Chernobylite 2 Interview – The Farm 51 Talks New Features, Class System, and More

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A Deeper Look at Chernobylite 2’s Gameplay, Story, and Improvements.

Story Highlight
  • Chernobylite 2 expands on the original with an open world and enhanced customization.
  • The game’s length is still being finalized, but early access content provides a substantial playtime.
  • Unreal Engine 5 allowed the small development team to achieve a larger scale and higher visual fidelity.
  • PC optimization is the primary focus during early access, with console versions to follow.

Chernobylite 2 is shaping to be a big step forward from the first game. It keeps what worked before while adding new features like an open world, better crafting, and a more customizable class system.

We talked to Barbara Szymańska from The Farm 51 to ask some burning questions from the player base.

Barbara explains how character customization works, why players can switch between first-person and third-person combat, and how Unreal Engine 5 helps their small team create a bigger game.

She also covers performance improvements, how Chernobylite 2 compares to games like STALKER and Metro, and whether you need to play the original first. Here’s everything we learned directly from the developers.

Chernobylite 2
Chernobylite 2 has already launched in Early Access on Steam.
Chernobylite 2 features six fun classes to explore, but is The Farm 51 planning to introduce more once the game comes out or before its launch?

Barbara Szymańska: For now we plan to stay with 6 classes. However, the class selection does not limit the character’s development. The player has full freedom to upgrade his statistics and which talents he wants to learn. Of course, each class has their special bonus and equipment, but we did not want to block any talents or upgrades available for the players regardless of their chosen class. Moreover, with the Planewalking mechanic, you can switch builds on the fly (with a limited number per day) giving even more fun and freedom to develop your character.

Considering the game’s massive size compared to its predecessor, how long will it take to fully beat the game’s story, and what about the completionists who wish to explore every nook and cranny?

Barbara Szymańska: The game is still in development and the final play time may change. We cannot say exactly how long it’s gonna take to finish the full game. For Early Access we’re unlocking around 30-40% of the total content which should take around 20-30 hours of gameplay. But it really depends on your play style.

What is the planned release date for the game, or in other words, how long will the early access period last?

Barbara Szymańska: At this moment we cannot reveal the final release date.

As a smaller studio familiar with Unreal Engine, what are your thoughts on this engine’s latest version and how it makes game development easier for indie teams?

Barbara Szymańska: We’re striving to make full use of all the engine’s features – world partition (a system for building an open world), PCG (a system for generating realistic foliage), Metahuman (the entire workflow for character creation and animation), and Lumen (a comprehensive lighting system). All these tools along with 3D scanning allowed us to make a game of this scope and visual quality despite the small size of our team.

The game features online co-op but have the developers discussed potentially bringing multiplayer in the future?

Barbara Szymańska: The game is designed as a single-player game with co-op missions integrated with the main campaign. However our main focus is on the single-player experience – because that’s where we feel most confident.

What led to the decision to implement switchable first-person and third-person combat in Chernobylite 2?

Barbara Szymańska: At first, we wanted to include FPP exploration and mix it with TPP combat. This was a result of months of testing and discussions – we wanted to give the player more freedom to create their own play style and the story of their character. Our conclusion was that TPP combat was the optimal solution for that. However, after showing the first trailers we received hundreds of comments from our fans on the need for FPP which is more natural for so many players. That is why we decided to face the challenge and not deprive them from the joy of playing the way they want.

The preview build for the game has quite a few optimization and performance issues. Are the developers familiar with these? Are there any fixes on the way?

Barbara Szymańska: The preview build does not have finalized optimization. Although we’re doing our best for the best performance possible, the game is going to be released as an Early Access so the optimization will still be in progress and therefore performance should be improving during this period.

Can we expect the game’s performance requirements to be optimized as the development progresses, especially the recommended requirements? I’ve read criticisms that the title requires quite a beefy rig for just 45 FPS

Barbara Szymańska: Like answered above, we’re constantly optimizing the game and such issues should be less and less frequent during Early Access and after the final release.

In recent times, PC ports of major releases often end up being a mess compared to consoles because of poor optimizations; what do you have to say about this trend?

Barbara Szymańska: PC is currently our main platform. Since the game is being released in Early Access, we’re focusing on the best quality and performance on PC. Console editions will follow later and our final goal is to achieve good quality and performance regardless of the platform. Chernobylite works well both on consoles and on PC. We plan to do the same with the sequel.

How are the developers ensuring the game runs nicely across all platforms?

Barbara Szymańska: Like said before, we’re focusing on finishing the game in Early Access on PC and ensuring the best performance possible. Then we will move to console editions.

How accessible is Chernobylite 2 for players who have never played the first game? Can they straight up just jump into the sequel without having any know-how about the original Chernobylite?

Barbara Szymańska: Chernobylite 2 takes place a few years after the prequel. Players who didn’t play the previous game will find themselves easily in the story. We designed the game in the way that new players can enjoy the sequel without feeling lost. As for those who played the prequel , they will be able to see more connections and relations to the original story, understand many nuances or meet the characters they remember from the prequel.

What major differences have you made with crafting from the first game?

Barbara Szymańska: Base building and weapon crafting in Chernobylite 2 is way more advanced than in the first game. We’ve greatly expanded base-building options – now you can create entire rooms, not just place furniture. We also have an enhanced system of different weapon upgrades and classes. In general, you can use different power-ups, upgrades, attachments and special ammo. There are factors that inflict how the weapon works (fire/ice/radiation) that can be also customisable.

Chernobylite is a unique game and blends different genres, yet people often fare it against the likes of Stalker or Metro games? What do you think is the major thing that sets Chernobylite 2 apart from them?

Barbara Szymańska: We never wanted to be a copy of Stalker or Metro. Actually, we never really felt similar to S.T.A.L.K.E.R. – our idea for Chernobylite was primarily inspired by Fallout and This War of Mine. Chernobylite 2 is a completely natural continuation of the path we started with Get Even – shifting the focus from shooting to storytelling and gameplay freedom. We believe that people who enjoyed e.g. Stalker games may also like Chernobylite, but not as a continuation of their experience, but rather something complementary.

What are your thoughts on Stalker 2’s release?

Barbara Szymańska: We cheer for the GSC Team like for other game dev teams. Stalker 2 was a big success for the studio and we’re very happy they were able to deliver the game despite the war in Ukraine and sometimes very difficult circumstances.

Get Even is a title that often slips under the radar when discussing horror FP. What were your thoughts on the game’s reception and the possibility of a sequel in the future?

Barbara Szymańska: In Chernobylite and Chernobylite 2 players will find relations to Get Even and to its story. In the new game even more than in Chernobylite. But as for the sequel to Get Even itself, there are no plans for that.

Can you reveal any new characters, creatures, or plot details that fans can look forward to in Chernobylite 2?

Barbara Szymańska: Most of our players and fans keep asking about the characters they remember and liked from the prequel. And we can assure – some of them will return and sometimes in very surprising circumstances. But apart from them, there will be dozens of new characters, monsters, way more than in the prequel which will make the story more interesting and complex, as well as the gameplay more diverse and compelling.

What’s one feature or moment in Chernobylite 2 that you’re most excited for players to experience?

Barbara Szymańska: That’s a hard question because we put a lot of effort into improving and expanding every aspect of the prequel. We created a huge open world (which was a great challenge for us), created dozens of enemies, melee combat with a great variety of weapons, various health parameters, or planewalking… So it’s really hard to name just one feature or moment. We’re excited to see how players feel about all those aspects as well as the story.

Are there any plans to optimize Chernobylite 2 for the PS5 Pro?

Barbara Szymańska: Today it’s too soon to share details regarding console editions. First we have to focus on Early Access on PC.

The early access version shows promise, but the team is still working hard to improve performance. Players will enjoy more freedom this time, with customizable classes, the option to switch between first-person and third-person views, and expanded crafting and base-building features.

While Chernobylite 2 expands on the original game’s story and mechanics, new players can jump right in without playing the first one.

The developers are focusing on a story-driven single-player experience with some co-op elements, taking inspiration from games like Fallout and This War of Mine rather than copying STALKER or Metro. Using Unreal Engine 5, they’re creating a more detailed and immersive world. Returning characters, new story elements, and the unique “Planewalking” feature should give players plenty of reasons to revisit the game.

Despite being in early access, the team is clearly dedicated to polishing the game and listening to fan feedback. Special thanks to Barbara Szymańska and The Farm 51 for giving us this inside look at Chernobylite 2.

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