Dear community, this time we want to tell you about the changes in the game that have taken place over the past two months of testing the first alpha.
CHANGELOG
Previously we showed new content that had already been added or had begun to be added to the game. Now the time has come to talk about the innovations in gameplay.
We spend a significant part of our time on the methodical addition and testing of planned mechanics in the role-playing and combat systems, since this is an important foundation of the game.
First, we slightly changed the workings of the fourth Attribute — a fundamental point of the role-playing system. “Wisdom” has been replaced by “Reaction,” which is responsible for how effectively the character reacts to the world around them, regulating field of view, detection, partly accuracy, and a number of other parameters.
The secondary characteristics were divided into the Characteristics themselves, which are displayed in the character’s Characteristics Window, and the Probabilities of successfully performing one action or another, the display of which has been moved to other interface elements or hidden entirely.
The automatic health regeneration was reworked. The player’s character can heal from wounds up to 100% of Health Points, but only in warmth. At the same time, the rate of health restoration during auto-regeneration differs and has speed gradations: health is restored fastest in the range from 1 to 25%, while each subsequent quarter of HP is restored significantly more slowly.
In the system, in addition to Damage Resistance, which reduces incoming damage by a certain percentage, a Damage Threshold has been added, subtracting a fixed value from the initial incoming damage. DT and DR are divided into protection from physical, energy, and fire damage, and there are also general indicators.
About the mechanic of how Cold and Radiation work, as well as protection from aggressive environmental conditions — read in our previous news.
For protection from an enemy’s attacks, Dodge was added to the game, allowing the character, on a check, to either fully dodge the enemy’s attack or take significantly reduced damage due to a partial graze.
Faction Reputation (first iteration) was tested, regulating prices and the availability of tasks based on the positive and negative actions of characters toward faction members, as well as the reset of reputation upon certain actions.
A system of interdependence of Skill leveling on Attribute development was added: that is, Skills still need to be leveled from minimal values, however, as Attributes develop, the bonus effects of the skills attached to them will be strengthened.
Also, we refined the mechanic of Critical attacks, adding the “Crit Power” point, which regulates the damage modifier when dealing crits.
Significant changes have taken place in the Skills — the game still has three groups of skills:
— Combat: responsible for the effectiveness of weapon use.
— General: regulating the success of various actions used in all types of activity.
— Professional: reflecting how successfully the player’s character will handle labor activity.
However, a number of skills were significantly reworked for gameplay more suitable to the setting; the 25th skill, “Careful Movement,” was also added.
For each combat skill (there are 6) we made 4 functional weapon types each. The weapon type is responsible for the way the weapon is used and its gameplay features, techniques, as well as an additional dependence on the leveling of Attributes and Skills.
In test mode, the first Techniques were added to some weapons — additional attack options with their own effects.
At the testers’ request, running was returned to combat mode and the movement system was simplified for locations and the global map.
The first iteration of a Line of Fire appeared in the combat system — at the moment of a shot, a character who finds themselves in the line of attack can intercept the shot and take damage instead of the target.
Also, the first iteration of Area-of-Effect Attacks for throwing weapons is being tested — now grenades hit an area rather than a specific target, catching those who are within the blast radius with different chances of success and crit.
For armor, depending on the state of its two-tier durability — wear, which can be repaired with improvised means (a repair kit and a tool kit) plus serious wear, repairable only at a workbench (of the appropriate type) — the protection indicators change, which are restored after repair. For now in test mode.
And, finally, shotguns now attack with pellets, capable of catching enemies within the blast radius and in the line of fire.
BIG UPDATE OF PROMO MATERIALS
The changelog turned out to be sizable, didn’t it? It included only a number of key changes that have already been added. We’ll tell and show you about the rest a little later.
And in the meantime, allow us to conclude the news with an announcement about an update to the “Materials” section on the website: we decided to upload to the Promo Art all the archive files that have appeared in various articles and our social media (VK, Telegram, Discord).
Enjoy, and until next time, survivors!








25 September 2022