1. Chernobylite 2: Exclusion Zone
  2. News

Chernobylite 2: Exclusion Zone News

From Poland With Love 2025 => Tickets to Zona are cheap again!

[h2]Hey, Stalkers! ☢️[/h2][h3][/h3][p]We are pleased to announce that, courtesy of Untold Tales Games (they are hosting it!), we are participating in ⬜ From Poland With Love 🟥 - the biggest Polish gaming event on Steam!

From Aug 4 (10 AM PST / 19:00 CET) to Aug 11 you can purchase over 150+ titles, from heartfelt indies to full-blown AAA legends 🕹️[/p][p][/p][p][/p][p]
As we, The Farm 51, have also joined, this means that you can get your Chernobyl ticket with solid discounts! [/p][p][/p][h3]⬛ Chernobylite Complete Edition ➡️ -80% / 5.99$ ⬛[/h3][h3]🟩 Chernobylite 2: Exclusion Zone ➡️ -20% / 31.99$ 🟩[/h3][p][/p][p]CG1+ CG2 bundle as well as dlc's are also discounted so make sure to visit our publisher page, so you can choose the right set for you! [/p][p][/p][h2]Take care, and good hunting! [/h2][h2][/h2][p]
[dynamiclink][/dynamiclink][dynamiclink][/dynamiclink][/p]

Megapatch 03 - Back to the Roots

[h2]Hey hello!🔥[/h2][h2] [/h2][p]Two months have passed since our game director, Artur Fojcik, addressed these words to you:[/p][p][/p][p]"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, “bullet sponge” enemies, forced co-op, and unclear game mechanics. We want to return to that experience, but to do so, we need to take a big step back."[/p][p][/p][p]Since then, the team has been working hard to meet the difficult challenge of delivering a game that, on the one hand, retains the foundations on which it was built, while also incorporating the elements of the original Chernobylite that made it special for many of you. As the patch's name suggests, it is intended to be a back to roots.[/p][p][/p][p]We sincerely hope that this Megapatch will be the first significant step in this direction 💪[/p][p][/p][p][/p][p]But before we take a look at what's in the latest update, we have some...[/p][p][/p][h3]⚠️ *** Important Information *** ⚠️[/h3][p][/p][p]1️⃣ Due to the sheer number of changes, we strongly encourage you to start the game over. Your old saves should still work, but your current gameplay may not fit the newly designed balance. In other words, your characters will be VERY powerful, and your base may be in terrible shape.
[/p][p]2️⃣ Due to numerous changes, bugs, and a less-than-warm reception from players, we've disabled co-op missions for now. Decisions on what we do next with this feature will be made in the future.[/p][p][/p][h2]⚫ Community Changes[/h2][h2][/h2][p]In response to community feedback, we've made a key change to worn-out firearms: weapons will retain their original damage stats (previously, they decreased in direct proportion to the gun's physical condition), but we've also add the ability for them to jam during a firefight.[/p][p]Following your suggestions, we've changed the in-game currency from money to food. Food becomes the most important currency in the zone, and sleep is no longer artificially limited by the narrative—it simply increases hunger, which has consequences during gameplay.[/p][p]We've redesigned ammunition—their graphical design and naming are based on real-world ammunition. We've also introduced new ammunition types. Instead of speed, energy, or power ammo, each weapon now has its own ammunition type.[/p][p]Another suggested change concerns Chernohosts with crystal shields. After the update, these shields can be simply destroyed.[/p][p]We've massively increased the range in which you can change the game's FOV.[/p][p]Excluding events, enemies no longer respawn at the end of the day.[/p][p][/p][p][/p][h2]⚫ New Features[/h2][p][/p][p]We've introduced various types of weapon silencers, each with different sound-dampening properties. It's worth testing which ones are best for open-air combat and which ones are best for tight corridors. It's important to remember that monsters have worse hearing than humans.[/p][p]We've completely reworked weapon stats after modifications. Mods no longer only affect the weapon's basic parameters but can also grant special "perks" that can be used to deal extra damage to enemies.[/p][p]We've added special items to the game that allow you to access areas that were previously locked behind character stats. This means that a lack of skill is no longer an obstacle, and locked chests or doors can be opened simply with a lockpick.[/p][p]We've eliminated grenades and shields. Instead, we're introducing items for repairing weapons and equipment. Additionally, we've replaced three "gadget" slots with one dedicated to healing items and introduced an additional, third weapon slot in place of the shoe slot.[/p][p]We've introduced a new resistance and vulnerability system. If an enemy has an iron plate attached to their torso, the damage from projectiles striking it will be reduced. Of course, this armor also has durability and will disintegrate after a few hits.[/p][p]We've replaced the tablet with a PDA modeled after the one from the first Chernobylite game. Its basic functionality remains the same, with other features unlockable later.[/p][p]We've significantly overhauled the enemy AI. Now, when they spot dead comrades lying on the road, they'll begin searching for the perpetrator. They'll also go to places where they've seen or heard something disturbing. They patrol the area and interact with the environment. Overall, they behave more naturally.[/p][p]A whole host of new, optional locations have appeared around the center of the map.[/p][p]We've reworked the game's main menu. Thanks to its new look and new background music, it's much more atmospheric and fits the overall mood of the game.[/p][p][/p][p][/p][h2]⚫ Improvements[/h2][p][/p][p]We've completely rebalanced the gameplay. From now on, enemies will feel the brunt of any damage we deal. No more sponges! The changes also apply to the player—death will be much easier.[/p][p]Headshots no longer "incapacitate," but instead cause critical damage. For weaker enemies, each headshot means instant death.[/p][p]We're removing character classes from the game. The game will begin in the style of classic RPGs, with players allocating 10 points for each attribute, which will be developed over time. Weapon and equipment stats will also no longer be limited by attributes—these will become more important later in the game and during advanced weapon upgrades. We're also simplifying the entire character progression structure by reducing the number of parameters and stats, leaving only those that are clear and whose changes have a real impact on gameplay.[/p][p]We've once again significantly improved the first-person perspective. Weapons now have significantly better recoil, and evasions are more immersive.[/p][p]We've reworked the visual identification of enemies. There are fewer characters straight out of semi-sci-fi movies, more soldiers and stalkers. Speaking of mutants, they've also undergone a noticeable visual transformation. They now resemble a cross between radiation victims and horror movie characters.[/p][p]We've improved the way enemies move outside of combat. Their movements are now much more natural.[/p][p]We've completely overhauled the game's economy, resetting all crafting recipes and the costs of specific items. Enemies also drop new items.[/p][p]We've created completely new animations for stealth kills, modeled after those from the first Chernobylite. This significantly enhances the survivalist nature of the game.[/p][p]The base expansion mechanics are introduced later in the game. They've also been slightly improved to better integrate with building things outside the base.[/p][p]Lighting in many areas of the game has been reconfigured to further enhance the horror atmosphere.[/p][p]We've completely removed essence and all "mages" present in the game (we'll give them different roles). We felt they didn't fit the Chernobyl atmosphere and our new vision, which significantly reduces the game's sci-fi elements. The Energy Gauntlet is still craftable, but it works with ammunition powered by blasters and railguns. "Intelligence" now increases the weapon and equipment wear rate instead of increasing Essence.[/p][p]The grass reacts to the player's and enemies' footsteps.[/p][p][/p][p][/p][h2]⚫ Technology[/h2][p][/p][p]We've added HDR support. You can select it in the game options.[/p][p]We've significantly optimized CPU performance in many areas: from collision detection methods and their number, to sound propagation, to character movement components and their animation system. These optimizations should be very noticeable if you're pairing an average CPU with a very good graphics card, but the overall, significant positive difference should be noticeable to everyone.[/p][p]We've reprocessed most of the foliage to technically behave more consistently in terms of LOD and wind effects.[/p][p]In FPP mode, we've moved main character to forward rendering, which, in short, should improve GPU performance and it gave us greater flexibility in maneuvering the FOV[/p][p][/p][p][/p][h2]⚫ Bug Fixes[/h2][p][/p]
  • [p]Fixed explosive and energy ammo icons[/p]
  • [p]Fixed numerous objects hanging in the air[/p]
  • [p]Fixed NPCs being underground[/p]
  • [p]Fixed invisible building texture edges[/p]
  • [p]Patched a ground breach[/p]
  • [p]Fixed an element change on the glove[/p]
  • [p]Reworked the glove functionality[/p]
  • [p]Removed a monitor and bed located under the base[/p]
  • [p]Fixed missing corpses on the tablet after scanning[/p]
  • [p]Fixed inability to change keybinds on the keyboard[/p]
  • [p]Fixed a screenshot not appearing when making a bugit (shfit+o)[/p]
  • [p]"Strange guy" - Removed the ability to talk to Yuri again[/p]
  • [p]"Make a wish" - Fixed Leonid being in the ground[/p]
  • [p]"Strange guy" - Fixed a corpse clipping with the ground[/p]
  • [p]Fixed a fence ending in the air[/p]
  • [p]Fixed some issues with objects remaining in the air[/p]
  • [p]Fixed a stat with a negative damage multiplier[/p]
  • [p]Weapon disassembly has been fixed[/p]
  • [p]Renamed "bunker" to "Old NAR" Bunker"[/p]
  • [p]Hardening now works on home-made weapons[/p]
  • [p]Fixed an issue with light passing through the player's base[/p]
  • [p]Fixed weapon part icons[/p]
  • [p]Fixed 0 exp display when loading the game[/p]
  • [p]Fixed resources falling underground[/p]
  • [p]Fixed numerous issues with outdated landscape[/p]
  • [p]Fixed weapon icons for base-crafted weapons[/p]
  • [p]Many collision and object physics fixes[/p]
  • [p]Fixed the corrupted berserker model[/p]
[p]
* * *[/p][p][/p][h3]We thank you from the bottom of our hearts for your support, and for the journey you are taking with us! We really hope you gonna enjoy the changes coming to the game in this patch! Please remember that we greatly value your feedback, so please feel free to share it here on Steam or on our social media channels 💚[/h3][p]
* * *

There is nothing left for us to say but...
[/p][h2]Take care, and good hunting, Stalkers! ☢️[/h2][p][/p][p][/p][p][dynamiclink][/dynamiclink][/p]

Inside Megapatch 03 #3

[h2]Hello! 👋[/h2][p][/p][h3]This is... The last teaser post for Megapatch 03, just before its release. In recent weeks, we've focused on what we believe are the coolest new features and improvements to the game, which will significantly improve your experience playing Chernobylite 2. Of course, there are many more changes and additions – you'll find out on the day of Megapatch 03's release, which is... SOON.
[/h3][p][/p][h3] 🔲 The Zone is calling you 🔲[/h3][p][/p][p]Today, you'll receive the final teaser of what you'll find in the new update. But this time, instead of words, let the images speak for themselves. You should know that we've been working for a long time to restore that stark, heavy and gloomy atmosphere you loved so much in the first Chernobylite. Did we succeed?

See for yourself.
[/p][p]

* * *
[/p][p][/p][p]And that's it! We hope we've whetted your appetites a bit over the past few weeks. If so, we're even more excited to hear your reactions to the new update. Especially since, as usual, you had a significant impact on its creation. And there's quite a lot of that.[/p][p]Megapatch is just around the corner! So, all that's left to do is patiently wait for the results of our joint work :)[/p][p][/p][h3]Thanks for joining us! 💚[/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][p][/p][h2]Take care, and good hunting, Stalkers! ☢️[/h2][h2]

[dynamiclink][/dynamiclink][/h2]

Inside Megapatch 03 #2

[h2]Hey, hey! 👋[/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. 🛡️

[/p][p][/p][p]
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. ✅[/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.


* * *
[/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! 💚[/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! ☢️[/h2][h2]

[dynamiclink][/dynamiclink][/h2]

Inside Megapatch 03 #1

[h2]Hello there! 🙌[/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... ☠️[/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. 👟[/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! 💚[/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! ☢️[/h2][h2]

[dynamiclink][/dynamiclink][/h2]