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Full Steam announcements and update articles for this title.
Since Chernobylite 2 launched in Early Access, more than a year has passed. It has been one of the most demanding periods in the twenty-year history of The Farm 51, for the company, for the team, and for the project itself.
We took a serious hit. And the first thing I want to say is that many of you were right. Chernobylite 2 entered Early Access too soon. The game needed more time, stronger production stability, and better preparation before being placed in players’ hands. Optimization issues, bugs, temporary voice-overs, unfinished translations, missing polish, and other shortcomings caused some of you to lose trust in us. We understand that. And we are not going to pretend that everything went the way it should have. I am not writing this to look for excuses or to shift blame. I am writing this because rebuilding trust starts with being honest about what happened and then proving, through work, that we know how to fix it.
The problems around Chernobylite 2 had several causes. Some were production-related. Some were organizational. Some were connected to earlier business decisions that limited our room to manoeuvre at a critical moment. These factors affected both the pace of development and the timing of the Early Access release. But this is not a message about giving up. This is a message about getting back on track.
Early Access made one thing very clear - Chernobylite 2 still needs a lot of work but it also showed us exactly where that work has to be done. Your feedback was direct, specific, and often even difficult/painful to read. But it was very useful. It helped us identify what needed to change: technical stability, optimization, combat feel, enemy behaviour, pacing, story structure, localisation, voice-over, world content, and overall polish. We listened. And we have been working on those areas.
The Farm 51 is currently going through a restructuring process. Its purpose is to stabilize operations, improve how we organize production, reach necessary agreements with creditors, and create a stronger foundation for finishing Chernobylite 2 properly. This process is part of getting the company back into shape. I am writing this not only as the game director, but also as a member of The Farm 51’s Management Board, a role I took on during a difficult period for the company. Over the past months, we have had to make changes in how we plan, prioritize, and execute work. Today, our priority is clear - stabilize the company, focus the team, and bring Chernobylite 2 much closer to the game we always wanted to deliver. We know what has to be done. Thanks in part to your honest feedback. And we are doing it.
So what does that mean in practice?
We are improving the story, dialogue, and characters. We have carried out extensive story doctoring: strengthening character personalities, removing logical gaps, shortening sequences that were too talkative, and improving scenes that did not add enough value to the story. We want the whole experience to be more coherent, more emotional, and better aligned with the darker tone of the Chernobylite universe.
(This is our flowchart - we checked every quest, every branch, and every dialogue, rewriting almost every line.)
We want to re-record the voice-over in key language versions. Temporary solutions, including placeholder VO, were never meant to represent the final standard of the game. Our goal is to replace them with proper actor-recorded performances wherever production and financial conditions allow.
We are improving enemy AI, especially for monsters. Monsters should create tension, surprise players, and feel dangerous. They should not behave like simple cannon fodder. This area requires changes that better connect combat, exploration, and the survival-horror atmosphere of the game.
We want to expand the story content. We are planning additional main missions given by companions, as well as larger missions connected to faction leaders that lead into the game’s finale. The world needs stronger narrative weight, and the characters around you should matter more.
We want to fill the open world with more content. This means more events, traders, activities, and additional locations. Some of them will be connected to content created together with the community, including enemies and weapons designed as part of the Kickstarter campaign. We also want to add more opportunities to obtain unique equipment.
(The Kickstarter stuff is... pretty weird and crazy. It fits perfectly with random events in the Zone.)
We are implementing features and improvements you have asked for. This includes larger gameplay changes, such as leaning while aiming or sliding into cover, and quality-of-life improvements like custom descriptions for map markers, mass looting, and the ability to change the main character’s face. There are many more changes like this, and it would be difficult to list them all here. The overall goal is simple: to make the game feel smoother, more responsive, and closer to what many of you expected from the beginning.
(Leaning - a small thing, but it simply makes the experience better.)
We want to significantly improve the music. We want to bring back more guitar-driven sounds, because we feel that without those tones the game lost part of the Slavic atmosphere we want to restore more strongly.
(Yes, our Creative Director - Wojciech Pazdur - is taking matters into his own hands. Literally.)
We want to thoroughly improve the language versions. Localization requires more work and more complete LQA. We know the current translation quality does not meet the standard we should deliver.
We are continuing our work on stability and performance. Fixing known bugs, eliminating crashes, and optimizing areas where performance still leaves too much to be desired remain among our most important priorities.
I know many of you are waiting for a roadmap, dates, and the next major update. We understand that. Some parts of the rework, including major story changes, are already implemented internally. But not everything can be released separately or immediately. Some changes only make sense when they are connected with others. Some depend on voice-over. Some depend on additional production resources. We do not want to repeat the same mistake. We do not want to push out another update built around unfinished or temporary content just because everyone is waiting. We do not want to promise dates we cannot responsibly confirm. We do not want to create expectations that may later turn into another disappointment. First, we need to finalize the most important production decisions and make sure that anything we announce is realistic.
What I can say today is We have not abandoned Chernobylite 2. We are still here. We are still working. We still believe in this game. The last year was a hard lesson. It exposed mistakes, weaknesses, and decisions that should have been made differently. But it also made one thing clear. Chernobylite 2 still has potential, and we know what needs to be done to unlock it. We will not regain your trust with words alone. We know that.
We are fighting for this game, and we are giving it everything we have. We hope you will stay with us, keep giving us honest feedback, and keep your fingers crossed for the team and for Chernobylite 2. Artur Fojcik, Game Director of Chernobylite and COO of The Farm 51.
(The first time I went to Chornobyl was over 10 years ago... From today’s perspective, it feels like a lifetime ago.)
That's why today we're doing something special. Chernobylite: Complete Edition (and all DLCs) and Chernobylite 2: Exclusion Zone are now available at great prices! This gives everyone the chance to visit a place that has inspired so many, including video game creators.
If you're looking for the perfect game to kick off the spring season, Chernobylite: Complete Edition & Chernobylite 2: Exclusion Zone are now available at great prices!
Hey,
We’ve just released the first hotfix of the year, addressing multiple gameplay issues and restoring the Turkish localisation.
As always, thank you for all your reports and feedback — here is the full list of changes:
Turkish language has been restored. Special thanks to Gökhan Kocaman for the support!
\ Fixed a crash occurring when starting a fight. - Reported in the ties that bind,
\ Fixed voice overs not playing correctly.
\ Fixed enemies not spawning during the tower defense section,
Fixed a grey screen appearing when crafting the RPG-7MB GL - Reported in RPG-7MB GL bug,
Fixed an issue preventing players from building in the small Planewalker room. - Reported in \ Not possible to build in small plainwalker room,
\ Fixed a soft-lock where Borya did not hand over a weapon to continue the training - Reported in \ Softlock at Borya's training: Enhanced Blocking,
Fixed cases where the player could get stuck after falling from certain heights. - Reported in Fall from a height = stuck / spadek z dużej wysokości blokuje postać w miejscu,
Multiple crash fixes.
See you in Exclusion Zone,
CG2 Team
Hey,
We’ve rolled out a small hotfix that sent a few enemy AI on a well-deserved vacation to reduce the number of enemies near the Elemental Crystal during the following mission: One Man’s Trash Is Another Man’s Treasure
\ Reduced enemy presence near the Elemental Crystal.
See you in Exclusion Zone,
CG2 Team
Hey,
Just before we head into our December holiday break, we’re rolling out a quick update to address several issues we identified after the release of Mega Patch 6.
Thank you for all your reports and continued support — they help us make Chernobylite 2 better every day.
Happy Holidays! 🎄
Localization
Turkish localization has been temporarily disabled. (It will return after the holidays.)
Fixed an issue with broken save after learning new perks reported by VakamakaFo
Added missing training videos.
Fixed AI behaviour when enemies run out of ammunition.
\ Fixed an issue where a door could not be scanned with the PDA.
\ Added missing voice-over for the Unknown character.
Fixed an issue where enemy AI could block itself after using a special ability.
Fixed an incorrect icon for a base asset.
\ Fixed an issue where companions did not follow the player to the boss area.
Fixed a common crash occurring during the latest patch.
Implemented several fixes related to boss fight music.
See you in Exclusion Zone,
CG2 Team
In March, with your invaluable help, we released CG2 in early access. Since then, responding quickly and honestly to your feedback, we have released five huge Megapatches, full of new features, gameplay & technical improvements and game balance fixes. New, redesigned prologue in the game, full TPP & FPP cameras support with switching between them on the fly, improved enemy AI & new damage and resistance system, events system for factions, new progression system and economy… And on top of that - the whole lat of new weapons, enemies, bossess, locations, quests, skills!
Quite a lot of them, you have to admit, right? But why are we talking about this?
Because as we did state it previously, Megapatch 06 will be the last major package of changes with a previously announced release date.
What does this mean in practice? We are eager to answer this question so that you have no doubts:
This does not mean that the game will no longer receive any updates - quite the contrary. However, it primarily means that we are proceeding according to plan and moving forward.
Full & final Chernobylite 2: Exclusion Zone release for PC is going to happen in 2026! When exactly? We can’t confirm it officially yet but most likely in Q1/Q2! 💚
Since you’ve asked about it before - with this update we're publishing a new and most up-to-date roadmap, so you can see for yourselves what has changed in the game so far and where we are now, just take a look at this ⤵️
▶️ Fixed one of the most common crashes. It was a real pain to track down, but we finally managed to fix it. We’ll keep monitoring crashes to make sure it doesn’t cause any issues in the live build.
▶️ The map and enemy detection applications are no longer available as “used items,” but are now a full-fledged training program for companions, which introduces them as mechanics much more smoothly.
▶️ The player's base no longer offers as many passive bonuses as before. You rightly pointed out that providing so many conveniences weakens the sense of survival and the struggle for every resource.
▶️ Your equipment will no longer repair itself at night. Now, in order for the base bonuses to work, you must assign companions to specific tasks, as was the case in the prequel. How much and how well your equipment is repaired depends on how many people you assign and how well equipped the room is.
▶️ Human opponents are now even more difficult. They take aim faster and shoot more accurately. If they prove too easy or too difficult, this aspect can be modified in the game's difficulty levels.
▶️ “Big” bosses should now pose a much greater challenge than before.
▶️ The zoom on the sniper rifle's scope can now be dynamically modified while aiming.
▶️ Decorations now slightly improve the comfort of life in the base.
▶️ 13 new trainings and related skills.
▶️ 3 new story quests.
▶️ You can now build floors in your base to create more space for new rooms.
▶️ You can now build rooms in your base that provide radiation protection. If the threat is too great, some companions may leave the base.
▶️ Armor now has different degrees of hardness. The more fragile it is, the faster it will break in combat. Take care of your gas masks...
▶️ Now, when we enter areas that AI using melee weapons cannot reach, they use special ranged attacks.
▶️ We have improved the scaling of quests that involve defending specific devices. Their difficulty level should now better match your progress in the game.
▶️ We have significantly optimized the AI and animation system, greatly reducing the load on the CPU.
▶️ We have optimized the performance of many interfaces, greatly reducing the load on the CPU.
▶️ We have optimized the performance of light, sky, and clouds, reducing the load on the GPU.
▶️ We have dramatically improved the area reading system, significantly reducing the stuttering associated with it.
The tutorial med lab table counts towards the number of tables owned.
Fixed sudden change in ambient lighting under the bridge.
Fixed a place where the player would get stuck when falling.
Fixed a place where the player had to move away to collect loot.
Cameras during the first conversation with Borya in the base have been fixed.
Fixed some places where you could enter under the crystals.
Fixed an event that had meshes in the air.
The winged horror event now has special effects sounds.
Fixed a bug where the player could see hidden stashes without meeting the requirements to open them.
Fixed a blocker for regular fishing and hunting where, if it was activated from the HZ level and you died from the boss, loading the auto save caused the boss not to appear a second time.
Fixed a blocker that could block progress in the Lost Expedition quest.
Fixed a bug in “It's not illegal when there is no law” where Alina would stay by the bus after completing the quest.
Fixed a bug where Alina, Mikhail, and Theodor would stay in the cabin after completing the “safe and easy” quest.
Destroying rooms with contents inside now returns those contents in the form of materials (including contents from cabinets).
The PDA no longer returns to quest tracking mode if you load a save where it was in map mode.
Fixed the model and name of the boss in the night quest “Mavka.”
Fixed the lack of zoom on the sniper scope.
Fixed a bug where Mikhail's stretched model appeared in the boss fight cutscene in “Powers.”
Ultra Borderer in “Make a Wish, Take a Chance” should no longer get stuck on the wagon.
The tooltip about assigning attributes will no longer be displayed during conversations with NPCs.
Power of Elements - fix for Luka's dialogue, which was triggering too late.
In “Matter of Heart,” fixed a bug where Vanya's heart remained in the inventory after completing the quest.
Fixed places where there were resources that could not be picked up.
Fixed Olga's looped line after the quest, which prevented, for example, learning skills from her.
Fixes to the descriptions and functions of the scanner and its modules.
Fixed a situation where the Safe and Easy quest blocked dialogues with Alina.
Fixed a potential blocker in DIY training.
The player will now receive information by assigning \ - right mouse button, that one key will have several actions.
Fix where item thumbnails during building in rooms did not match the 3D models.
Fixes to book thumbnails.
Fixed a crash near the mutant base.
Fixed the visually small inventory at vendors on 4k resolutions.
Fixed lighting.
Fixed a jacket that had invisible wrists.
Fixed green glow appearing in some places.
Fixed event that had meshes in the air.
Fixed inability to pick up resources in some places.
Fixed several places with missing regenerated PCG.
Changed incorrect name of Chernobylite extractor.
Fixed issues with some places where resources were levitating.
Fixed Richard and Roy staying in the cabin after “red pill, blue pill”.
Fixed the ability to scan the piercer before starting the “The Ties That Bind” quest, thus blocking gameplay.
Fixed a location where enemies appeared underground.
Fixed loot that was underground in some locations.
Fixed the blockage of negative effect healing when vitals drop to -100 and a saved game is loaded in this state.
Fix for crashes caused by rendering.
▶️ (test phase) Turkish language support added
* Localisation issues may occur; we will work towards fixing it.
All that's left to say is...
If you're looking for great Christmas gifts for your friends, look no further because Chernobylite: Complete Edition & Chernobylite 2: Exclusion Zone are now discounted with sweet, snowy deals!
Surviving in and around the Zone is a task that can overwhelm even the toughest daredevils. It is a demanding form of art that requires a significant amount of time to master. Or at least... That's how it should be. From a game design perspective, the most important thing is to strike a balance between challenge and ensuring that specific mechanics are not too easy, which would detract from the overall depth and excitement.
Therefore, you can expect several changes in this area, which you yourselves have suggested to us.
Firstly, the base where the player resides will no longer provide as many passive bonuses as before, making the fight for resources more meaningful. Secondly, your equipment will no longer repair itself overnight. Now, in order for the base bonuses to work properly, you will have to assign your companions to specific tasks, just like in the first part of Chernobylite.
Oh, and one more interesting thing - from now on, you will be able to build rooms in your base that provide protection from radiation. It's worth doing, because if the threat is too big, your companions may just… simply leave you!
But wait, there’s more!
Changes in the game's survival aspects don’t apply only to the base and its features.
For example, human opponents will now be even tougher than before. They will aim faster and simply shoot more accurately. What's more, when a player enters an area where opponents using melee weapons are unable to use them, they will immediately switch to ranged attacks.
The same applies to bosses, especially the big ones. They will now pose a much greater challenge than before, and believe us, killing them bastards won't be so easy!
Last thing worth mentioning in the context of these changes is the improved scaling of quest difficulty, which will now better adapt to your current progress in the game. In addition, if, for example, your opponents prove to be too difficult or too easy, you will be able to easily modify these aspects in the in game settings.
All that's left to say is...
And this time a decent chunk of it is dedicated to game optimization and various technical issues, so let us take you behind the curtain and show you a small glimpse of upcoming changes.
It's no secret that the technical state of Chernobylite 2 and its various aspects is something that has been recurring in your feedback since naturally it’s an important aspect of the game in the early access stage. Megapatch 06 will bring some changes in this regard.
As we are continuously working (and as you probably know, this is an ongoing process) on game optimization, with the new patch update you can expect improved performance and tweaks that should smoothen your in-game experience.
Example? No problem. You will see improved foliage that should now look much more consistent and blend realistic, but above all - perform efficiently on all graphics presets. Another one? There you go - in game stuttering, or, if you prefer, those annoying performance hiccups during gameplay should be heavily reduced now thanks to numerous programming tricks and hacks.
Sounds good?
Alright, enough about the technicalities because these aren’t the only things you wanted to see in the upcoming update. And the rule is simple - you speak up about something, we deliver.
Well, at least we try, if it is achievable!
One thing we can already reveal is that with MP06, the map and enemy detection apps will no longer be available as used items. From now on, they will be available as a full - fledged training you can do with your companions. This will allow them to be introduced much more smoothly as game mechanics.
We also haven't forgotten about a couple of new, different training options and related skills, as well as new story quests and much more... But let us tell you about them in the next teaser article. After all, we have to tempt you with something to keep you coming back here…
All that's left to say is...
After the recent hotfix, some of you reported an issue where the F interaction key stopped working correctly in crafting stations or partially at the vendors. This prevented players from using these features as intended.
We’ve now deployed a fix addressing this problem.
Fixed an issue that prevented players from crafting or using the F keybinding at vendors. (reported in: Cannot craft anymore :: Chernobylite 2: Exclusion Zone Bug Reports)
See you in the Exclusion Zone,
CG2 Team
Hey,
We’re rolling out a hotfix that addresses several gameplay issues and improves overall performance and stability. Thank you for continuously sharing your reports and feedback — they help us track down and resolve problems much faster.
Fixed an issue occured in Air Control (Alina skill) (Reported in: Bug de compétences avec Alina :: Chernobylite 2: Exclusion Zone Bug Reports) !!! If this problem persists in your save, going to sleep in-game should resolve it.
Fixed camera angles in FPP during the conversation with Borya at the base. (Reported in: Cellegen's Bug Hunting Report #01 :: Chernobylite 2: Exclusion Zone Bug Reports)
Fixed levitating assets during the temple event, (Reported in: Cellegen's Bug Hunting Report #01 :: Chernobylite 2: Exclusion Zone Bug Reports)
Fixed multiple issues with the friendly NPC Harmony,
Fixed pickable resource interactions that prevented players from picking up certain objects. (Reported in: \ can't pick object :: Chernobylite 2: Exclusion Zone Bug Reports )
DIY Tutorial: Fixed an issue where scrapping weapons before talking to Khulan could block progress in the training sequence.
Fixed enemy icons in the PDA radar where the Navigation Module displayed enemies incorrectly, (Reported in: Navigation Module displays enemies on the radar :: Chernobylite 2: Exclusion Zone Bug Reports)
UI improvements in the storage menu.
Fixed pickup sounds bug when teleporting,
Numerous common and rare crash fixes.
See you in the Exclusion Zone,
CG2 Team
Today, we're releasing Megapatch 05. Inside, you'll find a number of improvements that significantly enhance gameplay. We've also opened up the Zone even further, bringing significant benefits for those who decide to venture into the darkest corners of this place. In short: things are happening.
If everything goes according to plan, the next and also last Megapatch will be delivered before the end of the year. We're even more counting on your support and feedback on the changes already in the game, as well as on what we can still do in the game. The more feedback we receive from you, the bigger the bag of gifts we'll have for the holidays ;)
Nevertheless, happy hunting!
▶️ After defeating enemies, they may respawn the next day. However, it's worth remembering that their respawns in areas where factions have influence will be fewer.
▶️ We've completely overhauled the game's loot system. Starting today, you'll find significantly more chests, their appearance and contents much more dependent on the environment in which you find them. For example, going to an old factory will reveal a chest with tools and other industrial materials that can be sold; in abandoned military bases, there's a high chance of finding weapons or ammunition, and from laboratory refrigerators, you can loot abandoned medicines, crates of chemicals, etc.
▶️ Still on the subject of chests: in more dangerous places you will find rarer chests with better treasures inside, and in more normal ones you will find less valuable ones (e.g. food).
▶️ We've eliminated the "rarity" of weapons and armor. Now, their progression is much more linear, and their background color indicates the item's "type."
▶️ Outside of combat, stamina is no longer unlimited. Use it wisely.
▶️ After the update, character move slower and more sluggishly to better reflect their mass and further enhance the survival feel of the game.
▶️ Scanning with your PDA will allow you to mark enemies in your field of view. However, to unlock it, you must purchase a special program from merchants.
▶️ We've added two new weather variants: toxic fog and rain. Their use in the game is similar to what was seen in the first Chernobylite: foggy weather impairs enemy’s vision, and rain impairs their hearing. This can be used to your advantage. But nothing is perfect - weather variants also affect you...
▶️ We've added four new throwable weapons: frag grenades, EMP grenades, throwing knives, and decoys.
▶️ The game world is expanding by several square kilometers. Along with this, we've added over a dozen new locations to explore, over a dozen new quests - both story-related and side-quests - and a host of new enemies patrolling both old and new areas, as well as several new bosses.
▶️ The AI for human enemies has been significantly improved. Enemies using ranged weapons will now shoot on the move and take cover behind obstacles, from where they will lean out to fire. Enemies using melee weapons will be more likely to block our blows and counterattack if they manage to deflect our strikes. Fighting humans will therefore require more cunning, reflexes, and better tactics, unlike monsters - they remain a mountain of stupid (though still dangerous) meat.
▶️ The "Charge Attack," has been removed from the game after criticism. In its place, we've added the ability to push an opponent when they block a strike or are in the final stages of an attack. Knocking them off balance allows for a safe attack, while knocking them to the ground allows for a brutal finisher.
▶️ Weapon upgrade tables can now also be used to construct specific weapon models of a given type.
▶️ We've improved all the electric visual effects in the game. They should now look SHOCKINGLY good.
▶️ We've fundamentally overhauled stamina in the game. Now, you need a sufficient amount of stamina to attack or jump. Combat may be less dynamic, but it's much more survival-oriented, in the spirit of the prequel, where you also had to allocate your energy wisely. Low stamina is signaled with a sound and post-processing. Therefore, it's best not to rush into battle, as it's simply asking for death.
▶️ The "green" biome, which is most common in mutant-infested areas, has also undergone a number of changes. It should now be visually less chaotic, blend in better with the surroundings, handle light better, and require less VRAM. We plan to improve other biomes in similar ways in future milestones.
▶️ Rapid-firing weapons should deal significantly more damage.
▶️ Human enemies have DEFINITELY less HP than monsters.
▶️ We've optimized numerous processes related to the garbage collector and memory management.
▶️ We've resolved several minor and less frequent crashes.
▶️ We've slightly optimized foliage performance and ensured it scales better with graphical presets.
▶️ We've optimized lighting performance in the base.
Food collection values have been improved.
Removed invisible walls near the Mavka quest.
Fixed a bug with tables not accepting certain weapon variants.
Fixed some crashes.
Balanced the requirements for building item cabinets in the base.
Fixed a crash caused by picking up a specific item in the huge zone.
Fixed a bug that caused Cole's body to disappear after talking to an NPC.
Fixed graphical issues with the tracks (white grid).
Fixed a bug where the minimap showed a building that wasn't there.
Potentially fixed a crash during the conversation with Krupina.
Fixed an issue with connecting power lines to the base.
Fixed an issue with Cole's body disappearing after talking to Grisha in the "it's not illegal when there's no law" quest.
Fixed an exploit that allowed the disc from the "no stone unturned" quest to be collected before it started.
Power of Elements - Fixed a bug where Luka could appear underground.
All that's left to say is...
As mentioned in the announcement, the Zone will expand slightly, again. These additional dozen or so square kilometers will contain many new quests to complete, but above all, many new locations. Without giving away any spoilers, we can say that this time they will definitely be worth exploring for several reasons.
Firstly, just look at them. At first glance, you can tell that some of them are very different from what you've seen so far and that interesting things will be happening there.
Here's a little taste ⤵️
Secondly, we've placed new creatures inside the Zone, which will also patrol new areas. And although human enemies become increasingly intelligent on the battlefield with each update, monsters still remain foolish cannon fodder. This doesn't mean they don't pose a threat. Especially if they appear in large numbers…
Thirdly - and in our opinion, most importantly at your request - we've completely overhauled the game's loot system.
You've repeatedly pointed out that exploring the Zone, while fraught with danger, doesn't reward you for your efforts. Imagine: you spend a lot of time in some forest, enter a bunker, fight some creatures, lose a lot of aid kits and other healing items, only to find a chest containing the same items you found on an empty dirt road literally half an hour earlier? That's a bit demotivating...
That's why we decided to change that. With the new update, the appearance of chests and their contents will largely depend on the environment. For example, going to an old factory will reveal a chest with tools and other industrial materials that can be sold; in abandoned military bases, there's a good chance of finding weapons or ammunition, and from laboratory refrigerators, you can loot abandoned medicines, chests of chemicals, and so on.
Of course, not all chests are created equal when it comes to their contents. In more dangerous places, you'll find rarer chests with more valuable treasures inside, while in more ordinary ones, less valuable (e.g., food). So, it's worth taking the risk and delving deeper into the Zone. It may be more dangerous and easier to die, but the reward at the end of the road may be worth the effort.
Capture what you consider to be the scariest / most haunted / creepy place in the world of Chernobylite 1 or 2! 📸 Take a screenshot or record a short video, post it on X, Instagram or our Discord server and tag it with #ChernobyliteHauntedZone => we will select several winners and reward them with keys to our games or gadgets - to be determined individually! 🏆
➡️ It has to be screenshot or a short video - maximally up to 30 seconds
➡️ You can capture it the way you want - through Steam, photomode, off camera, etc.
➡️ Post your entry on X, Instagram or our Discord channel (#📸│cherno-photography)
➡️ You can also tag us in your posts!
➡️ If you for e.g. post it on X, you also have to be our follower there!
➡️ Remember to add #ChernobylitehauntedZone hashtag!
➡️ We accept your entries until October 31, 2025 / 11:59 PM CET
➡️ We'll annouce winners in the following week!
The arsenal of weapons has also expanded somewhat recently – all to ensure you have something to defend yourself in these dangerous conditions. However, as is often the case in life (and, as it turns out, in video games too), even the best weapons can be unreliable: sometimes they jam, the blade gets dull, or you run out of ammo at the most critical moment. And if that happens, what will you do?
You just start throwing whatever you have at hand at your opponents. And we're not talking about rocks or beer cans. In the latest update, you'll receive a new type of weapon: throwable weapons. These include:
▶️ Grenades (fragmentation and EMP), which will harm anyone caught in the blast radius
▶️ Knives (remember the Navajas from "Desperado"?)
▶️ Decoys, which will lure enemies to the right spot where you can silently take them down
But it's not like your opponent will just stand there and wait for a giant hammer to gracefully hit them in the head. Because the days when the enemy was almost literally under the barrel of our gun will be over with this update.
Enemies using ranged weapons will fire them while moving and hide behind obstacles. Additionally, those using melee weapons will be more likely to block our blows and counterattack if they manage to deflect our strikes. This will make fighting human opponents a bit more demanding and tactical, contrasting with monsters, who will remain a rather not-so-bright moving target.
All that's left to say is...
Since the Zone's gates opened wide, we've already released several major updates in the form of Megapatches, which have significantly expanded and improved the game. We've added new content, new locations, missions, and enemies, improved a few things that were annoying you, improved optimization, rebuilt some gameplay systems and balance, and fixed a number of bugs you reported. Each of these updates was created in response to your feedback – it's thanks to your comments and suggestions that we can develop Chernobylite 2 in a direction that best meets both our vision and your expectations.
We thank each and every one of you for your commitment, patience, and activity – whether on Discord, Steam, or other channels. Your support is the foundation on which we build the game's future!
A lot has changed in the game since March. So if you haven't played Chernobylite 2 yet, or if you did but for some reason you stopped playing, now's your chance to see just how much things have changed in recent months.
We treat this moment as a kind of pit stop - we say “check,” suggesting that this is a really good time to see how much has changed in Chernobylite 2 since its early access release. That's why we strongly encourage you to check out the game at this very point and give us clear and concise feedback on what you think about the current state of the Exclusion Zone - especially if you haven't done so yet. We would be grateful! And we also believe that this will enable us to deliver an even better product to you at the official launch!
We believe you won't be disappointed.
But our journey together isn't over yet. More updates, new content, and further gameplay refinements lie ahead. In other words, the game will continue to evolve. That's why we still need your help – not just in the form of bug reports.
One of the simplest, yet most important ways you can support the game's development is by leaving a review on Steam. Every review – whether it's full of praise or constructive criticism – is invaluable to us. It's not only valuable feedback for us (it helps us understand what's working in the game and what still needs work), but also important information for the entire community and potential new players. Your reviews affect the game's visibility on the Steam store, which helps us grow and push the project forward. If you've played and have something to say – share it on Steam. It really makes a difference.
Hey,
We’ve just released a hotfix aimed at improving stability and addressing several crash issues. Thank you for continuing to share your reports and feedback – they help us track down problems quickly.
Improved FPS stability in the night quest Stealing from Thieves and Grave Robbers when fighting Cutthroat Artist, ~ Low FPS Bug :: Chernobylite 2: Exclusion Zone Bug Reports
Updated Traditional and Simplified Chinese translations,
Resolved multiple frequent crash issues.
See you in the Exclusion Zone,
CG2 Team
Autumn has arrived, and with it... Steam Autumn Sale 2025! While you can grab hundreds of fantastic games at great prices, we recommend you to take the trip to Chornobyl because Chernobylite: Complete Edition & Chernobylite 2: Exclusion Zone are available now with sweet discounts! 🍃
Hey,
We’re releasing a hotfix to address several gameplay issues. Thank you once again for all your bug reports and feedback – here’s what’s been fixed:
Fixed bug Khulan DIY Enthusiast bug,
Fixed bug Storage Crafting,
Fixed few more and less popular crashes.
See you in Exclusion Zone,
CG2 Team
Hey,
We’re releasing a hotfix to address several gameplay issues and performance stability. Thank you once again for all your bug reports and feedback – here’s what’s been fixed:
We’ve identified an engine bug that caused performance in certain situations on high graphics settings to be lower than in the previous patch. We’ve fixed it. Thanks, Mobbie!
Fixed issue related to the scopes,
Fixed several random game crashes,
See you in Exclusion Zone,
CG2 Team
Hey,
Yesterday we launched the Mega Patch 4, and today we’re already rolling out the first hotfix to address some urgent issues. Thank you for all your feedback and reports – here’s what’s been fixed:
We are aware of an issue affecting scopes that some players have reported. Our development team is actively investigating and working on a fix. A new hotfix addressing this and additional improvements will be released soon. Fixes:
Fixed crash related to resources in the inventory when loading a save.
Fixed VO dialogues in the Missing Pieces mission.
See you in Exclusion Zone, CG2 Team
We've reached another significant milestone. Megapatch 04 is now available for download for everyone!
What's inside? You could read about some of the new update's content earlier in our series of posts. But as we announced, that was just the tip of the iceberg. We're adding a lot of new features and content to the game, fixing a ton of bugs, and—most importantly—implementing some changes you suggested.
So, we can say: things are happening. And know that this isn't our last word!
▶️ Due to extensive changes to the story, not all dialogue lines in the game have been recorded. Placeholder voiceovers should be clearly marked. Keep this in mind when playing the game. Ultimately, all lines will be recorded by voice actors. ◀️
▶️ In response to your feedback and comments, armor can now be upgraded with special perks, which were once chosen as a definition of a character's "class".
▶️ The backstab is no longer possible during combat. We wanted to use it to promote dodging, but it ultimately made combat easy to hack, which somewhat spoiled the overall experience. This also affected the visuals – the mere act of striking looked odd and disrupted the pace.
▶️ A new Vital has been added to the game, unlocking at a certain point in the game. What is it? Well, you'll have to find out for yourself ;)
▶️ We're increasing the survival element of the game. From now on, many items you find along the way can be heavily damaged. This should significantly increase the importance of maintaining your equipment.
▶️ A new value has been added to the weapon description: you can now read how much damage a single shot or strike will deal. Additionally, upgrades can be "removed" from weapons by paying their resource cost.
▶️ A minor but necessary change: items left in storage can now be sorted.
▶️ The arsenal has been expanded with a new weapon – the RGL-40 automatic grenade launcher. A powerful weapon that can wreak havoc. Just be aware that reloading takes ages…
▶️ Speaking of the arsenal, it's also worth noting that dual swords and melee weapons are now fully customizable. We've also added thermal sights to better detect enemies when you're wandering around in the dark in the middle of the Red Forest.
▶️ We've also made a significant change to weapon upgrades. Many upgrades can now be applied to more than one weapon. This should make upgrading weapons a bit easier and more meaningful than hoping a defeated enemy will have good equipment.
▶️ But that doesn't mean enemies just stand still and wait for you to come to them. Enemies can now destroy your Chernobylite mines if you place them in locations outside of faction influence.
▶️ The game world expands by several square kilometers, featuring more than a dozen new locations (we recommend Cooling Towers and Kopachi). We've also added a dozen new quests—both related to the main storyline and side quests—as well as many new enemies and bosses roaming the map (the demon fox was just the beginning).
▶️ Things may be getting more dangerous, but we still encourage you to venture into the more dangerous areas of the Zone. This is especially true since the resources you find now vary in rarity. The further you go from your base, the greater your chances of finding more valuable items that can be used to build much better items.
▶️ Speaking of the base, we've added a lot of new features here too. One of them is the ability for your companions to abandon the base if you don't properly care for their needs. Companions will return to their faction's bases. So, it's worth putting some effort into preventing this from happening. After all, every pair of hands helps.
▶️ We've added many new objects to build in your base, and many old ones have been given a completely new look. Many of them have also gained new functionality, for example, you can build objects that reduce the cost of crafting items or those that allow you to create new items or upgrade existing ones. Try it out for yourself and see the results.
▶️ To make navigating the map a bit easier, we've added new, custom markers that mark areas requiring skill checks. We've also added the ability to use planewalking during dialogues to pass a skill check that would be possible for one of your shells.
▶️ The most important change is related to our constantly improving first-person mode. Starting today, you can watch the vast majority of cutscenes and dialogue from a first-person perspective. Of course, this feature is still in the prototype phase and may experience some issues, but those who value immersion in games should be pleased.
▶️ We've reworked the behavior of many monsters, with several gaining new appearances and animation sets. The differences in monster archetypes should now be much more noticeable, significantly impacting gameplay. For example, it will be easier to plan tactics for fighting a single enemy or a whole horde of similar ones.
▶️ We've significantly improved the lighting in dialogue scenes. Characters should now look much better in them (seriously, check it out in FPP mode).
▶️ Decorative items are now a separate category in the building menu. You now have so many things to build, we don't want this minor cosmetic change to further confuse you.
▶️ New music has appeared in many areas (for example, during combat). Another batch of new themes has appeared on the soundtrack :)
▶️ We've also improved the sounds, actions, effects, and reloading of the Gloves of Power, and added "aftershot" animations for the revolver, shotgun, and tochnost.
▶️ We've improved the appearance of chests found on the map. They should now blend in much better with the surroundings.
▶️ We've upgraded to the new Unreal Engine version - 5.6.1.
▶️ We've resolved numerous CPU issues. Performance should now be more stable.
An issue with transferring items from eliminator world has been resolved
Blocked the ability to jump through small windows where Cole could get stuck
Legacy saves in the intro have been blocked
Fixes for meshes at the Mutant Base
Fix for the elevator in the Mutant Base.
Fixed some invisible collisions
Fixed some disappearing meshes
Rebalanced enemy vision markers
Fixed floating meshes
Fixed a case where disabling the HUD did not disable enemy markers in the world
Fixed cases where enemies could walk into walls
Fixed the incorrect number of resources needed to build a table for crafting micro explosive materials
Fixed the entrance to the room in One Man's Trash
Fixed some typos in missions
Removed AI voices before the Cannon Fodder fight
Fixed AI Filled Husks not attacking
Fixed spawns where too many Filled Husks were appearing
Fixed player-reported breaches in ground
The scanner should no longer blink when Frame Gen is enabled on FSR
Removed old Nagant weapons from loot
Table names now match weapon names
Environment fixes
Removed the ability to scan items for quests before these quests
Fixed a save issue where Theodor wouldn't appear on the Last Bastion of Science after loading
Fixed the ability to push enemies into walls
Also, remember that the Chernobylite franchise is on sale. Chernobylite Complete Edition is available with 80% discount, and Chernobylite 2 - is 25% off. Share the news with your friends!
* * *
All that's left to say is...
Let's start with something we're (probably) most proud of! After implementing the ability to change the camera view, we wondered if there was yet another way to use it. The answer is: yes, it is. We've added the ability to watch most cutscenes and dialogue in first-person mode.
It's no secret that when creating the first Chernobylite, we were heavily inspired by a wide variety of games we'd played over the past decades. We particularly gathered references from titles with a strong post-apocalyptic theme, such as STALKER and Fallout series. This time was no different.
During the creation and further development of Chernobylite 2, we also borrowed several ideas from more well-known games. One of them has been on our minds ever since we managed to implement a first-person perspective into the game: having conversations with characters in FPP. To this day, it's a cool feature that greatly enhances immersion and has proven effective in many games, e.g. such as the older Fallouts…
...and newer ones.
We decided we weren't inferior in any way and said to ourselves, "Why not do something similar here?" The result surprised even us! :D
This feature is still in the prototype phase and may still have some minor issues, but the fact that we managed to implement it and in our opinion it looks phenomenal is a huge success for us. We hope you’ll enjoy it too and we can't wait for you to test it out!
Another thing that will appear in Megapatch 04: we'll once again expand the areas you can traverse. Large, invisible walls will move away, expanding the game world by several square kilometers, which will feature more than a dozen new locations. The biggest changes will affect two iconic locations in the Zone: Kopachi and the unfinished cooling towers.
Years have passed since we last visited the area to gather materials and photos for the Chernobylite location. Furthermore, we had an additional task at the cooling towers: in addition to capturing photos, we also captured ambient sounds. The acoustics there are on a completely different level. This greatly helped us in creating this unique location in a later patch for Chernobylite. You can read about the sound capture process here. The locations we visited in the game back then look completely different. Understandably, considering the story of the game. But even in this form, they're still impressive.
While the arsenal of weapons in Chernobylite 2 is quite impressive, with so many enemies lurking around every corner, it might not be enough. So, we're giving you something that will let you take out your enemies in one fell swoop. Literally. And no, it's not a nuclear bomb...
The answer to all your worries and concerns in your life is the RGL-40 automatic grenade launcher! Large, powerfull, comfortable and everything at your fingertips.
This powerful beast can do considerable damage. Just aim carefully, fire, and BOOM!
And if you aim well, you'll send your opponent to the afterlife with just one shot.
Together, or without their limbs.
Unfortunately, such a large weapon has a drawback. Reloading those huge projectiles takes a while. Make sure you're standing at a considerable distance to have time to change ammo. This is especially important when fighting large and fast creatures. Timing is crucial, otherwise it can quickly end badly for you.
The Zone is getting more and more dangerous. Not only you do have to defend yourself against stalkers, mercenaries, and strange, otherworldly creatures, but you also need to deal with much more powerful enemies who want to keep Zone's secrets and all its treasures just for themselves, at all costs. You can try to fight them, you can try to run away from them. But regardless of which path you choose, know one thing: IT'S NOT AN EASY TASK.
And now it will be even more difficult, but at the same time—more interesting and engaging. After the update, several new main and side / optional bosses will appear in the game.
We want to introduce you to one of them - The Hellfire Fox. Remember this little guy?
That's him now. Feeling old yet?
Now, real talk. The Hellfire Fox is a powerful beast. Not only is it fast and agile, but its tails can deal damage even from a distance. Standing still isn't really recommended. Attempting to pet it isn't either.
Fun fact - we teased his appearance in our official Megapatch 03 trailer - 'Back To The Roots'.
Now you know who you're dealing with.
If you can handle it, you'll be able to handle the other bosses as well.
Probably... But if you're having trouble, don't worry. In the next episode, we'll show you a toy that will help you deal with these beasts a bit.
And while we're on the subject... Although a month has passed since the release of 03, it all seems like it was only yesterday. Even though time keeps moving fast forward, we're not slowing down.
Of course, as usual, we're not yet sharing details about its content — you'll find those on release day. However, rest assured, as we did last time, in following days we'll reveal a few things to whet your appetite. So, follow us on Steam and social media channels so you don't miss anything.
But in a nutshell, we can only give you one hint: a lot of interesting things will be happening in the Zone. New quests will be added, you'll encounter new enemies — some smaller, but also some more powerful, and, as a result, you'll receive new weapon to effectively fight them.
Believe us, it won't be boring :) In the meantime, all that's left to say is...
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Chernobylite 2: Exclusion Zone, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Chernobylite 2: Exclusion Zone statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.