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Chernobylite 2: Exclusion Zone News

Inside Megapatch 03 #2

[h2]Hey, hey! šŸ‘‹[/h2][p][/p][h3]In the first Megapatch that we published couple months ago, we added a new set of weapons to the game's arsenal – a powerful hammer and an equally powerful rifle. Today, we'll also be covering weapons, but from a slightly different perspective.[/h3][h3]

🟩 Your weapon is your friend 🟩[/h3][p][/p][p]Let's start with some changes you suggested. One of them addressed something that really annoyed you during the fights with the Chernohosts - their crystal shields. Breaking through them is nearly impossible, making fighting them very tedious. We didn't want to completely eliminate this feature – after all, we don't want enemies to be mere puppets for us to vent our frustrations on. It's good for them to have a way to defend themselves. Therefore, shields will remain after the update, but they will have a limited durability. In other words, the longer you hit them, the faster you'll destroy them. šŸ›”ļø

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Another change you suggested concerns the visual aspect of the game's ammo.[/p][p]
Tl;dr: The appearance and names of ammo packs are heavily inspired by real-world ammo.
[/p][p]There are different types of ammo in the game (power ammo, speed ammo, energy ammo), which basically match every weapon type. We want to change that with this upcoming update. From now on, each weapon will have its own ammo type. Furthermore, their names and the appearance of the packs they come in are heavily inspired by real-world ammo. For example, instead of the futuristic-sounding Energy Ammo, we have simply Military Batteries "Iskra," and rifle ammo isn't called Speed Ammo anymore, etc.

[/p][p][/p][p]We've also completely reworked the weapon stats, specifically how they work after modifications. These will affect not only the weapon's basic parameters but can also have special "perks" that visibly impact gameplay. This can be considered an upgrade+: the weapon will not only have better accuracy and firing power etc., but will also deal some extra damage to enemies.
[/p][p]And, most importantly, we've once again significantly improved the FPP performance. Weapons now have significantly better recoil, and evasions are more immersive. āœ…[/p][h3]

🟩 Silent and... Deadly 🟩[/h3][p][/p][p]Okay, now let's talk about what new features we want to introduce to the game. One such new feature is silencers. And not just one silencer for the entire game, but several types, each with varying degrees of sound suppression. It's worth testing and seeing which silencer works better for missions in closed locations and which in open spaces. 🤫[/p][p][/p][p][/p][p]A little protip: monsters have worse hearing than humans...[/p][p][/p][p]With:[/p][p][/p][p]Without:[/p][p][/p][p]
The update will also introduce a new defence and damage vulnerability system. If an enemy has an iron plate attached to their torso (there are plenty of them in the Zone, so why waste them?), the damage from projectiles hitting it will be reduced. Of course, like any scrap metal found here and there, such a metal plate also has its durability and will shatter after a few hits. This is a small innovation on our part, which can be impressive both visually and functionally.[/p][p]
[/p][p]If something was added, something also had to be removed. But believe us, it will be beneficial to the game. We completely removed the essence and all the "magicians" present in the game (they will be given different roles). We decided that they didn't fit the atmosphere of Chernobyl and our new vision significantly reduces the game's sci-fi elements. The Energy Gauntlet is still craftable, but it works with ammunition powered by a Blaster or Railgun. "Intelligence" now, instead of increasing Essence, increases a factor affecting weapon and equipment wear rate.
[/p][p]And the last thing we're removing in terms of combat: character classes. There were several reasons for this, but the most important one was that character classes limited players' playstyle. By eliminating them, we restore complete freedom. The game will begin in the style of classic RPGs – with 10 points allocated to each attribute, which will then be developed over time. We're also simplifying the entire character development structure, reducing the number of parameters and statistics, leaving only those that are important and have a real impact on gameplay.


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[/p][p]So, as you can see, things are happening! We're glad you're with us, and we hope you'll join us in early August, when we implement these changes and additions. However, please remember that this post is only a preview of the changes and new features coming with Megapatch 03. A detailed description of the changes will be published with the update's release. So, there are plenty of surprises waiting for you that we haven't revealed yet.[/p][p]Get ready for the next post - for a change, there will be a lot of photos instead of text.[/p][p][/p][h3]Thanks for joining us! šŸ’š[/h3][p]
If you have any questions, feel free to ask in the comments. We also invite you to the official Chernobylite Discord. Don't forget to follow us on our social media – you'll find lots of cool stuff from us there too :)[/p][h2][/h2][p][/p][p][/p][h2]Take care, and good hunting, Stalkers! ā˜¢ļø[/h2][h2]

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Inside Megapatch 03 #1

[h2]Hello there! šŸ™Œ[/h2][p][/p][h3]Welcome to the first part of a mini-series of posts in which we will gradually reveal the content of the upcoming Megapatch 03. Of course, we won't show you everthing yet - that will happen the day the update is released. But we'll reveal to you what we believe are the most important and exciting new features coming to the game. [/h3][h3][/h3][p][/p][h3]⬛ How to survive in the Zone? ⬛[/h3][p][/p][p]In Chernobylite 1, surviving in the harsh reality of the Zone wasn't the easiest task. Fpr 99% of the time, we were completely on our own, resources were always scarce, and our team's need were always too high. As if that weren't enough, NAR soldiers and otherwordly monsters were rampant all around. Playing Rambo wasn't always rewarding, and sneaking around to avoid or attackt enemies involved big risk - the slightest mistake brought danger. So, you could say that death lurked at every corner. [/p][p][/p][p]The survival elements, while rough, were a lot of fun. With the new Megapatch, we want to bring back those feelings to Chernobylite 2. And we even enhance them a bit for a better experience. How?[/p][p][/p][p]The first step is a currency conversion. Until now, merchants accepted money found here and there as a payment method, just like in regular shops. After the update, the main currency in Chernobylite will be food. It will become a literally valuable asset. And it's up to you what you gonna do with it: whether you use it to buy equipment necessary to survive in the Zone, or perhaps you eat it, thus eliminating the feeling of hunger. After all, fighting with empty stomach isn't necessary a good idea. Ouh, abd going to sleep won't make you 'forget' about the hunger, it will only intensify, which will have consequences... ā˜ ļø[/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][h3]⬛ Speaking of combat ⬛[/h3][p][/p][p]About that, we can say that hiding in the grass will seem a much more sensible option than constantly moving in close quarters. Why? For two reasons. First, we've significantly overhauled the way enemy AI works. Now, when they spot dead comrades lying on the road, they'll start searching for the cuplrit (you). They'll also go to places where they've seen or heard something disturbing. In other words, the players becomes the prey, not the hunter. So if you don't want to seal the fate of the guy you just shot, you will have to relay more on the art of stealth. šŸ‘Ÿ[/p][p][/p][p][/p][p][/p][p][/p][p]Secondly, firearms wear out, which causes them to jam after a while. What does it mean? In simple words, firing them becomes a chore. Previously, it worked like this: a worn-out weapon caused a drop in damage dealt. While this made sense for slashing or blunt weapons (you can't even cut bread with a dull sword), with firearms it looks, to say the least, odd. Suddenly, it turns out you need 30 headshots to kill an enemy. That's why this idea was born: to keep the damage parameters at their current level and introduce the possibility of weapon jams.[/p][p][/p][p]Now, surounded by hordes of local thugs, it's easier to abandond this junk and run than to try to shoot your way out of it. [/p][p][/p][p][/p][p][/p][p][/p][p]
* * *
[/p][p]The changes above are the result of our conversations with you - you've been demanding these in the game, so, as with other requests from our community, we've decided to put them in the game. We hope you'll be pleased with the results![/p][p][/p][p]In the next episode, we'll tell you more about what's happening with our arsenal. And believe us, there is a lot of change there as well!. Also, remember that this post only teases the changes and news that Megapatch 03 will bring. A detailed description of the changes will be provided with the release of the update.[/p][p][/p][h3]Thanks for joining us! šŸ’š[/h3][p]
If you have any questions, feel free to ask in the comments. We also invite you to the official Chernobylite Discord. Don't forget to follow us on our social media – you'll find lots of cool stuff from us there too :)[/p][h2][/h2][p][/p][p][/p][h2]Take care, and good hunting, Stalkers! ā˜¢ļø[/h2][h2]

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Megapatch 03 - New opening coming soon…

[p]In early June, our game director Artur Fojcik gave you all the big news: we're going to completely rebuild the game. Of course, he didn't mean creating the game from scratch. It's more about changing our approach to thinking about what Chernobylite 2 should be, taking into account our original vision and your feedback so far (for which we thank you!). We want to redefine the game while maintaining the foundations the team has worked so hard to develop. We also intend to bring back some of the aspects that made the first Chernobylite so unique and attractive to you.[/p][p]
[/p][p]
It's no surprise, then, that we've named the upcoming Megapatch 03 "Back to the Roots". Because the new patch isn't just a set of fixes and new features - it's a symbolic return to the values and design philosophies ​​that guided us years ago when we began creating what would later become a franchise. But this is also the first step towards a new beginning, to which we would like to invite everyone - both those who see some potential in Chernobylite 2 for a really cool game, and those who were closer to the atmosphere of the first Chernobyl, and who bounced off a bit from the sequel.[/p][p]


Of course, we can't share details about the content of Megapatch 03 yet. But in return, we can say very generally what we want to achieve with it:

We're giving you more freedom in gameplay. We're significantly letting loose of some key restrictions that prevented you from fully enjoying the game from the start
We're placing a greater emphasis on survival. We'll give you the chance to SURVIVE in the Zone, not just visit it. Therefore, for example, every resource you find is extremely important. Especially if it's food…
We're balancing the gameplay. We're eliminating sponge enemies, increasing their IQ, making the weapons in the game more realistic (not just in appearance, but also in functionality, including their flaws), and more. All for increased realism and fun
We're restoring the overall dark and gloomy atmosphere you knew from Chernobylite! Less sci-fi elements, more of the raw atmosphere of a desolate Zone, where your own skills and nerves of steel are paramount
…and many, many more
As you can see, the game will be undergoing considerable evolution, and we'd love for you to be a part of it. Megapatch 03, which will be released in early August, will be just the beginning of these changes. And your valuable feedback will determine whether these are truly moving in the right direction.[/p][p]

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However, we won't keep you in suspense for a month. In the coming weeks, we'll reveal the most important stuff the next update will bring. We hope you'll join us then and provide lively commentary on the upcoming changes and additions.

Our journey into the Zone is just beginning…[/p][p]

[/p][p][/p][p]Zone explorers! If you have any questions regarding the upcoming update or anything else, don't hesitate to ask them. We'll be happy to answer them for you!
Also remember to visit our social media both Chernobylite one and The Farm 51, you will find a lot of interesting content there ā˜¢ļø
[/p][p] In the meantime, all that's left to say is...[/p][h2]
Take care, and good hunting, stalkers!


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Message from Game Director

Hi,

It’s been three months since the Early Access launch of Chernobylite 2. I won’t sugarcoat it - these have been extremely difficult months, possibly one of the hardest periods in The Farm 51’s history. During this time, we’ve been analyzing every post you’ve written, every review you’ve submitted, and every video you’ve uploaded. We’ve done everything we could to fix your issues, implement your suggestions, and expand the game with new content and mechanics. We’re convinced that thanks to you and your feedback, Chernobylite 2 is a much better game today than it was three months ago. But still not as good as you expected us to deliver…



The abundance of critical comments has made it clear that we can no longer confidently follow the roadmap we initially laid out and simply hope that in the end, everything will magically fall into place as the game of our - and your - dreams. In trying to meet the expectations of all our fans, and after numerous studies and focus tests, we went too far and lost sight of what made you love the first Chernobylite. The prequel was a brutal and grounded survival experience that offered freedom in how players tackled challenges. That experience was lost under a pile of limiting stats, ā€œbullet spongeā€ enemies, forced co-op, and unclear gamey mechanics. We want to return to that experience, but to do so, we need to take a big step back.

What does that mean in practice? Some elements of the game will be cut, others will be completely redesigned, and some will be pushed to a later stage so the beginning of the game feels less overwhelming. We’ll rework and trim down the story. We’ll entirely rebalance the game and shrink the map to make the core areas denser and more engaging. We’ll darken the lighting and tone down the colors. In short: we want to prioritize quality and atmosphere over quantity and mechanical complexity.



I expect not everyone will like the changes, so I’m asking you to give us honest feedback on each of them as they start appearing in upcoming updates.

Thank you all for participating in Early Access. We truly needed this experience.

Artur Fojcik, Game Director

P.S. Despite all the upcoming changes, we’ll continue doing everything we can to preserve your saves and maintain your progress.

Megapatch 02 is live!

As the Zone continues to evolve, so does Chernobylite 2.

With your feedback guiding us and our vision for Early Access steadily advancing, this update introduces several gameplay improvements, major new mechanics, and a critical technical leap forward. Whether you're in it for the tension, the lore, or the power fantasy of surviving the unknown - there's something new waiting for you.
Let’s take a closer look at what’s just landed in the latest build.

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[h2]Community-Driven Changes[/h2]
Following community feedback, we’ve adjusted how melee combat works in third-person view when lock-on is disabled. Attacks are now directed based on camera orientation rather than the character’s body position, which gives players much more fluid control during combos.

Additionally, lock-on functionality is now available in first-person mode. While this seemed like an odd request at first, we gave it a shot… and it feels surprisingly intuitive. Try it out and let us know what you think!

What’s more important, at least to some of you, is that now you can finally dismantle your gear for additional resources. This was requested by many of you and we understood how you can feel rewarded more for keeping surplus equipment and using it to boost your base upgrades for example.

Long story short, your weapons and clothing can now are not only possible to sell. So keep those spare trousers or used-up revolver. It may still be of value!

[hr][/hr]
[h2]New Features[/h2]
A new ā€œEventsā€ system brings dynamic and unpredictable encounters to the Zone. From lost vendors to ambushed patrols, or visions of Tatyana suddenly becoming hostile, the world responds in strange and often dangerous ways now. Remember: your visions might quickly turn into a deadly danger.

Introducing the ā€œInfluenceā€ mechanic: every action you take, completing missions or defeating powerful enemies, now shifts the balance of power between factions and the Chernobylite threat. Over time, you can make the Zone safer, unlock new quests, or attract more friendly NPC patrols and traders.

Say hello (or don’t) to a terrifying new nemesis: the massive flying creature you may remember from your first moments in the Zone now returns as a persistent hunter. If it finds you, hiding or fleeing are your best options. Fighting is… not advised.

We’ve added a new ranged weapon: the Heavy Machine Gun. It’s perfect for players who hate reloading and love turning whole cases of ammo into loud noise and total destruction. Just make sure you’ve packed enough bullets. Shouting ā€œsuppressing fireā€ while using it is completely understood.

On the melee side, the Sledgehammer joins your arsenal as the heaviest-hitting weapon in the game. It’s slow to swing, but if it connects, it will devastate anything in its path. The only more dangerous thing in the whole world is one’s mum's slipper, but we don’t plan on adding a weapon of mass destruction into the game.

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[h2]Improvements[/h2]
All placeholder weapons have now been replaced with finalised models and textures. Non-crystal weapons dropped by enemies should now visually match their stats and can be properly upgraded at your base.

We’ve completely reworked first-person melee combat based on your feedback. Attacks should feel more responsive and better aligned with your input. Let us know how it feels after the update!

The third-person melee targeting (without lock-on) has also been overhauled for more intuitive control, especially when chaining longer combos.

A large number of foliage-heavy areas have been visually improved or completely rebuilt. These spaces now not only look better but also provide more interesting opportunities for combat and exploration.

Numerous side characters have received visual upgrades, with added details that help them stand out more in the world and feel less generic.

We’ve also redesigned many of the minor boss characters to make them more visually distinctive and memorable.

You found a rifle you don't want to use? Or carrying three pistols you want to sell? Remember to unload the valuable ammo! Thanks to this small change we feel like making another small step towards giving the "real impact on the world" vibe. These little things are what make us feel in control.

So similar to dismantling unnecessary gear, ammo unloading presents you with additional things to remember! And to use on a regular basis. Just open your inventory and see how much ammo you get by going through your backpack collection of weapons.

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[h2]Technology[/h2]
Shader compilation time at the start of the game has been drastically reduced and now it’s 8-10 times faster than before. Additionally, shaders are now precompiled across all graphics settings, which should significantly improve first-launch performance for most players.

We’ve also upgraded the game engine to Unreal Engine 5.5, paving the way for better optimisation, visual improvements, and more efficient development going forward.

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[h2]Bugfixes[/h2]

We've fixed hundreds of bugs, both those you reported and those we found ourselves. Some of the more important ones include:

[h3]Community Bug Report Changelog[/h3]

  • Fixed numerous wrong invisible walls around the zone
  • Closed numerous gaps and holes in the environment
  • Fixed Khulan's animation after talking to her inside the player's base
  • Fixed barrier being too close to the playable area near Power Plant
  • Fixed crashes during shader recalculation
  • Fixed positions of NPC inside the base and in crucial placements
  • Fixed visible compass indicators on NPC without any interaction
  • Fixed floating rooms above players in the training area
  • Fixed duplicated NPCs after quests ended
  • Fixed crash occurring in Alina's "Connections" training
  • Fixed repair table logic. It no longer takes money for a fully repaired weapon and players can properly repair weapons above 100%
  • General world design fixes - removed dozens of floating or misaligned objects and loot.
  • Replaced remaining WIP&placeholder notes around the world
  • Moved misplaced Luka from the Power Plant location
  • Fixed missing interaction indicators after loading the previous save
  • Fixed missing interaction clouds on mission interactable objects after loading a save from previous revisions
  • Added missing keybind on the controller for repairing player's weapons inside vendor UI
  • Fixed broken powergloves VFX after striking anything with it when it is fully charged
  • Fixed disappearing enemies during the last fight in the "Discretion Guaranteed" mission
  • Fixed interaction indicator on doors which blocked "Like a Mage" quest


[h3]ā€œOurā€ Changelog[/h3]

  • Fixed floating placeholder room above base
  • Made several objects static where it better fits the environment
  • Fixed missing companions from the base
  • Updated "Anti-gravity" training with additional information for easier completion
  • Updated "Tactical Pockets" training with additional information for easier completion
  • Fixed performance drops during call with Megan inside Apartment
  • FPP aiming crosshair fixed for Power Glove
  • Fixed blocker on Training center when loading from default save
  • Fixed levitating resources
  • Improved camerawork in several dialogues
  • Fixed bugs related to reputation with factions
  • Fixed VO of several NPCs and added new ones
  • Fixed problems with incorrect collisions in many places
  • Fixed hair on several NPCs
  • Fixed incorrect names in dialogues
  • Fixed bladearm chernohost behaviour near edges
  • Fixes incorrect loading of some objects
  • Added bladearm chernohost boss attacking sounds
  • Fixed freelook bug when doing fast hand attack in FPP
  • Fixed getting stuck in Cranes boss body if he falls on player
  • Fixed input icon for PS5 controller for Crouch action
  • Fixed various meshes positioning
  • Fixed tablet being visible with equipped power gloves after leaving photo mode
  • Added transparency to flowers leaves
  • Fixed chernobylite rocks glow
  • Fixed zoom out button on map
  • Several incorrect VFX have been fixed
  • Fixed Theodor animations in Last bastion of science
  • Several fixes concerning the display of the UI
  • Fixed Eternal One boss pose after defeating him
  • Fixed incorrect interactions with objects (boxes, doors)
  • Removed Parts of unfinished quest
  • Fixed players RPG rockets always hitting player
  • Fixed RPG not disappearing from inventory after giving it away to mercs in Stealing from thieves and robbers
  • Missing pickup prompt from Luka's Sword in Stranger in The Woods


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That’s all for now — but not for long. With this major update out in the wild, we’re already working hard on the next milestone from our Early Access roadmap. Your feedback continues to shape the Zone. Keep sending it our way.

See you in the Zone!

TF51