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Chernobylite 2: Exclusion Zone News

First stretch goal reached in no time!

You keep surprising us, you know? Again, you showed so much support and interest in our game and campaign that we reached our first stretch goal after just a few hours, which was added to the funding targets.



Thanks to this, Chernobylite 2 at the start will include all weapons you know from the original Chernobylite, including extra pieces that were added in post-release DLCs, like crossbow or Makarov.



Speaking shortly, you'll use well-known toys in totally new encounters, allowing you to check how they perform compared to fresh new guns designed and implemented for the new game specifically. At the top of it, because this is what our campaign was mainly about, you'll be able to use them from first- and third-person perspectives.


[h2]And what next?[/h2]
If we step to another stretch goal, we'll expand all these weapons with customization and crafting options from both the original Chernobylite and many more dedicated to the new game combat strategies. I.e. the same Makarov will get plenty of sexy attachments and will play as a modern gun against the well-armed enemy forces.



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Chernobylite 2 funded on Kickstarter in less than four days!

Yes, we did it! It took less than four days to reach our campaign goal, which is an incredible achievement and beyond our imagination.

Once again, we all can pack our backpacks, Geiger counters, and stalker's equipment to get back to the Exclusion Zone as the gamers have spoken!

[h2]Thank you! You are awesome![/h2]

Your, players, message is evident to us: you want to play Chernobylite 2 and have the Exclusion Zone bigger, better, and more ba**ss.

Thanks to you, we can now focus on developing the alternative first-person combat mode, allowing you to play the game in any style you choose. Whether you're a fan of classic third-person RPGs or modern first-person adventures, you should be comfortable experiencing Chernobylite 2 in a way that is more natural to you.



[h2]What next, then?[/h2]
Of course, it's not over. We are keeping our campaign alive for the next few weeks, and there's plenty more to do to keep growing our community and deliver more cool stuff within the game. We'll add some stretch goals to the campaign now to let us expand Chernobylite 2 with other elements that may be interesting, especially for you, our current and potential backers.



Stay with us; we'll keep you posted about many more cool things. Our campaign is running, and we want to involve you in the whole process. So, let us know in your comments what you think about other things we could do together to make Chernobylite 2 your favorite post-apo RPG game of this decade.
We believed we'd succeed, but the amount and intensity of your support exceeded our expectations.

Let's make it last.




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https://store.steampowered.com/app/2075100/Chernobylite_2_Exclusion_Zone/

1000 backers, 85% of the goal!

In less than three days, we've reached another significant milestone.
[h2]Over 1,000 backers have already supported us, and 85% of the campaign goal has been reached.[/h2]
We feel it's incredible to have you all on board. Kickstarter is displaying us today as the most "Magic" title in the Games category, so we feel both extremely honored and amazingly happy.

We want to reward you and all future backers with something really cool. This thing will be a Season Pass, meaning any backer who gets a Steam key for our game will receive all future game updates free of charge. Why should you bother?



In first Chernobylite, funded here on Kickstarter as well, we've been supporting the game for 5 years already, delivering significant and small game expansions, from tiny little things like weapon or gadget skins to massive megapatches including extra locations, quests, game modes and story chapters. Within the time from the game's initial release, we've increased the scale and scope of the Chernobylite content by more than 50%, and it was delivered all for free for our Kickstarter backers. The regular price of paid DLCs released for Chernobylite was more than 30 USD/EUR, and our backers have all of them.

So here we go again: If you support us with any pledge that rewards you with the Steam game key, all upcoming expansions of Chernobylite 2 will be yours free of charge. They will be included in your game as soon as they are released, whether one week or five years after the game's release.



Before, the Season Pass for Chernobylite 2 was among the highest tiers (above 2000 USD/EUR). Still, after many questions from you and our internal discussion, we decided that we need not only to honor all our backers the same way we did in 2019 but also to ask for your feedback when it comes to designing and testing them. So stay tuned when we release more info on the future expansions of the project. We have a lot of crazy ideas already validated, and we're sure they'll be cool for the players.

For the console versions, the DLCs will be handled differently because of technical limitations in the distribution of the game keys. We can't create an identical package right now for console keys, but we promise we'll deliver you free DLCs in another way when they are available (i.e., by providing a free key for every DLC that has already been released).

And if you are one of the backers who pledged for the highest tiers, which initially were the only ones, including the Season Pass, don't worry — we'll contact you directly to make your reward satisfying and exclusive enough with some extra items that will significantly extend your package.

If you still weren't sure, we hope now you know then why it's good to back us on Kickstarter, right? Go on, support us, and grab our Steam key!



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https://store.steampowered.com/app/2075100/Chernobylite_2_Exclusion_Zone/

Early Birds on Kickstarter are running away!

It's less than 48 hours of our campaign, and we're already 70% funded - it's amazing, and big thanks to all of you for that.

If any of you still haven't pledged and are willing to grab a copy of Chernobylite 2 together with packs of nice digital rewards, the Early Bird Planewalker Digital Art Edition is still available today. Grab it, before time runs out!



Kickstarter just rewarded us with "Project We Love" badge, and it's the love we all deserved - not only we, creators of Chernobylite, but also you, backers, supporters and players all around the world. High five then!



In following days we'll reveal some nice extra stuff regarding the Chernobylite 2, including Ask-Me-Anything action and more info about the project. Keep watching us!



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50% of Kickstarter funding goal reached

[h2]It's a fantastic start to our campaign, thanks to your support![/h2]

It took only 15 hours to reach 50% of our goal, much more than we expected. We're on a good path to succeeding and delivering you the most anticipated game feature, according to your feedback. The first-person combat will be a massive expansion of the existing gameplay mechanics and allow you to switch between two totally different camera systems, depending on your preferences. Anytime in the game, you'll be able to change the perspective from a natural, first-person, very immersive point-of-view to a third-person camera, where you can control the environment with more focus on any of its aspects.



In this way, we'll be much closer to the other best post-apo action RPGs, where you can experience the same situations from different points of view and customize your playing style.

But why is this feature such a big challenge?

In video game engines like Unreal 5, which we're using for Chernobylite 2, it's relatively easy to set up a camera behind the back of your avatar with the visible body (third-person camera) or in the position of the head with a body that is primarily invisible (first-person camera). The real issues start when it comes to planning what parts of the environment and your body should be displayed and in which way.

In first-person perspective, your camera position and orientation are fixed with your head position, meaning you can't move it freely without moving the body. It lets you see the close objects with more detail, aim more precisely, and immerse more profoundly in the feeling of being part of the world.



In third-person mode, it's easy to allow you to orbit the camera all around your character, which gives plenty of opportunities to control the environment and the movement of your game hero more efficiently and flexibly around the surrounding objects or enemies.

When it comes to just an exploration of the world, we could say that it's just a matter of the comfort and enjoyment of selecting this or another perspective. However, moving to combat, each of the above options affects the encounter pace, your perception, the speed of reaction, and the easiness of performing this or this action. For example, to keep it short, using blunt weapons is usually much more natural in the third-person perspective, where you sway the weapon all around your body. But oppositely, shooting and aiming with firearms is definitely more immersive when you choose a first-person perspective and use the weapon sight like in reality.



To balance everything around both third- and first-person combat systems, there is a need to customize body and weapons animations, interface elements, camera movement routines, and overall difficulty balances - which leads us to the point where we not only work on the player model and movement, but also refine the enemy AI and animation setups. And then, you need to make sure that the game is fun and plays well in both modes or whenever you change your perspective within any game situation. This means more testing, bug fixing, and potential difficulties with playing that need to be addressed - and this is why we're here, asking for your support.



[h2]We already know we can do it with your help, and we're glad you're supporting us in working on this task![/h2]

Stay tuned for more news, and don't forget to spread the word about our campaign to your friends. We believe that after reaching the fundamental campaign goal, the following stretch goals will be as cool as the main one.

Cheers,
Wojciech Pazdur
Creative Director



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