DEVLOG 2.0
Work on Chernobylite 2 is well underway. The game recently launched in Early Access, and we quickly released the first critical hotfix to address the most serious bugs. But that was just the beginning. We're continuously receiving valuable feedback from you, and rest assured, we’re taking all of it into account for future updates. And these updates will be rolling out very soon, so stay tuned!
In the meantime, let’s take a trip into the past.
We receive a lot of questions about Chernobylite 2, especially regarding its development and how it differs from the first game. Many of you are particularly curious about the behind-the-scenes process. Fortunately, we’re the perfect people to answer that!
[hr][/hr]
[h3]The Game World[/h3]
Although both games are set in Chornobyl, the structure of the world has evolved significantly. In Chernobylite, we had to navigate production challenges inherited from Get Even, primarily due to being a relatively small team. As a result, we opted for a hub-based structure: players started from a central base and traveled to various locations on the map. Despite these limitations, we did our best to make the levels as expansive as our technology and team size allowed.
In theory, this worked. In practice—not entirely. While players praised the detailed and immersive environments, many felt there was too much repetition. So, within our team, we asked: What should we change in Chernobylite 2? The most common answer? An open world.

We knew this would be a massive challenge, especially with a team of around 40–50 people. But we wanted to try. Our approach started with merging all the levels from Chernobylite into a seamless world while learning the new tools and features of Unreal Engine 5 (we had previously used UE4). Over time, we filled the empty spaces, added new locations, and modified old ones to reflect the passage of time in the story.
Today, Chernobylite 2 is a fully open world, roughly 20 times larger than the Chornobyl of the first game combined.

[h3]Combat[/h3]
We’ve said it many times: Chernobylite was not designed as a shooter. That’s why combat was one of the most criticized aspects of the game. It confirmed something we had already suspected after Get Even: without a massive development team, competing in the shooter genre at a high level is nearly impossible.
Adding an open world introduced an even bigger challenge: how could we expand the scope of the game without sacrificing combat quality?
We had to rethink gameplay from the ground up. Our goal was to balance artistic freedom in level design with engaging gameplay mechanics.
Prototype 1: Turn-Based Combat
Our first idea took inspiration from classic RPGs—where encounters triggered a transition to a separate isometric battlefield with turn-based combat (think X-COM). The system was simple, flexible, and easy to prototype—one designer was able to create multiple encounters in a single day.

However, two problems quickly became apparent:
Next, we experimented with a hybrid system inspired by Dragon Age and Fallout, where players controlled a squad in real-time melee combat. While the mechanics were solid, it introduced an unwanted fantasy RPG feel, and having companions lessened the sense of isolation that was so crucial in Chernobylite.
Prototype 3: Finding the Balance
The third prototype aimed to bridge the gap between Chernobylite and the action-RPG elements. We worked to refine the balance between firearms and melee combat, ensuring that gameplay was both engaging and believable within the established world.

Before finalizing the system, we ran multiple focus tests and iterated extensively. The end result is what you experience today—plus a few improvements based on your feedback, such as the ability to switch between first-person and third-person modes in combat.

[h3]Base Building[/h3]
One thing was never in question—the base-building system had to return. Chernobylite players loved customizing their base, and we knew removing this feature would be a huge mistake.
So not only is it back in Chernobylite 2, but we’ve expanded on it. Now, you can add more rooms, connect them with corridors, and customize them even further to make your base feel like home.
[h2]What’s Next?[/h2]
That’s it for today—a behind-the-scenes look at the key design decisions that shaped Chernobylite 2. But don’t worry, we’re just getting started. We have plenty more insights, stories, and surprises to share in the future!

[h3]So stay tuned[/h3]
[hr][/hr][h2]We're working on our new game! Add it to your wishlist![/h2]
https://store.steampowered.com/app/2075100/Chernobylite_2_Exclusion_Zone/
In the meantime, let’s take a trip into the past.
We receive a lot of questions about Chernobylite 2, especially regarding its development and how it differs from the first game. Many of you are particularly curious about the behind-the-scenes process. Fortunately, we’re the perfect people to answer that!
[hr][/hr]
[h3]The Game World[/h3]
Although both games are set in Chornobyl, the structure of the world has evolved significantly. In Chernobylite, we had to navigate production challenges inherited from Get Even, primarily due to being a relatively small team. As a result, we opted for a hub-based structure: players started from a central base and traveled to various locations on the map. Despite these limitations, we did our best to make the levels as expansive as our technology and team size allowed.
In theory, this worked. In practice—not entirely. While players praised the detailed and immersive environments, many felt there was too much repetition. So, within our team, we asked: What should we change in Chernobylite 2? The most common answer? An open world.

We knew this would be a massive challenge, especially with a team of around 40–50 people. But we wanted to try. Our approach started with merging all the levels from Chernobylite into a seamless world while learning the new tools and features of Unreal Engine 5 (we had previously used UE4). Over time, we filled the empty spaces, added new locations, and modified old ones to reflect the passage of time in the story.
Today, Chernobylite 2 is a fully open world, roughly 20 times larger than the Chornobyl of the first game combined.

[h3]Combat[/h3]
We’ve said it many times: Chernobylite was not designed as a shooter. That’s why combat was one of the most criticized aspects of the game. It confirmed something we had already suspected after Get Even: without a massive development team, competing in the shooter genre at a high level is nearly impossible.
Adding an open world introduced an even bigger challenge: how could we expand the scope of the game without sacrificing combat quality?
We had to rethink gameplay from the ground up. Our goal was to balance artistic freedom in level design with engaging gameplay mechanics.
Prototype 1: Turn-Based Combat
Our first idea took inspiration from classic RPGs—where encounters triggered a transition to a separate isometric battlefield with turn-based combat (think X-COM). The system was simple, flexible, and easy to prototype—one designer was able to create multiple encounters in a single day.




However, two problems quickly became apparent:
- It felt too drastically different from Chernobylite, almost like an entirely new game.
- We’ve spent years developing action games—suddenly switching to turn-based combat was a massive risk.
Next, we experimented with a hybrid system inspired by Dragon Age and Fallout, where players controlled a squad in real-time melee combat. While the mechanics were solid, it introduced an unwanted fantasy RPG feel, and having companions lessened the sense of isolation that was so crucial in Chernobylite.
Prototype 3: Finding the Balance
The third prototype aimed to bridge the gap between Chernobylite and the action-RPG elements. We worked to refine the balance between firearms and melee combat, ensuring that gameplay was both engaging and believable within the established world.

Before finalizing the system, we ran multiple focus tests and iterated extensively. The end result is what you experience today—plus a few improvements based on your feedback, such as the ability to switch between first-person and third-person modes in combat.

[h3]Base Building[/h3]
One thing was never in question—the base-building system had to return. Chernobylite players loved customizing their base, and we knew removing this feature would be a huge mistake.
So not only is it back in Chernobylite 2, but we’ve expanded on it. Now, you can add more rooms, connect them with corridors, and customize them even further to make your base feel like home.
[h2]What’s Next?[/h2]
That’s it for today—a behind-the-scenes look at the key design decisions that shaped Chernobylite 2. But don’t worry, we’re just getting started. We have plenty more insights, stories, and surprises to share in the future!

[h3]So stay tuned[/h3]
[hr][/hr][h2]We're working on our new game! Add it to your wishlist![/h2]
https://store.steampowered.com/app/2075100/Chernobylite_2_Exclusion_Zone/