1. Chornobyl Liquidators
  2. News

Chornobyl Liquidators News

Devlog #56 "Secrets in the office..."



What do you think can happen behind the tightly closed doors of an office belonging to someone really important?


We know that locations that we'll showcase in the game remain very important for all of you. We know that you want to see attention to detail and fantastic looking places that seamlessly allude to 80s. We also know that you have many ideas and thoughts regarding the plot of the game and what is happening behind some of the closed doors. Well... we've forced our way through one of those doors just to give you not one but several short peeks inside.

Whatever happens here, whatever is discussed... not many are privy to such secrets...

The Chairman is always looking. From the numerous pictures of him that you can find scattered around the world of the game but also from a big painting placed right in the most important part of the whole room. He has to know everything and he has to see everything - after all he is the one that silently judges yet does not utter a single word. His gaze should be enough of a deterrent to act foolishly. Such paintings were the norm, not all of them however were this grand. Clearly, though, this place, whatever it is, deserved a portrait of such magnitude.

Just how many people have seen this place...

The clock is ticking. One or two or maybe more decisions were made right here to the somewhat stressful accompaniment of the clock's tick-tocks. The sheer size of the desk has to evoke the right amount of respect for the person sitting behind it. Anyone in front of the desk needs to be alert - not one but two pairs of eyes are looking. One needs to be precise, solid, quick and resourceful if they want to survive under those gazes.

Imposing environments shall influence the visitors...

What do you think happens in this office? Who sits behind the magnificent desk and who comes to this place to pass all the necessary information? What kind of decisions are being made here and in what way do they shape the future and destiny of Chernobyl? The whispers around the room grow heated and wonder about what happens inside.

The light unknowingly seeps into the room... Perhaps it's the only witness?

But will we ever truly know?

Thank you for checking in and reading! See you again soon!

Kind regards,
Chernobyl Liquidators Simulator Team



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

Devlog #55 "Empowering the hose!"



This devlog is dedicated to all fans of heavy equipment as we're showcasing some of the hose 3D models!


Hose is one of the crucial pieces of equipment for our liquidators - there's no telling how they would be able to traverse fiery blazing areas of Chernobyl NPP without it. As such we're giving extra attention to this particular tool - our 3D artists had a blast modeling the equipment to look distinct and yet functional, cool and helpful. Creating such model always is a challenge - it's a tool that is going to be quite often in front of you, a tool that is - in a way - in the centre of attention. You need to be very delibarate and careful when crafting the model to properly convey its weight, function and appearance.



In one of our previous devlogs that you can read right here, where we talked about different pieces of equipment and possible upgrades to those, we showcased some of the concept artworks for different types of hoses. This time we can show those to you in 3D. This way you can track the way the particular concept undergoes - from 2D artwork into the rightful in-game model. Of course our job is not quite done yet - we're still working on other parts of equipment however it's always interesting to see the road we've covered and get motivated for future endeavours!



Visible differences between particular parts will serve few functions - changes in appearance is one thing but seeing a particular part on your hose will make it easier for you to understand what kind of part are you using in this particular moment. This kind of visual clarity is something we've talked quite a lot about and we know that it's important - especially during the action, when you want to understand what's happening around you quickly and act accordingly.



Most of the time you will have your hose in your hands, of course, so we simply had to include one image where that particular positioning of the tool is visible. Hope that will give you another perspective and viewpoint!

Thank you for checking in and reading! See you again soon!

Kind regards,
Chernobyl Liquidators Simulator Team



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

Devlog #54 "When the fire stops..."



Let's take a long good look at the area without the raging fires...




It has always been the centre of the attention and it still remains it for everyone fascinated and interested - the NPP area. Suffice to say that on our Discord server we get tens if not hundreds of different photos and shots showcasing the whole complex brought to us by people interested in our project and happy to add their own little mark. Combining that great effort from our community with our own research involving travels and going through copious amount of materials we were 100% sure that we need to do more than our best to create the model of the complex that would respond to the expectations.



Honestly - some of the shots we've managed to take for the whole site present themselves really well. Depending on the moment of the day you can get a nostalgic overview of the area or slightly terrifying fear-tinted look at the NPP. Lighting and shades are the tools we love to use when working on the atmosphere of the area and composing their elements into one well-orchestrated and cooperatively harmonic entirety. Proper usage of both can bring out various stages of destruction that happened during the catastrophe and can highlight the damage that has been done. The damage that after-effects of were felt for quite a long time and that were the main objects of attention for Liquidators.



Feel free to use some of these shots as wallpapers if you feel like it (right clicking on them and opening on a new card should enlarge them) - it would definitely be an honour for us. Keep in mind however, that even though those pictures might remain strangely calm and peaceful when you'll be joining the ranks of Liquidators the reality will be quite different. You'll be there, after all, just a few moments after it all happened.

Thank you for checking in and reading! See you again soon!

Kind regards,
Chernobyl Liquidators Simulator Team



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

Devlog #53 "Firefighters Refreshed"



A distinct look is something quite unique about the firefighters...




One of the things we spare no effort on is to make sure that we convey the appropriate feeling and atmosphere of the place, time and situation where the action of the game will take place. To that effect, we've been recently busy re-designing our firefighters to give them the unique look that they deserve to have. We're happy to share some of the concepts for the upgraded visuals of them - we know that you've been talking about their uniforms and we hope you will like what is presented on the images.

Which one of the concepts do you like the most?

As always we explore different colours and shadings but also variants of the masks. It's good to be able to choose from a variety of possibilities - as presented on the image above the differences encompasses quite a big number of things. Be it boots, gloves, helmets, capes or trousers - we want to find the right one to fit overall scheme of things. Obviously there is also a chance to find firefighters in equipment that varies a little bit from each other - after all some of them might have taken higher boots than the others, to say the least.



There is also a matter of equipment available to people working on the effects of catastrophe. Do you perhaps know what's presented on the screen above? Any ideas regarding the way it will be useful for liquidators and what we will be able to do in regards to the equipment shown above? Chernobyl Liquidators Simulator will feature many different tasks that our liquidators will have to take care of and as such we're constantly thinking about creative ways of implementing within the gameplay. We'll do our best to make sure your experience with us will be unforgettable.

Thank you for checking in and reading! See you again soon!

Kind regards,
Chernobyl Liquidators Simulator Team



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

Devlog #52 "The elements of chaos!"



What would you think is the biggest threat to liquidators?




There is a chance that many of you answered "radiation!" and you would be absolutely right. Radiation is an obvious answer to the question however... it's not the only one. Liquidators had to come in contact with variety of very dangerous threats and hazards. The multitude of deadly elements they were exposed to meant that their lives could have been constantly in question. We're exploring those threats in the game and we want to get better understanding of their nature. To that effect we're happy to showcase some of the concept arts illustrating those exact threats.



Fire seems to be the second obvious answer to the question posed in the beginning of the devlog. Fires are also the opponents you fought against in the demo. Fire can damage us, humans, very easily and the damage can be irreversible. But it doesn't even have to be fire in order to hurt us - hot streams of steam can also do a lot to us. Steam and fire are two of the first elements that you need to monitor, possibly extinguish wherever you can. Always be aware of those two.



Electricity is another threat you might have the chance to face. Sparks flying left and right will signal the dangerousness of the situation and you'd better not underestimate it or you'll suffer dire consequences. If you can fix the source of the problem you will probably feel a lot better but finding the way to fix it might be yet another challenge. Especially if this particular menace is combined with our last element of chaos, the one that might be at the same time the most peaceful and yet terrifying.



Being locked in a room with water level steadily rising is something that can bring nightmares to the bravest souls. But what if right next to a water you see a pair of cables sizzling unpleasantly that almost touch the surface of water? What then?

Simulating those dangers is something we're really passionate about. As we were saying from the very beginning of our development - environment is the threat here, not mutants. Environment can be absolutely merciless...

Thank you for checking in and reading! See you again soon!

Kind regards,
Chernobyl Liquidators Simulator Team



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