1. Chernobylite 2: Exclusion Zone
  2. News

Chernobylite 2: Exclusion Zone News

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]

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]

[/p][p]
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 ☢️
[/p][p] In the meantime, all that's left to say is...[/p][h2]
Take care, and good hunting, stalkers!


[dynamiclink][/dynamiclink][/h2]

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, “bullet sponge” 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.