Chernobylite Complete Edition - All in! Games || Lukash
Hidden in the forest by the cooling pond of the Chernobyl Power Plant, Emerald Summer Camp was a destination for the children of Pripyat. 100 colorful cabins decorated with cartoon characters were a temporary home to little adventurers, offering fresh air and the exciting wilderness.
The fate of the camp was brutal. After the disaster in 1986, the area, officially abandoned, provided shelter for liquidators. The buildings decayed and the camp was one of iconic spots in the Chernobyl Exclusion Zone until 2020, when it was destroyed in a forest fire.
While the place is, unfortunately, lost in the real world, we managed to capture the disturbing Emerald Summer Camp in Chernobylite forever. What will you find in the camp, among memories now marked by decay? Maybe you can still hear the voices of children if you come close enough...
Have you visited the camp in the Zone or in the game? What do you think about this place? Let us know in the comments or on Discord.
This is the last patch before the premiere. It was a busy time for us. We've managed to process 2000 bug fixes and improvements since the previous patch. For obvious reasons, you will only find the most important ones listed in the changelog below.
Technology:
We have deeply optimized the performance of the CPU. As a result, the game should run MUCH smoother with a high number of enemies on the map. We have also introduced a change in the way opponents are highlighted. We hope you will like the new effect.
We have added a loading bar that informs you of the game loading progress.
We fixed most of the crashes that were reported to us.
Localization:
We've added 2 community driven languages - Hungarian and Ukrainian. It's the first pass, so you may still encounter errors and missing names of items. The work on Czech and Turkish is still ongoing.
We have fixed another large batch of localization bugs and bugs where texts do not fit in the windows.
Additional improvement and feedback:
During trading, information is displayed about how many sold or bought items are in our inventory.
When talking to companions, information about their state of health / psyche and the modifiers that affect them are displayed.
On the timeline, when interacting with the crystals, information appears about the impact of a given decision on your companions and which mission it relates to. As a result, the consequences of changing reality should be much clearer.
After training with a companion, the player now receives a notification about acquiring a new skill with a clear frame.
Melee attack was changed from punch to knife strike. We've also improved how opponents react to it.
Story Notes are now marked on the map, making them easier to find.
Moving through low radiation areas no longer slows down the player. This should significantly improve combat and stealth in radioactive places.
We have introduced numerous AI tweaks in patrol state. For example, the enemies should be much more responsive when they find a body or hear a mine blast.
We've added a new loading screen for instances where Igor doesn't use the portal.
Lenses in the sights are more transparent so as not to obstruct the shooting
Old saves will no longer be deleted when a player starts a new game.
We have added a tutorial encouraging you to commence the heist if the player has finished all available story missions.
We have added Checkpoints at the NAR prison level. As a result, it will be easier not to lose your progress.
When an item is dropped on the ground due to an inventory overflow (for example, during trading), the player is informed about it via a tutorial.
All machines built by the player are marked on the map.
Information about the current quest is displayed while browsing the map.
General:
Due to the previously used algorithm, our companions failed far too often, even with a high chance of mission success. We fixed it.
Tooltips should now display better if the player has changed control mapping.
PDAs should highlight soldiers' corpses if there is loot on them.
Esc key should now close all fullscreen UI.
In specific circumstances, the UI of the weapon was still visible when we entered the fractal world. We fixed it.
We fixed a rare bug where subtitles were hanging after ending a conversation.
The loading screen sometimes disappeared too quickly, and part of the level was loading in front of the player. We fixed it.
We fixed a bug where the player had two PDAs in their backpack.
We fixed a bug where the enemy's laser sight would sometimes show up even though it was disabled in the settings.
We fixed the ability to split some indivisible items in your inventory into tenths (e.g., adrenaline, flash drive).
We fixed a bug where it was possible to remain in the build system during cutscenes.
We fixed a bug where the loot UI remained visible on the screen permanently.
Regular NPCs should no longer trigger traps.
Radar highlights no longer disappear after using a stealth kill or receiving fall injuries.
Black Stalker would not show up during the Hermit quest if we had failed the quest and went on a second quest the next day. We fixed it.
During the Old Hideout quest, after loading the checkpoint, Igor sometimes forgot a poem. We fixed it.
During the Old Hideout quest, if we were doing the mission "out of sequence" the quest marker would hang on the monument. We fixed it.
We improved the operation of the NPCs. They should remember that they already got to know us and not introduce themselves every time.
In particular conditions, the first tutorial soldiers in the power plant could kill us. We fixed it.
The Black Stalker should no longer show up in strange moments, such as cutscenes.
Sashko's loyalty should work correctly during the Black Stalker quest.
Modifying decisions with Black Stalker was able to block the exit from the timeline. We fixed it.
We have fixed a bug where if we went to jail during Old Hideout, our choice was reset in Chain reaction.
We fixed a rare bug where Olivier tried to kill us during stealth training.
We improved the cameras for the upgrade tables.
After getting killed by soldiers, Volodya could resurrect and thank us for saving his life. We fixed that.
We fixed music not shutting down properly in several quests (Some Excuses, Hardware for real men).
Entering the pause menu while in flight no longer removes fall damage.
Weapons dropped from your inventory on the ground now have visual attachments.
Visiting the fractal world will no longer rearrange your inventory.
The food tutorial should now display correctly even if you die on day 1.
We fixed a rare bug where it was possible to lose companion info during the heist after loading the save.
Nobody likes to die in a video game. Because you have to start all over again. If you fail again, the fun starts all over again. Over and over again. The situation repeats itself, and you become frustrated or helpless. Or both. When creating Chernobylite, we decided to slightly change the way players think: the death of our character in the game doesn’t mean repeating the same fragment or the entire game from scratch. Rather, it’s a chance to fix the mistakes of the past and thus start the game at a completely new point in the timeline. It can help… but also harm.
In this report, we're going to take a look at a certain gameplay element that is one of the hallmarks of Chernobylite. However, to explain exactly how it works, we’ll have to use specific examples. And that means SPOILERS.
If you haven't played Chernobylite yet, we advise you to play it first. This material may help you in the future.
So play it, then come back to us.
Did you play?
How far are you?
Then a little more.
Already?
Okay, let's get started!
Life during death
For starters, it is worth mentioning that in Chernobylite you can die in many ways. Shooting, bleeding and falling from a great height are standard methods. This can also include, among others, gas poisoning, suicide caused by insanity (remember not to overlook the sanity level!), or even… deliberate suicide. Yes, you can build a dedicated device in the base.
Someone might accuse us of being inspired by Futurama. Someone might even say that it was so.
But to the point. After the first death, whether caused by a special event (don’t be scared when you see the power plant "explode" from the base window), or by positioning yourself under the barrel of the enemy's weapon, Igor moves to the fractal world. In a short tutorial we explain using the example of a scene with Olivier, who asks us to enter a password before entering the base, how changing one memory can affect the entire game (in this case, it is about improving our relationship with Olivier), and that such changes come at a cost in the form of chernobylite.
Fractal Timeline
After completing the tutorial, the real fun begins. Welcome to the fractal timeline!
Long, straight road with "islands" on the sides. Those represent the player's current memory. All of them are of key importance for the plot, as they are related to the most important missions in the game. It's time to show some examples of how "playing" with memories affects everything that happens around us.
Mission "Hacking into NAR servers". After Mikhail distracts the NAR soldiers from the computers, we are given a choice: destroy all the information on them or look for clues related to Tatiana's disappearance. If we choose the first one, NAR soldiers will appear on maps much more often. If we choose the second choice, we will find the clue we need and even improve our relationship with Olivier. This choice, however, has its consequences in the mission "Mikhail in trouble". Normally, when we ask Mikhail to join the team, he'll agree. But after the events of "Hacking into NAR servers," Mikhail will first request an apology. And what to do: apologize or admit directly that it should have been done this way? Choosing one of the answers will make Mikhail leave. And even if he can be persuaded to join us, it doesn’t mean that he’ll do it with a smile on his face - he remembers perfectly well what we did to him. The consequences of our decisions are not so easy to avoid.
Being in the fractal world, we can choose a memory: destroy the NAR data and continue on the straight path to get Mikhail to the team, or look for clues, knowing that it’ll be very difficult to convince Mikhail. Changing the memory of the first mission will have a lot of consequences in the second.
But there are also situations that are much more complex, and thus complicated. Especially if in one mission there are several such situations in which we have to make important choices. Also from the moral point of view. In the "Traitor" mission, we have to decide: kill Konstanty or let him go free. In the case of the second option, we’ll worsen our relationship with Olivier, who doesn’t really trust the "traitor". By killing him, we’ll be a bit calmer and even get some valuable items from him. Seemingly simple. However, the problem will appear in the mission "A voice in the woods".
As you remember, our task is to find the man who stole the supplies from the village in Red Forest. We find Konstanty trapped in the basement, return him to the village (during the conversation we can agree to his plan or not, which also has serious consequences in the future), and then we ask Olga to join us. That’s it. But in the case when we decided to kill Konstanty in "Traitor", we get a completely different choice: either tell the truth to Olga and try not to get killed by her hands, or lie to her and thus worsen our relationship with Tarakan and Mikhail. If we want to live in harmony with Olga, we have to withdraw our choice from the previous mission. But do we really want to do it?
We have repeatedly emphasized that the choices we make in the game have a significant impact on its further course. So we have given you a tool with which you can correct your past mistakes. The only question is, are we really doing this? Anyone who has watched "The Butterfly Effect" knows perfectly well that any change in the past has consequences in the future, not necessarily pleasant for ourselves. The same thing happens in Chernobylite: by changing one memory to something we think is better from a single mission perspective, we can make our situation worse in the events that will happen much later. Or better. You won't know if you don't check.
The consequences of our actions can be seen especially at the end of the game, when Igor is planning the last mission, "The Heist". We have devoted an entire report to this issue. We then paid attention to the importance of maintaining balance in relations with our companions. The higher the loyalty, the greater the chances that team member will stay and go with us on the last mission. The problem arises with those NPCs whose trust we have greatly strained - if we pissed them off, they’ll come back on the occasion of "The Heist", but not to help us. On the contrary, they’ll want revenge. The mentioned situation with Olga is the best example of this.
The interconnectedness of all events in the game is much broader than you think. So it's a good idea to play the whole game a few times and experiment with changing the timeline. You may be surprised how much depends on you.
Chernobylite Complete Edition - All in! Games || Lukash
Visit the Cafe Pripyat, known to locals as “the Dish” was a natural go-to spot for locals and young people who could relax and chat while sipping a drink on a terrace overlooking the lake. A focal point of the cafe was an interesting, stained-glass mosaic depicting women, flowers, and planets.
It was here, in 1977, that builders celebrated the launch of the first power unit of the Chernobyl power plant. Less than a decade later, all celebrating ceased. While everything crumbles and rusts around it, the mosaic remains intact, an eerie reminder of better days. What will you discover there? Will you find the same Tatyana you used to go to the cafe with?
Join our Discord to communicate with other stalkers or share your thoughts in the comments.
There are many factors that make someone a skilled gamer. For example, such a person can quickly adapt to a gradually increasing level of difficulty. You know what it looks like: first we are dealing with a summer walk. The closer to the end, the more obstacles, dangers, and things that can potentially cut our heads off.
What if we suddenly change the rules of the game? No gradual increase in difficulty - instead, the screw is bolted to the limit right from the start. “Insane” mode - the game's highest difficulty - was mentioned on the launch day of the Mega Patch and occasionally in some reports. But we never fully said what to expect from it. The time has finally come to show everyone how far away it is from a summer walk.
Base
Small, but significant differences can be noticed at the very beginning of the game, when choosing a mission. First, the background - it is clear that on the lowest difficulty level, there is peace and quiet outside the base window, while in the "Insane" mode, NAR troops are on high alert from the very beginning. This means that our first exit from the base will be very painful. But more on that in a moment.
When choosing a mission, it is also worth paying attention to what chances our companions have to complete them. Here's a little secret: on the lowest difficulty level, we increased the chances of successfully completing a mission for all characters by 20%. The higher the difficulty level, the lower the modifier. As you can imagine, it is -20% on the highest difficulty level. It is therefore necessary to arm your companions well and... pray for success. Because in case of failure, the punishment is extremely severe.
If the mission fails, our comrades' morale and health diminish - plain and simple rule. On the "Very Easy" level, the drops are small, while in "Insane" it hits our teammates four times as hard.
The fact that the influence of negative modifiers in the base (comfort, air quality, radiation, number of beds) has also increased dramatically doesn’t help. In other words, if we don’t prepare ourselves well for the trip to the zone, and we don’t properly take care of our base, then our team will start to drop like flies even after the first night!
Survival
Remember when you went to one of the levels, used PDAs and there was a lot of items and resources to collect around? Well, you can forget about it. In the highest mode we reduced the number of resources to just a quarter of what could be found on the easiest dificulty. So you will be tediously running through bushes and dingy corridors in search of all the things that will help your teammates (see paragraph above) and yourself to survive.
The radiation zone does not help in the search, as it covers up to 50% of the entire level instead of 10%. And, of course, there is a Black Stalker circulating here and there - we have halved the time of the Chernobylite storm announcing the arrival of a man in a mask. Time pressure and claustrophobia. What else may be missing? Well, there is one such thing.
Fight
As we mentioned, getting out of the base will be painful during the first mission. All levels are bristling with patrolling NAR soldiers. And that, in addition, with the top shelf ones. So, don’t be surprised if, while walking through the forest in Kopachi, you come across not two, but six Heavy Armored Soldiers at once. Then the real shambles begin.
If this is too chaotic, you can see on the gifs below what the fight with one soldier looks like and what is the difference between them.
Of course, you can try to avoid them, sneak up on them. But not only are they stronger, faster (also when it comes to aiming and firing a weapon), but they can also see us from a considerable distance. Probably the best tactic is to avoid a group of soldiers with a veeery wide berth and pray that they will not notice us.
Also, the monsters have been upgraded. Larger creatures attack faster and teleport much closer to the player. Duster, on the other hand, spits acid out 50% faster - there's no chance of dodging the projectile, unless you're bloody lucky. Oh, and don't count on additional loot after defeating your opponents - there may be even less of those.
There is nothing else for us to do but say: have fun!
Chernobylite Complete Edition - All in! Games || Lukash
Stalkers!
We need to prepare to enter the Chernobyl Exclusion Zone this summer. There are various survival mechanics available in the game and you should know at least some of them if you’re going to survive. Your choices will determine what equipment and skills you get.
Read this part of the survival book to gain valuable insight into the Zone and a preview of what you will find there and how it can help you. You may fully equip your base, but the real test is surviving in the field. There you’ll only have a few options.
Disclaimer: Please note that various gameplay details may slightly change prior to the full release.
CRAFTING TOOLS
Do you know how to craft items and build crafting tools? No? It’s easy when you have the right materials. Collect everything you find in the wild to build crafting tools or, if you really want to save resources, explore the area—sometimes you’ll find an abandoned crafting tool.
STOVE
The Stove will allow you to concoct simple usables and medicaments to overcome the side effects of staying in the Zone. The following items are created from collectibles you pick up on your missions, so make sure you always have enough ingredients on hand.
Calming Salts (Psyche)
Anti-radiation Ointment (Radiation)
Healing Salve (Health)
The basis of survival is to have food and medicine. Pay attention to Igor’s statistics: Psyche, Radiation, and Health. Psyche and Radiation are unique to the Zone, tailored specifically to your story. Psyche represents your mental state, similarly to Health reflecting your physical state, and is influenced by the number of kills you make and dangerous encounters you have. Radiation should be kept as low as possible or you’ll suffer from it.
BASIC FIELD WORKSHOP
Having a Basic Field Workshop is a good solution if you don’t wish to engage with enemies for supplies or if you want to keep your Psyche in a good state. In it you can prepare Revolver Ammo, Shotgun Slugs, Liquid-Filled Bullets, and Rifle Ammo on your own.
ADVANCED FIELD WORKSHOP
Gas Mask Filters
Metal Plates
When you need protection asap, anything will do. A Metal Plate is a quick solution for improving your armor if you don’t have a bulletproof vest. It’s not great, not terrible, just better than nothing.
Remember to craft new Gas Mask Filters when necessary. You don’t want to be stuck in the middle of a radiation area without protection.
GUNSMITH FIELD WORKSHOP
It’s good to have a weapon, but it’s even better if you upgrade it. With a Gunsmith Field Workshop, you can remove, install, or modify your arsenal. Each modification changes a weapon’s statistics, such as Damage, Range, Stability, Recoil Reduction, and Magazine Size.
ENVIRONMENT MODIFIERS
Aside from hostile soldiers and radiation, there are supernatural threats lurking in the Zone. The Black Stalker emerges from Chernobylite storms and monsters swarm the area from wormholes. Don’t underestimate the danger these present and prepare the necessary equipment to protect yourself.
Chernobylite Neutralizer
A Chernobylite Neutralizer makes Chernobylite storms less frequent, delaying the appearance of the Black Stalker by several minutes. This gives you time to prepare for the inevitable invasion. Use your Stove to craft consumables which are helpful if you choose to run and avoid the Black Stalker or craft ammo and upgrade your weapon before you face him.
Space-Time Distributor
A Space-Time Distributor slows down the rate of radiation using Chernobylite’s power. It makes exploration less dangerous.
Wormhole Blocker
A Wormhole Blocker limits the number of wormholes monsters can use to travel to our world, decreasing their number on the day following its usage.
TRAPS
When others hunt you, become a hunter yourself with a range of traps. Each of them has a different detection and explosion range and makes a different amount of noise, so you can adjust the traps to your survival style.
Fireworks
Fireworks won’t hurt anyone, but they make a lot of noise and can be used to draw attention.
Laser Explosive Trap
A Laser Explosive Trap creates a laser beam that, if stepped through, triggers an explosion which deals serious damage to anyone within its range.
Landmine
A Landmine is simple but effective. Activated on contact, the explosion damages everything caught in the blast.
Electroshocking Trap
When the enemy gets close, the trap’s core strikes everything around it with lightning for a few seconds.
Assimilating Trap
Effective against the Chernobylite creatures, an Assimilating Trap drains energy from the enemies in its range.
Directional Trap
When a Directional Trap detects movement, it sends a single explosive towards it, killing everyone and everything in its path.
That’s the end of the Survival Book for today. You’re making great progress, Stalkers. Keep it up and maybe you’ll survive in the Exclusion Zone. Join our Discord to communicate with other stalkers or share your thoughts in the comments.
In the previous report, we briefly mentioned why it is worth having a good relationship with our comrades and the importance of this when preparing for Heist. But that's not the only thing you need to pay attention to. You must remember that your comrades are flesh and blood people. Therefore, like every human being, they also have their own needs. If they are not satisfied, this can lead to serious consequences.
Prepare in advance
First of all, it is important to have food rations in stock after each mission, which will be divided among the team members. Olivier talked about it at the very beginning, briefly, but bluntly - if you don’t feed your companions, their morale will start to drop, and over time they will also start to decline in health. And this is just the beginning of the problems.
Another piece of advice we'll get from Olivier is to make sure there are enough beds for our companions. We are not doing this just for their convenience. The lack of beds means that the characters will sleep on the floor, which will also affect their health and psyche. The health of our comrades is also influenced by the air quality in the base and the overall level of pollution - the more things we build in it, the more pollutants they produce. It is therefore worth adding, for example, a pair of air conditioners.
No reaction = slow death
Okay, but why all these preparations? Our companions' physical and mental health is extremely important. If we send them on missions, and they fail, it will have a huge impact on their health and psyche. If we don’t react in time, the consequences of our actions (or rather the lack of them) will be quickly visible.
For example, if we do not provide enough beds, our teammates will have to sleep on the floor. Over time, they will ask for a place to sleep, in a more or less blunt manner. This should not be surprising, because only by resting on their beds, they can regenerate before their next mission trip.
But that's just the beginning. Consecutive days without providing the necessary means of survival (e.g. food rations) means a further decline in physical and mental health. After some time, our comrades will begin to doubt the rightness of our decisions.
At the same time, they will directly demand medical kits for their wounds.
Constantly ignoring their needs may eventually lead to a situation in which sending companions on missions will be impossible - they will not be allowed to do so by their terrible health.
Even if we give them the best weapons and armor, it’ll be very difficult to convince them to go to the Zone. Not only that - they’ll tell us directly about it.
The day is finally coming when we brought about the situation shown in the picture below.
All companions are on the verge of endurance. They still lack the resources to survive. Each subsequent day brings them suffering, and finally death. Every next day = another victim.
We were not kidding when we said that our decisions have a significant impact on the future. And it's not just about the plot - it also affects what happens around us. That is why it is important to ensure adequate presence in the base. And the higher the difficulty level, the harder it is to stockpile. Especially at the "Insane" level. Will you take on the challenge to keep the team alive?
Years of hard work by a small group of enthusiasts have led us to the day you’ve all been waiting for. Last days’ reviews are so great that we feel we're ready to finally announce Chernobylite's departure from Early Access. You asked us about it many times, on every possible occasion, and almost everywhere on the Internet. Today we can inform you that Chernobylite will be fully released for PC on July 28th!
PlayStation 4 and Xbox One versions will come later in the summer of 2021. Chernobylite will also come to the Xbox Series X/S and PlayStation 5. Stay tuned for more information.
Chernobylite is a science-fiction, survival horror RPG game set in the wastelands of the Chernobyl Exclusion Zone. Play as Igor, a physicist and former employee of the Chernobyl power plant, who returns to investigate the mysterious disappearance of his beloved fiancée 30 years ago. Take on threats, hostile military and supernatural monsters, survive in places full of dangers and secrets. Make choices that may affect your future. Enter a world filled with adventure, horror, conspiracies, secrets, love, and obsession. Find the truth... and yourself.
Survival in the zone isn’t the easiest one. Dangers await you everywhere, and your companions die if you don’t provide them with supplies, which are dwindling at an alarming rate. Gain experience, learn martial arts and survival. Become better to survive.
Build your base from which you will set off on missions every day. Create weapons, ammunition, armor, and gadgets; adapt them to the needs of you and your comrades. Nobody feels safe outside, make a difference.
Play as you like. All the choices you make affect what the future holds. Do you want to trust your companions, or do you prefer to act alone? You aim to confront your opponents, or do you want to avoid combat? Are relationships with others more important, than a strong desire to find a loved one? Make up your mind. The future is in your hands.