DreamHack Beyond is a game convention unlike any other. It’s a game, a virtual convention experience. Chernobylite will be there throughout the event from July 24-31 at the All in! Games virtual booth in Kaiju 4 hall.
It’s worth your while to visit the booth during the convention because you just might win a free game code for Chernobylite and more. If you can find and solve some hidden riddles that is. Are you up for the challenge?
Claim your free ticket and launch the DreamHack Beyond ‘game’
Go to the expo area, WORLD FAIR BUT KAIJU ATTACK / EXPO
Use the in-game map in the top right corner to quickly travel to Kaiju 4 hall
Find the booth with All in! Games written on the top
I want to win free game codes!
We’ve got you! On each day of the event (July 24-31), there will be different riddles hidden somewhere in the All in! Games virtual booth, related to Chernobylite.
What you can win: A Steam game code for Chernobylite and more!
How to participate:
Visit our virtual DreamHack Beyond Booth between July 24-31.
Find the riddles hidden somewhere in the booth.
When you think you have the answer to one of the riddles, find the Contest Manager in his own channel on the All in! Games Discord server and follow his directions.
Be one of the first 5 people to answer one of the day’s riddles correctly, and you’ll win a game code!*
*A maximum of 2 game codes can be won by the same person throughout the whole event, however, there is no limit to the number of riddles you can attempt to answer.
Weekly Report #81 - 5 DAYS LEFT TO THE LAUNCH OF CHERNOBYLITE
Hello Stalkers!
We are less than a week away from the premiere of the full version of Chernobylite on PC! We hope you are as excited as we are.
It's hard to believe how fast this time has passed. It feels like we just released an Early Access game yesterday. All this really happened almost two years ago. Today, after two years of hard work, the game has been greatly extended (an average of 25 hours of gameplay) and received a whole ton of new content, as well as changes and improvements.
Taking the opportunity that the game will be released soon, we decided to stop and look a bit back. We launched Chernobylite from 2019 to check how much the game has changed over these several dozen months. So press "New Game" and join us on a journey into the near past!
Let's get it started
Before we get to the main course, a few words of explanation as to why we changed the intro in the game. You have asked us about it many times, and it should be finally clarified.
Yes, the previous intro with Tatiana and the lullaby in the background set the vibe and was very well edited. Artistically - really great… But that's it. Because from the narrative point of view, it didn’t make the slightest sense. We have emphasized many times that the story in Chernobylite is a solid foundation for the whole game. That is why we wanted all elements in the game to be consistent in this respect. The current intro is doing its job in full.
We admit, we threw the players into deep water from the very beginning. No word of introduction - instead, we immediately started our mission to break into the plant. The rest, player, you'll find out along the way.
At this point, you can see how much this little piece has changed over the years. 2019's Chernobylite was far from perfect, but playing it today feels like the game was in a more raw state than it seems. The latest version of Chernobylite is a completely different level: dialogues have been rewritten, voicovers have been re-recorded, the appearance of the visited locations has also changed dramatically (you can see it in close-ups especially), UI ...
… and characters. Did you know Olivier has eyes? Here is the proof!
Static pictures from the power plant are still nothing. The differences between the 2019 game and the version you are playing today can be best seen in the cutscene next to the reactor. The character's movements are dynamic and more natural. Plus, the whole environment looks much better, and the dialogues are more easier to pick up for every player.
The first visit to the fractal world. Looking at the pictures below and looking at the pictures you will find in the current version of the game, you can clearly see that we are dealing with two different worlds. Of course, by the time we got to the point where we said, "ok, it looks great, let it stay that way", there were a lot of concepts. See the report in which we mention, among others about the “sphere”.
What you see in the photos is another incarnation that stayed with us for a little longer.
The final version that we shared with you on the occasion of the Mega Patch is what we ultimately wanted to achieve - it’s an important part of the gameplay. It's not just a simple path leading into the unknown anymore! With its help, we can change the past and thus have a huge impact on the future. We can also see the results of Igor's investigations.
A little curiosity: while going through the fractal world in the previous version (e.g. after choosing a mission), we got alternately memories related to Tatiana, or a scene explaining a small fragment of the plot. Thanks to this, it was possible to find out, for example, who Mikhail was, or what secret Duga is hiding.
All your base are belong to us
Welcome to the base! Already at the door, Olivier greets you with warm words, invites you inside. You'll make yourself at home.
The base has also undergone changes, not only in terms of appearance. Although we admit that this pipe passing through the center of the room was very annoying…
Either way, the base has undergone some adjustments. One of them concerns the line separating the base expansion zone. Almost like The Sims! It was a pretty cool patent ...
... which became impractical in the much later version of the game, when we got rid of the water from the lower tiers of the base. Thanks to this, you have received much more space for expansion. And there was a lot to expand, because the set of new things and devices that make life in the zone much easier, has significantly expanded during this time.
A little fun fact: the base could get flooded by water if it rains heavily outside. Plumbing was definitely not the base's forte… It wasn't something that affected the gameplay thou, but it had a nice effect.
We go upstairs to the viewpoint. On the way we pass Olivier, tired of life apparently…
... and we go straight to the board. In the beginning, it was basically a decorative function - after clicking on it, we didn’t get detailed information about "Heist", but a message in the style of "stay tunned". This was for quite obvious reasons: the game was at a very early stage of Early Access, so not all locations and missions were available at the time. And we didn't want to reveal everything right away. Only later we turn it into a much wider chalk board, which we filled with loads of photos and handwritten notes.
It's time to go to sleep. Believe it or not, even Igor's room is different from what you can see today. The first thing that catches your eye is Ariadna. We've dedicated a whole report to this device, and you know how important it is to the history of Chernobylite and how it relates to the previous game The Farm 51, Get Even.
In the early version of the game, it not only looks more like something to help you learn a foreign language...
... then we will not see the device plans on the desk. The existence of these goggles and their purpose was a mystery for some time.
And the thing that frustrates me personally: the bookcase with the projector was on the right side of the room, not on the left as it is now. Unnatural!
It was the first part of our visit to Chernobylite in 2019. We invite you to the next report, in which we’ll visit the Zone this time. We’ll tell about missions, about enemies you could meet on the road, about weapons and many other things that have changed enormously after 2019. Of course, for the better.
That's it for today!
Take care, Stalkers!
Will you join us? Let us know in the comments or on Discord.
Weekly Report #80 - 12 DAYS LEFT TO THE LAUNCH OF CHERNOBYLITE
Hello Stalkers!
The premiere of the full version of Chernobylite is fast approaching. Remember to get your disks ready for July 28. Until then, it is worth getting to know the game a bit earlier.
Yes, we admit - in not a subtle way we encourage you to purchase the game in Early Access. But believe us, it’s for your own good. Because only those who play the game earlier will be able to count on something extra later!
Igor vs Black Stalker
Before we go to the main menu, we encourage you to watch our new lore trailer!
The trailer delves into Igor's interactions with the Black Stalker and leaves you with more questions than answers about the mysterious figure. Nothing in the Exclusion Zone is what it seems, not time, possibly not even your own intentions.
[previewyoutube="LiMg4DcQb7E;full"]
Remember: the game will be fully released for PC (Steam, GOG, Epic Games Store) on July 28, 2021.
Feel the power!
As you may remember, we promised additional content in the form of free DLC for everyone who purchased the game from Early Access. We intend to keep our word. That is why we are working hard to deliver it on time. Of course, all of the DLC content is kept in strict secrecy, and even though you've been flooding us with questions, requests, and threats, we haven't revealed what's inside. But today we made a slight exception - we're going to show you ONE of the many things you'll get with your first free DLC.
Ladies and gentlemen, here is the railgun!
Those who played the first FPS games know perfectly well that railguns are real beasts that can wipe out any evil from the earth. It is no different in Chernobylite - this gun can do massive damage to our enemies. Remember the rule: stealth is an option. Just an option.
The Railgun Kinetic Cannon - that's its full name - uses the power of Chernobylite to create an enormous electromagnetic field that gives projectiles great strength and speed.
Of course, any beating up with powerful weapons comes at a cost, as building a railgun takes a tremendous amount of resources. Fortunately, they aren't impossible to get. It is worth spending time looking for them, because the reward - a weapon that allows you to fight without problems with heavily armored NAR units - gives you enormous satisfaction.
However, this weapon can be even better and even more badass. As with a revolver, shotgun or rifle, the railgun also has its own upgrade station. For example, the magazine can be modified to accommodate a much larger number of bullets. The standard barrel of the weapon can be replaced with a double barrel (it immediately increases the power of the shot, but it is very energy-consuming), or one that allows the projectiles to pass through walls. The Railgun can also be equipped with a device that allows you to charge the missiles before they are fired, which increases the ability to deal much more damage, especially to NAR soldiers.
Before:
After:
We've only listed some weapon mods because we don't want to spoil your fun too much. But believe us, a few moments spent on upgrades and the railgun turns into a portable tank. Railgun is already looking great. But if you think this is the only surprise waiting for you in the DLC, then you are very, very wrong.
That's it for today!
Take care, Stalkers!
Chernobylite is coming to PAX Online East!
We’re thrilled to share that Chernobylite will be featured at PAX Online East 2021 which will take place from July 15-18.
Visit the event’s website for more details: https://online.paxsite.com/en-us.html
Follow the event on Steam: https://store.steampowered.com/sale/paxonline
Will you join us? Let us know in the comments or on Discord.
Weekly Report #79 - 19 DAYS LEFT TO THE LAUNCH OF CHERNOBYLITE
Hello Stalkers!
We would like to remind all the forgetful: the premiere of Chernobylite on July 28! Until then, we play the entire game from the beginning, catch bugs and fix all the shortcomings. In particular, the latest mission "The Heist" is a priority for us. We're on the final straight!
[previewyoutube="qXm_fRFNOWY;full"]
For the impatient, this week we’ve prepared a surprise in the form of the last pre-release patch for the game in Early Access. In total, we managed to make over 2,000 fixes and improvements. For details, please refer to the dedicated Steam post. In this report, we’ll focus on those additions and improvements that will make playing Chernobylite even more fun for you.
At the beginning, we’ll tell you a bit about new stuff that will be especially useful in our base. From now on, when talking to companions, the upper right screen displays information about the health and psyche of your companions, as well as modifiers that affect them. As you remember from our recent reports, it’s extremely important to ensure the proper presence of our companions in the base.
On the fractal timeline, while interacting with the crystals, information appears about the impact of our decision on our companions and about the mission associated with the event. Thanks to this solution, the consequences of changing reality should be much clearer and easier to understand. But remember: EVERY change has consequences. It’s worth considering two or even three times first.
Petty, but it makes life easier. During the conversation with the trader, information is displayed about how many sold or bought items are in our inventory.
It's best in the field
A package of changes that you’ll notice in the field. For example, in hand-to-hand combat, Igor doesn’t use his fist, but a knife. We've also improved the way opponents react to it. Speaking of which, it's worth mentioning that we've made numerous AI fixes. Soldiers should now react much better when they find a body or hear a mine blast.
Speaking of NAR, it's also worth mentioning that we have added checkpoints at the NAR prison level. This makes it harder to get lost in this maze of corridors. Also, information about the current quest is displayed on the map.
Minor but significant fixes for those who like to explore the zone. Walking in low-radiation terrains no longer slows the player. This change should significantly improve combat and sneaking in radioactive places. Additionally, notes relevant to the plot are marked on the map, making them easier to find (as well as all machines built by the player). No more excuses - now each of you can find all the things you need to start "The Heist". We even added a small tutorial that will encourage you to take this last mission if you have completed all available story missions.
Of course, you can also play the game from the start first to see other choices. You don't need to worry about anything - after the release of the patch, old saves are no longer deleted when a player starts a new game. We think it's worth doing this and trying new, untested paths. Who knows what they will bring? Maybe it’ll be helpful towards the end of the game?
That's it for today!
Take care, Stalkers!
Rev 44944 Hotfix
General:
Chernobylite Plasma Thrower should now function properly. I don't know how we could have missed it :/
Crash that appeared on the benchmark when testing high game settings should no longer occur.
Speedrun (you must be REALLY very fast to break it) during power plant level should no longer block the game during the inventory tutorial.
Some weapon accessories were levitating in the air. We fixed it.
Chernobylite vs Reality - Video #2 - Emerald Summer Camp
[previewyoutube="5GIOqrB9flk;full"]
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.
Weekly Report #78
CHERNOBYLITE WILL BE FULLY RELEASED IN 26 DAYS
Hello Stalkers!
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.
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.