the main building of the reactor hall and the engine room.

The main task was to control and supervise the operation of the entire power unit, especially the operation of the reactor and turbo-generators. One minute test was to show how long after a possible failure, the power plant would be able to produce energy for its own operation.



Supervisor: Anatolij Diatłow

Panel 1 (Reactor): Stolarczuk, Akimow, Toptunow
Panel 2 (Water): Proskurjakov and Kudryavtsev
Panel 3 (Turbines): Kirszenbaum, Dawlatbayev

From the point of view of the catastrophe, the most important panels are number 1 and 2 - for the work of circulation pumps. The test was supposed to check their efficiency.

It was originally supposed to be carried out during the day, but due to a failure of another power plant and increased demand, the authorities ordered the reactor shutdown delayed to compensate for decreased electricity production.

The powerplant workers who came to work during the night shift were surprised by the situation and thus were not properly prepared to carry out the test. In addition because of the prolonged reactor operation on decreased power output, the stability of its operation has decreased due to extensive release of Xenon-135 (so-called 'xenon poisoning').

▪ In such a situation, the reactor should have been shut down for at least 24 hours. ▪

This has not occurred.



Due to the planned experiment, many of the normally functioning security systems were disabled.

Furthermore due do the mishandling of the reactor control by the night operators and disabling of all automatic emergency systems to facilitate the experiment the reactor became severely unstable.
In a panic, the operators bashed the SCRAM system (so-called AZ-5 system in RBMK reactors).

However, due to hidden construction flaws in the unit's control rods, the scram initiation has only accelerated the instability to an extreme level and in consequence, caused two explosions which have shaken the entire building launching the 2000 ton upper biological about 15 meters into the air.

It is still difficult to unequivocally answer the question of who is to blame for the Chernobyl disaster.

Official Soviet sources have put almost entirety of the blame onto the shoulders of the night-shift team and general management staff of the powerplant. While the rest of the world has a more nuanced opinion on the matter, splitting the blame between the human error, faults in reactor design, and even USSR political system as a whole.

▪ Our ultimate goal is to create a realistic take on the disaster. An immersive, atmospheric, complex, open FPP experience filled to the brim with this elusive ‘Eastern European’ spirit. ▪

In-game you will visit the control room on at least 2 separate events. Which we have carefully arranged for you. One on which we'd like to present you in the movie below.

[previewyoutube][/previewyoutube]

What do you think our character is doing in the control room at this time? What do you think are his emotions when he enters this iconic location in his heavy anti-red suit and maks?
Do you like the historical and gaming blending in our devlog?


We’ll do our best to provide you with some fresh info every week from now on.

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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Train is Coming!

Hello Players!


Our friendly team is publishing their game "Train Station Renovation" today and would like to share some information with you.

As you may know it - this day is today! Today we will release our game - Train Station Renovation! Early access will contain the first ten levels and all tools you already could seen!

Today we will launch livestream and you will be able to buy our game and play! Today we will launch livestream and you will be able to buy our game and play! We start at 6 p.m. CEST (12:00 p.m. EDT, 4 p.m. GMT)

Our official channels, where the stream will be live:

1.Twitch: https://www.twitch.tv/livemotiongames
2.Youtube: https://www.youtube.com/channel/UCLDglCvIGl-Gt1aLIx-ZxiQ/live
3.Steam: https://steamcommunity.com/broadcast/watch/76561198904981383

Our giveaways we promised will be available on our official Discord Channel! Make sure you will drop in and take the surprise with you!
Discord: https://discord.gg/5SRg7qj




1. Enter Train Station Renovation store page and choose “Community Hub” over the logo and game description
2. Choose “Follow” on the TSR Community main window on top.


Check out their social media to find more contests!




Best regards
Chernobyl LIQUIDATORS team

Devlog #5 Is it clouds of smoke in the sky?

Hello Liquidators!


This may be unexpected for you to see this news, but we want to share it with you!

Train Station Renovation - First Job will be available next week!

We are excited and we hope you are also as excited as we!


Firstly we want to thank you for your patience! We feel we need reward you this time you were waiting for the release game! For doing so, we are going to make some contests!

Second thing we want kindly to remind you that you can play a demo version ofcurse for free. If you didn’t - try it now!

We are preparing something special for that occasion, so stay tuned and follow us here on steam and social media!

About Contests



1. Enter Train Station Renovation store page and choose “Community Hub” over the logo and game description
2. Choose “Follow” on TSR Community main window on top.



As you can see above we want to give you a discount for the game on the launch day! If we hit 6k people in our group!


Check our social media to find more contests!



Chernobyl Liquidators Team


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

Devlog #4 Repairs and vibe

Hello Liquidators!


In today’s Devlog we want to share with you with some repair mechanics that you will be able to see in our upcoming game.

On 26th of April 1986 there was a catastrophic event. Nuclear power plant exploded causing devastating destruction around the site. Almost immediately Liquidators were dispatched in order to fight with fire, radiation and pollution.

As a member of this team you will face many challenges in repairing fusion boxes, making elevators working again or trying to establish radio communication. But how exactly will you be doing that? How will you achieve success in that kind of impossible work? Let’s look at the fusion box first.



As we can see in the picture above, we have a really clear notion how that kind of fusion box should look. We want to make sure our graphic, style and vibe will perfectly fit in those dark times. Old cables, ceramic power plugs, dirty wall.
Repairing will be a process where the player must find power plugs, then cut off electricity and connect cables itself to the fusion box. When we will bring back electricity, then we can move to another location using the elevator!



Now our elevator is working! We can go to the 14th floor. As we can see, this elevator was in use very often and probably is very old. Worn, dirty buttons pressed countless times, old panel. It seems that in the USSR they never take care if something is pretty or not - as long as it is functioning. We can say for sure that this elevator is functioning, because the button is glowing after we pressed it. But we might ask- why the14th floor? Answer is quite simple.



We need to establish radio communication! We must find a good channel where we will be able to report what we did. Maybe we will be looking for people that stuck on the 14th floor? Maybe radiation on the roof is too high? But let’s focus on the radio station itself.
As you can see all letters are in cyrillic. This is done on puropourse in order to give an accurate vibe and spirit of the USSR. All switches can be used and if you wonder what will happen after we establish communication then we can only say that you will receive new orders and will have to move to another location and liquidate effects of this catastrophe.

How about leisure, not all the radios are for issuing and receiving orders. Some music might be in order and for this you’ll be able find everyday items like this:




Just remember to have spare batteries with you.

That’s almost all from us this week. If you’ve liked the above graphics, you can download them for free (plus a few bonus ones) in 4K movs in the link below:
http://www.mediafire.com/file/j2tsbcvyc1ucvtr/Chernobyl_Liquidators_2D_art.rar/file

What do you think of this approach? Do you think that quality 2d still fits today's games (as we think that it definitely does)? Please share your thoughts in our ideas discussion thread here:
https://steamcommunity.com/app/1113010/discussions/0/1742268706827793597/

See you all next week!
Chernobyl Liquidators Team


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

Devlog #3 THE ATMOSPHERE

Hello again to our once-a-week developers log!


One thing which has to be nailed in a game taking place in The Zone (no matter whether it only just appeared or is few decades old) is the atmosphere.

It’s not easy to do right but we’re putting on the absolute top of the priorities list for this project.

The atmosphere - elusive as it is - is generally comprised by two main aspects: the visuals and the soundscape. In this dev-log we’d like to introduce you to our approach to this second aspect.

Thus enters Damjan Cvetkov-Dimitrov - our composer, mood master and long-time Stalker modding scene veteran. Damjan is responsible for the entire sound and music aspect of Chernobyl Liquidators - from the steps or breath of our hero, through various sounds made by our inventory items, up to the ambient produced by the polluted environment in which we’re doing our missions.

Below please find a sneak peak to this last aspect - the full version of one of our ambient tracks. Its 5 minutes long and is a great exemplification of the feelings and emotions that we want to incur in the players playing our game.
We have added a montage of photos to the clip - for good few months already we’ve been feeding ourselves such snapshots of Soviet landscapes. That’s because we feel that same as the CNPP catastrophe cannot be understood without looking at communist system as a whole, the uncanny atmosphere of deserted Pripyat and The Zone 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 the former East Germany to the Far East port city of Vladivostok.
We want the game to be our tribute to the architectural style that we love and many of us has grown in.

Now without further ado, please enjoy the clip:


[previewyoutube][/previewyoutube]


Take care Liquidators and see you all next week :)
CLS Team


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