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Chernobylite game
Chernobylite game












  1. #CHERNOBYLITE GAME FULL#
  2. #CHERNOBYLITE GAME PC#

Let us not forget, however, that this is not the end of our path. One of the most frequently asked questions from the community concerned the Next Gen version of the game. Reaching this point gives us incredible satisfaction, and it is also the moment long awaited by the players. Our main goal was to add Ray Tracing to the graphics options to introduce even more realism to the already graphically advanced game.

#CHERNOBYLITE GAME PC#

The release of the PS5 and Xbox Series X | S versions, but also the Enhanced PC Edition, is undoubtedly the result of months of hard work. To what degree does the upcoming launch of the PlayStation 5 and Xbox Series S/X versions of Chernobylite feel like the end of a long process for you as developers? This way we could focus more on interesting mechanics instead of people-like AI which is definitely more complex and difficult to make on a good quality level in a team of our size. Despite our enormous efforts and tons of work (of which we are still very proud) it would be wiser to limit combat to monster enemies. However, when we take a look at this from today’s perspective, we were a small, 30-people team trying to make a game which would compete with huge titles like Metro, Stalker or Call of Duty. It made a lot of sense from the designer’s perspective, after all, there are soldiers in the actual Exclusion Zone and it reflects the feeling of the place. What could we have done differently? Probably we would reconsider adding enemy soldiers. Our reviews on Steam are “Very Positive”, several outlets mentioned our games in various rankings and “top games of 2021”. We feel that we made a good game and players see that. We’re satisfied with the game’s reception. How do you feel about the reception towards the game? Anything you would have done differently? The fact that the community had an actual influence on how the game looked, encouraged many players to jump in and follow the project. Each piece of information from our fans was treated seriously and quite often was implemented to the game. Apart from that we’ve been in close contact with the players through the Steam forum, read their feedback, addressed their issues, and collected bug reports.

#CHERNOBYLITE GAME FULL#

There were also major news updates, changelogs and hotfixes – in other words full transparency. Until today we published 116 such reports. Since day 1 we have been posting weekly reports with insights from behind the scenes, sneak peeks on the upcoming content, fun facts from the development and so on. What was your approach to keeping the community involved over a period of almost two years?įirst of all, we wanted to keep the community posted on what is happening in the project. It really helped us make a better game.Ĭhernobylite originally launched in Steam’s Early Access program. We wanted to create the game along with the community from the very beginning and we think we did a good job here. Sometimes their requests were met and we added features based on their feedback. In further development during Early Access, when we were thinking of new mechanics or content, we kept in mind what our players would really want to have in the game. Sometimes this resulted in throwing out some elements completely, and sometimes redesigning them thoroughly.

chernobylite game

Thanks to our Kickstarter backers, and later on Early Access players we were able to adjust some of the mechanics to players’ actual tastes. With further development we began to add more and more elements which made the game more interesting to the player. However, the outcome of the campaign was way better than we initially planned, so we published stretch goals with our propositions for additional content.Īt the time, the game was in its early stage and the gameplay was focused on survival, team and time management. When we launched our Kickstarter, we already had a playable demo to present the game’s prototype. We had a clear vision on what we wanted to achieve with our Kickstarter campaign. Looking back, how did you experience that phase as a designer and developer? You went the Kickstarter route with Chernobylite, which through stretch goals also helps determine the scope of your game.

chernobylite game

We discussed the development process for the game, what players can expect from the new versions and how the developers are dealing with what’s happening in and around Chernobyl right now. To mark the occasion, we talked to Wojciech Pazdur, developer and creative director at The Farm 51. Such a case was the announcement of the next gen console versions of Chernobylite, which are coming out next week on the 21st. Every now and then, you see an announcement that makes you realize how closely related art and real life can be.














Chernobylite game