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Tunguska: The Visitation - Final Cut News

Quality of Life Update

[p]Hello Ghoul Hunters,[/p][p][/p][p]Hope you had a great Easter weekend and you found all of the easter eggs in the game :)[/p][p][/p][p]I'm releasing this Quality of Life update to address a recurring complaint from players: too much backtracking and walking around.[/p][p][/p][p]The game has recently received a lot of emotionally charged negative reviews which left me scratching my head: what did I do wrong? [/p][p][/p][p]After some reflection, it seems like there is some disconnect between my vision of the game and players looking for a quick adrenaline rush. To be honest, I grew up with old school games where nothing was handed to me on a platter. One wrong decision means restarting the whole level, and without proper preparation, planning, and critical thinking, I would be running in circles for hours until I figure out the hidden mechanics, and it was always a great feeling when I did. Therefore I incorporate the same design philosophy in my own game. [/p][p][/p][p]That being said, I do understand that today there are a ton of games out there competing for player's time, and few people have the luxury of spending lots of effort figuring out hidden mechanics while they could use the time to enjoy more games. So I decided to streamline some of the more time-consuming quests and make fast travel more available. [/p][p][/p][p]Two major changes in this update:

- The motorcycle will be accessible much earlier. As soon as you complete Sidor's first 3 quests, he will reward you with the motorcycle key, and you will be able to fast travel back to the train station after repairing and refueling the motorcycle. It does make the railroad cart less useful at this stage, but the cart can still act as a mobile stash and it requires no fuel/repairs.[/p][p][/p][p]- Once you get to Railroad Worker Camp, and pick up the "collect 18 ingredients" mandatory quest from Filip, he'll give you 400 rubles for expenditure, and allows you to choose between two options: either pay for a guide and fast travel back to Zernaskaya church to hunt the ghouls, or go to Station 11 and do the hunting there. This should reduce the time spent on traveling back and forth. The downside is that in order to protect the flow of main quest, I have to implement a "magic door" that is locked until the plot is ready.[/p][p][/p][p]Also, in this update I made a small change in how Vsync ratio is calculated. Unfortunately I don't have a high refresh rate (>120Hz) monitor to test, so if you notice any frame rate problem please let me know. Basically, with this update, when you enable Vsync, the game will try to respect the "Frame Rate Cap" that you set in the game by finding the closest integer divider for your monitor. For example, let's say your monitor has 120Hz refresh rate, and you want the frame rate cap at 60 FPS, then the game will set a vsync ratio of "2" - meaning "sync every other frame" - so that your frame rate is capped at 120 / 2 = 60 (this is how vsync works). [/p]

Tunguska 2: Whitefall Dev Progress Update

[p]Hello everyone,[/p][p][/p][p]Hope you are doing great! It's been a while since I updated you on the dev progress of Tunguska 2: Whitefall. In the past several weeks I went through a quite stressful medical situation with both myself and my family, but I'm happy that things are getting better now. [/p][p][/p][p]I still managed to make some progress. I was revamping the save game system to accommodate the transition from normal game world to the Whitefall state, which involves a lot of tricky state updates and preserving the right data, and the coding logic behind all this was a mess to figure out. I also built a set of underground cellars for the rural map, which needs a lot of them so that you can easily find shelters to survive the Whitefall transition.[/p][p][/p][p]I'm also happy to say that I have finally finished writing the main story and was quite satisfied with it - multiple endings, early hooks, big decisions, emotional connections, and the whole shabang! Also, as part of it, I have also decided the story segment to be included for the demo.[/p][p][/p][p]Next step? I'm building out some character models for the main quest and will start building a couple of small starter maps, write dialogues, and demo quests. Too bad I don't have any pretty images to share for all these under-the-hood work, but hopefully soon there will be eye (or maybe even ear!) candies :)[/p][p][/p][p]Thank you for riding along with me on this journey![/p][p][/p][p][dynamiclink][/dynamiclink][/p]

Free Spring/Easter Event Starting Now!

[p]Hello Ghoul Hunters,[/p][p][/p][p]Hope you are enjoying the Spring! We are now ready for the annual Easter Event - collect all 20 Easter Eggs and unlock a new weapon! [/p][p][/p][p]Half of these eggs are scattered across the maps, and the other half can be collected from killing ravens. Bring them all to Father Romanoff and see what he offers you in return![/p][p][/p][p]Don't wait - the event ends on April 27![/p][p][/p][p]Good luck :)[/p][p][/p][p][/p][p][/p]

Free DLC Giveaway! + Tunguska 2 Dev Progress Update

[p]Dear Ghoul Hunters,[/p][p][/p][p]Hope you are doing well! It's been a while since the last dev update for Tunguska 2: Whitefall. For the past month I have been working on an updated survival mechanism for the sequel, which goes hand-in-hand with the dangerous (and yet profitable) Whitefall state.[/p][p][/p][p]Built upon the survival system from Tunguska 1, where we still have the Health/Stamina/Energy stats trio, and radiation/Tunguska Syndrome management, I'm adding two more challenge points: Body Temperature and Psi Breach (similar to Sanity). Below you can see a very early draft of the new HUD, where these stats will be shown during gameplay:[/p][p][/p][p][/p][p][/p][p]Without going too much into boring design details, your body temperature depends factors such as environmental temperature, insulation, eaten calories, and how active you are. Low body temperature makes you sluggish and slow, unable to carry out combat effectively, and drains Energy faster.[/p][p][/p][p]Psi Breach, on the other hand, impacts your perception. High Psi Breach makes you aim incorrectly, hear voices, see unstable HUD stats, get blurry vision, and hallucination. It doesn't kill you, but makes survival a lot more difficult. You receive Psi Breach from being generally unhealthy, exposed to high radiation, using certain serums/meds, and interacting with Monolithic Manifestations. [/p][p][/p][p]There is also an update on how radiation and Tunguska Syndrome works. Having high radiation in your body generally makes meds/serums less effective, and slowly drains your maximum health whenever you engage in vigorous activities. (But don't worry - there will be ways to increase your maximum health). Tunguska Syndrome will continue to make you receive more damage during combat, and in addition to that, more severe bleeding and fall damage. [/p][p][/p][p]More importantly is how these stats interact with each other in synergy and trade-offs. For example, when you are in Whitefall state and getting hypothermia, you can sprint for a while to temporarily increase body temperature, but you would have to think twice if your radiation is too high, because sprinting will drain your maximum health due to the radiation. [/p][p][/p][p]I can't wait to showcase these new survival elements to you, but for now, the new HUD art is being worked on, so it'll take some time to get a video ready :) In the mean time I'll continue to build the Whitefall gameplay. Most importantly - I want to release a playable demo as soon as possible, perhaps by summer 2026. [/p][p][/p][p]If you are interested in trying the demo, please do two things:[/p][p][/p]
  1. [p]Wishlist and Follow the Tunguska 2: Whitefall Steam page, so that you'll be notified when it's ready
    [dynamiclink][/dynamiclink][/p]
  2. [p]Visit the official website of Tunguska Game and join the Tunguska Broadcast email list. Demo builds will be distributed to the subscribers so that they don't get mined by bots. If you enjoy the Tunguska lore, you will love the Tunguska Broadcast. It's a mini-series of stories that connect into a "prequel" that leads to the beginning of Tunguska 2 storyline, something you don't want to miss![/p]
[p][/p][p]Now, to spice up the deal - I will give away 20 keys for the Shadow Master DLC! All you need to do is go to the official website ( https://tunguskagame.com/ ) and sign up for the broadcast. If you win, the DLC key will be sent to your email used to subscribe.[/p][p][/p][p]Good luck![/p][p][/p][p][/p]

Update 1.97 Patch Notes

- Revamped the crosshair expand/shrink motion when player is swinging the gun, moving, or going into ADS. It is now more intuitive and more synchronized with the gun's Handling stats.

- For the Sound of Music DLC, redesigned the music loading logic so that it no longer preloads all the songs into memory, which can be problematic for low-RAM situations, especially Steam Deck. This change reduced memory usage by almost half in my testing environment.