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Operations, or how we developed PvE content in SC:X

[p]Very soon, the anomalous barrier of “notapriority” will finally collapse, and the first Operation will make its way into the Exclusion Zone.

This will be our first full-fledged PvE content, and we’re planning to make it a permanent part of STALCRAFT: X.

And to be honest — we’ve been grinding away at this for the past few years. We’ve made countless mistakes, hit failure after failure, all for the sake of bringing back that legendary Bloodsucker Dungeon! Well… not exactly that one, but at least we’ve taken the first real step in that direction!

In this article, we’ll break down when and what you can expect from the first Operation, introduce a new type of endgame reward for completing it, and share a heartfelt story of how a small indie team tried their hand at PvE content.

[/p][h2]Contents [/h2][p]
[/p][h2]Attempt 1 — The Mausoleum[/h2][p]
Back in distant 2022, in one of the deserted corridors of the office, a developer stumbled upon an ancient chat thread on his phone. Inside — screenshots of the dungeons that were cut after the rework: Devora, Toxic Snork, Rat hunter. He walked to the window with his phone, stood there thinking for a long time, shed a tear...

And then he decided — this couldn’t go on any longer! That very moment marked the formation of the first small team of enthusiasts, united by a single goal: to bring PvE back into the game.

For the first prototype, they chose the Mausoleum as a base. It was a repeatable, solo, dungeon-like quest that had been endlessly resurrected post-rework. But it kept breaking so often that it was never even released for players in the EU, NA, and SEA regions.

[/p][h3]First prototype of Mausoleum
[/h3][p][/p][p]Initially, the team had no intention of changing the concept — the idea was simply to refresh the gameplay inside the dungeon. The plan was straightforward: [/p]
  • [p]Use the existing map.[/p]
  • [p]Give the NPCs more up-to-date gear.[/p]
  • [p]Add an arena with a unique boss at the end. [/p]
[p]Seemed solid enough, but after the very first playtest, it became clear: the map was hopelessly outdated, and the NPCs (boss included) — felt no different from the enemies you'd already fought countless times in regular quests. [/p][p]Put simply: it was boring. Even the story dungeons in the South played and looked better.[/p][p]
Playtests are sessions where real players test mechanics or systems to identify bugs, check balance, and evaluate the overall gameplay experience for future improvements.
[/p][h3]Second prototype of Mausoleum[/h3][p][/p][p]After the failure of the first prototype, the team decided to shift the direction of development entirely: [/p]
“If we can’t make the NPCs interesting, we need to try spicing things up with objectives and co-op”.
[p]Around the same time, the team remembered that a few unused dungeon segments had been left behind after the release of the Southern storyline. Without overthinking it, they based the second Mausoleum prototype on a cut section of the Trailblazers’ Laboratory and outlined the following plan:
  • Add the ability to run the dungeon in a squad.
  • Assign a random main objective for each run.
  • Introduce more random elements: blocked or open passages, shuffled locations for key items.

The gameplay immediately felt much more engaging. However, the Trailblazers’ Laboratory just wasn’t built for co-op, and the engine began to buckle under the weight of all the randomised dungeon elements. More and more bugs started piling up.

Naturally, there were no ready-made fixes for any of this — so continuing development, or even just maintaining the dungeon, became extremely painful...

[/p][h3]The outcome of Mausoleum development[/h3][p]
As a result, the Mausoleum was cancelled, and the team of enthusiasts was reassigned to develop the first Inside Out.

However, this initiative led to several important conclusions:
  • The engine needs proper preparation.
  • Separate maps must be created specifically for the mode.
  • Even with dull enemies, players can be entertained with interesting objectives.

[/p][h2]Attempt 2 — Daily Operations[/h2][p]
After the Mausoleum, a different team of bold warriors decided to try and bring back the Bloodsucker dungeon creating a full-fledged PvE mode with a flashy name: Daily Operations.
[/p]
It was at this point that the very first seeds of the Operations, soon to appear across the Exclusion Zone, were planted.
[p]
[/p][h3]The first prototype of Daily Operations[/h3][p][/p][p]The first prototype borrowed ideas from the Mausoleum but with some key differences:
  • Removed the need to run to the dungeon by adding a session-based entry.
  • Introduced increasing rewards based on how quickly you completed the dungeon.
  • Added modifiers to boost variety and difficulty of gameplay.

For example, there was a planned modifier for increased gravity, forcing players to conserve stamina and think twice before jumping.

On top of that, Operations were designed to be daily — with not only rewards and objectives refreshed every day, but modifiers too.[/p][p]
[/p][p]But unfortunately, back then the development approach was rather chaotic, and no one could be spared to actually build the gameplay part of Daily Operations.

The team ended up waiting so long that they managed to finish all the interfaces and the map — complete with final visual polish.
[/p][p][/p][p]In the end, no hands were ever freed up to actually develop the first prototype, so Daily Operations were put on ice — to be revisited once a proper team of game designers was in place and fully established.

[/p][h3]The second prototype of Daily Operations[/h3][p][/p]
Unfortunately, MMO development never stands still — and any shelved content visibly withers before the developers’ eyes.
[p]When the team tried to evolve the location’s gameplay into something more than simple point capture or defence objectives, it became clear: it would be easier to start from scratch than to rework a fully finished location.

The same applied to the interfaces. While they sat unused, a new visual style had already taken shape — meaning the old interfaces, realistically, also needed to be replaced.[/p][p]
[/p][h3]The outcome of Daily Operations development[/h3][p]
As a result, the decision was made to put development on hold temporarily and shift focus towards other updates — including early concepts for the North, in preparation for Day X.

As for the takeaways… Beyond the obvious ones:
  • Building a mode within a single ecosystem is a solid approach.
  • Modifiers were recognised as a necessary part of the mode.

These two lines still haunt us in our nightmares:
  • Release content in some form — or risk never releasing it at all.
  • Don’t build interfaces and maps without core gameplay, or the work risks being wasted. 

[/p][h2]Attempt 3 — Operation Misfire[/h2][p][/p][p]After development on the North began, one of the developers had a sudden thought: “Why don’t we make a shorter version of Daily Operations, so players aren’t left without content while the major update is in the works?”

[/p]
And it made sense! That’s how Misfire was born — and, skipping ahead for a moment, it became the most ambitious Operation to date.
[p]This time, alongside the best ideas from earlier Operation prototypes, several mechanics were also borrowed from Crow Arena:
  • Depending on the suit worn, players were assigned a class with unique consumables and grenades.
  • Players used the Lift to move between arenas, similar to Crow Arena.
  • Each arena spawned enemies and gave a random objective.
  • The final arena featured a boss. Defeating it meant a successful run.
  • With each successful replay, players could unlock new difficulty levels, introducing modifiers and more valuable rewards.

On top of that, an updated enemy AI, originally intended for release with the North, was also integrated into this Operation, bringing full enemy classification into the mix.

And the cherry on top? The most valuable reward type planned: Modules.

Lift — a narrative element in Operations that allows temporary travel between sealed laboratories in the Zone.
[/p][p][/p][h3]The outcome of Operation Misfire development[/h3][p][/p][p]To say the mode spiralled out of control would be an understatement… And to think — we only wanted to make a shorter version so players had something to play.

In the end, the first rushed prototype of Misfire was plagued with bugs, unfinished features, outdated visuals, and tiny arenas.

The final nail in the coffin was a defeat at the hands of the anomalous barrier known as “notapriority”. At that time, all development priority had shifted to Day X — and every available hand had to be redirected to the global update.

Fortunately, most of the groundwork didn’t go to waste. Misfire's locations were repurposed for the Northern storyline, class grenades made their way into Hideout crafting, and Modules (in a reworked form) were added to the Dead Man’s Marathon.
[/p][p][/p][h2]Attempt 4 — Operation Cryostasis[/h2][p][/p][p]In the team’s view, all previous attempts had hit a dead end. That’s why Cryostasis was designed as a major rethinking of dungeon design in STALCRAFT: X. [/p]
Randomisation had made development more difficult and the effort spent on it wasn’t improving content quality, just increasing the quantity.
[p]
So the decision was made to go for a linear dungeon, one that would focus players’ attention on co-op and engaging enemies:


  • Classes were given active and passive abilities, deepening teamplay.
  • Thanks to the linear structure, much more time could be spent polishing the map.
  • Enemies became more varied, and they too gained unique abilities.
  • At the same time, the ability to unlock new difficulty levels, along with which modifiers appeared, was also preserved.
From a narrative standpoint, alongside Lifts, Areas were introduced — testing grounds hiding unknown threats and long-forgotten technologies.
[/p][h3]The outcome of Operation Cryostasis[/h3][p]And it felt like this was finally it. We’d come such a long way, learned from so many mistakes, and this time we even had a proper release date locked in… We’d built an entire winter season around the launch of the Operation!
[/p]
But, as is often the case in game development, no matter how good it looks on paper, you only find out how it actually plays during the tests.
[p]And the playtests showed exactly that: Cryostasis gameplay felt unshaped, the new large-scale map came with equally large-scale problems — and so on, and so forth. You’ve heard this tune before.

[/p][h2]The main problem and its solution[/h2][p]It was only by refusing to give up and repeatedly smashing our heads against the wall that we finally understood why none of the dungeons ever made it to release — and more importantly, what had to be done to fix it.

[/p]
The core problem was simple: we lacked both the tools and the experience to create the kind of engaging gameplay we’d actually be happy with.
[p]For most of its history, STALCRAFT: X — or rather, STALCRAFT as a whole — had been focused entirely on PvP. None of us had any idea how many challenges we’d face trying to release something beyond just a standard set of story dungeons.

So, to break this cycle and finally overcome the “notapriority” curse, we chose to start small. We made PvE content a top priority, built a separate, fresh team around that goal — and now, they’re ready to show you where that path has led.

[/p][h2]Operation Breach[/h2][p]
Introducing Operations — a PvE mode for three players, where you’ll explore Areas hidden deep within the Zone and hunt down lost technologies.

More about the Areas, the Lift, and why ZIVCAS operative Phil is so obsessed with them — you’ll find out in the introductory Operations quest.
[/p][p]In short, Breach is a classic dungeon featuring point capture, a “hot potato” mechanic, unusual enemies with special abilities, and a unique boss at the finale.

Additionally, Operations introduce a class system with defined roles, infinite difficulty scaling, several gameplay-altering modifiers, and a new endgame reward in the form of Modules. But let’s take it step by step...

By the way, we shared some interesting information in the third Developer Diaries, so we recommend checking them out for a complete picture! At the moment, only subtitles are available. In the future, we will add a voiceover to this video.
[previewyoutube][/previewyoutube]

[/p][h3]Classes with abilities[/h3][p]
Before the Operation begins, you’ll be assigned a class with unique abilities based on the suit you’re wearing. There are three classes available:[/p][p]
[/p]
Assault — a combat-focused class designed to soak up damage and protect teammates.
[p][/p]
Support — a scientific suits class focused on healing and assisting teammates.
[p][/p]
Operative — a combo suits class designed for stealthy, high damage output.
[p]As you can see, our class system follows the classic trio: tank, healer, and damage dealer (DPS). Each player picks one role to overcome the Zone’s challenges together.

That doesn’t mean tanks or healers can’t dish out damage effectively. It’s more about an additional gameplay focus than a strict division of duties!

[/p][h3]Lyubech-3 style map[/h3][p][/p][p]In the first Operation Breach, you’ll be dropped into one of the districts of the ghost town Lyubech-3. We’ll keep the role of the Murmur in this place a secret — as they say, “discover it through gameplay.”

That said, from a visual standpoint, we’ve packed the location with as many details as possible to highlight the Murmur's everyday life and the mystical atmosphere of a lost city.

By wandering through this Area-0 and examining a small part of the town up close, you’ll get a glimpse of what the revamped Lyubech-3 will look like in the future.
[/p][p][/p][h3]Point capture with a twist[/h3][p][/p][p][/p][p]At the start of the Operation, you’ll be tasked with capturing points guarded by the Murmur.

When designing the map, we paid special attention to enabling constant interaction and support between teammates.
[/p][p][/p][p]However, closer to the middle, the point capture turns into a game of “hot potato”. The concept is simple:
  • Capture points with “attractors” to charge anomalous batteries.
  • Pick up the charged batteries.
  • Carry them to the generator.

But there are a few twists. Due to strong anomalous radiation, the batteries are extremely sensitive to the environment and quickly lose their charge when out in the open.

Also, as soon as you pick one up, normal movement and the use of abilities become impossible. The only effective way to transport the battery is by passing it from player to player until it reaches the generator — very much like a game of “hot potato”.

[/p][h3]Unusual enemies[/h3][p][/p][p][/p][p]You may have noticed that with each new event, NPCs became less like damage sponges and started exhibiting increasingly complex behaviour.

[/p]
Throughout this time, we’ve been continuously improving them, and we can now say that NPC AI has reached a new intermediate stage!
[p]This was especially crucial for Operations because, unlike PvP, where players create countless unique situations themselves — in Operations that heavy burden falls on the “computer”.

We developed new behaviour patterns, added unique abilities, and did everything possible to ensure PvE enemies present tough challenges, while your gear and class choice allow multiple ways to overcome them.

Creating and balancing enemies became one of the most demanding parts of development. But we’re not stopping here — we intend to keep refining the foundation to make the gameplay even more engaging!

[/p][h3]Boss — Rat hunter[/h3][p][/p][p][/p][p]At the finale of Operation Breach, you’ll face off against the Murmur's boss — the Rat hunter. As his callsign suggests, he commands rats in battle against his enemies.

We won’t spoil the full details of the encounter, but we can say this: we aimed to make him more than just a stationary target. Expect a challenging opponent with a mix of active and passive abilities, unique attacks, and multiple phase transitions.

[/p][h3]Permit system with rewards[/h3][p][/p][p][/p][p]Throughout the entire development of the mode, our main goal was to make it accessible to the vast majority of players.
[/p]
That’s why we created the Access system — so that nearly anyone can jump into Operations, while the true legends of the Zone still get their dose of challenge.
[p]Initially, to unlock access to Operation Breach, all you need is to reach the Pervomayskiy Factory Bar and complete the introductory quest. However, after each successful run, you’ll earn rewards and depending on your completion time — increase your Access level by one to three tiers, which directly affects the difficulty of the Operation.

To go into more detail: NPCs will deal more damage, have more health, and the overall conditions of the Operation may shift based on modifiers, which rotate every week.
It’s important to note that difficulty progresses steadily and can keep increasing almost endlessly — right up until players physically can’t beat a given Access level.
[/p][p][/p]
Naturally, the higher your Access level, the more valuable the rewards.
[p]However, to make the reward system feel more dynamic and not force you to wait for months — we’ve added weekly rewards in addition to the immediate loot you get after each Operation. Your weekly reward depends on the highest Access level you reached during the past week.

On top of that, the more Operations you complete in a given week, the more options you’ll have when choosing your weekly rewards.

[/p][h2]Endgame reward — Modules[/h2][p][/p][p][/p][p]Speaking of rewards! To increase the significance of Operations, we’ve introduced a special reward: Modules.
Module is a new type of attachment, usable exclusively on weapons with a +15 upgrade level. It can significantly alter a weapon’s behaviour — either by tweaking its stats or introducing entirely new mechanics.
Modules come in varying quality tiers and include a set of randomised parameters from three different categories. Unlike artefacts, however, they don’t require potential upgrades.

They mark our first real step towards STALCRAFT: X’s endgame rewards, offering nearly endless progression. We also plan to regularly expand the system with new mechanics going forward.

[/p][h2]When will it be playable?[/h2][p][/p][p][/p][p]Operation Breach is the debut release from our new PvE team — and right now, your feedback matters more than ever. It’ll help us shape the future of the mode and decide where to focus next.

To collect feedback, we’re launching an Open Test Server (OTS) available to everyone in all regions, including Steam players. All you’ll need to do is select the STALCRAFT: X launch option in Steam.
[/p]
And the obvious question — “When is the OTS going live?” — “This August!
[p]OTS will give us a chance to catch bugs, tweak balance, and polish every aspect, so by launch, you’ll be able to grind Module Cores smoothly and get the most out of the new mode.[/p][p]
[/p][p]After release, we won’t be slowing down. We'll keep refining the Operation based on your feedback — and that’s not just talk. Just like we did with the Season Pass rework, we’ll keep at it until the end result satisfies both you and us.

Only once we hit that goal will we shift back to developing new PvE content — with more dungeons and a few unexpected surprises already in the works.
[/p]
Until then, we’ll be waiting for you on the OTS!