How to enter the game escape from tarkov. Escape from Tarkov - Game Review

Project escape from Almost from the moment of its release, Tarkov received the status of the most anticipated and ambitious video game from domestic developers. Battlestate Games themselves (the developers and publishers of the new shooter) also did not hesitate to use flattering epithets about themselves and their creation, calling it the ideological heir to such wonderful computer games like S.T.A.L.K.E.R. and DayZ.

In general, the hype around Escape from Tarkov really rose seriously, some AAA-class projects with a multi-million dollar budget could not achieve such an effect, no matter how hard they tried.

To be fair, right now in alpha testing, the new shooter for PC actually looks quite attractive. And the concept of Escape from Tarkov, described by the developers as "a hardcore action game with realistic tactical battles and the deepest weapon upgrade system" looks like something completely new and original.

City of Tarkov

Events will take place in a fictional city in the European part of the Russian Federation, where an armed confrontation broke out between two private military companies. As a result, lawlessness and chaos reigned in the city, most civilians left its territory, the rest turned into criminals and marauders.

The player, as one of the PMC fighters (USEC or BEAR, at their discretion), will break through from the city center to its ocarinas, in order to then completely get out of the combat zone.

However, this will not be so easy to do: the player will be opposed not only by the fighters of both organizations, which will be controlled by other gamers, but also by local gangs of bandits, organized groups surviving residents, soldiers of the UN and the Russian army, who took the city of Tarkov into a cordon.

Let's disassemble to the bolt and screw

One of the main trump cards of the multiplayer shooter from Battlestate Games is the ability to disassemble own weapon literally down to the smallest detail. With the subsequent replacement of one or another part with a more suitable one in each specific situation.

Of course, each barrel can be further improved with special modules: reinforced butts, flashlights, stationary handles, magazine enlargers, bipods, even grenade launchers and more.

In general, the modification of weapons in Escape from Tarkov is built on a fundamentally new level, hitherto unseen in any other video game. Everything is high quality and realistic: it is clear that the developers resorted to the help of weapons specialists.

RPG

The developers have repeatedly mentioned that Escape from Tarkov will have a full-fledged role-playing system, no worse than in any MMORPG. Well, perhaps in the final version of the game it will be so, but in the alpha before the battle, you could only view and upgrade the available weapons, as well as get acquainted with the statistics of the character, getting acquainted with his skills and state of health.

Gameplay

Contrary to promises, completely open world in the usual sense, it is not in the game. There are only separate locations, albeit very impressive in size and execution, representing a certain area of ​​the city. The goal of the gamer on each such map is to get to the exit.

In this case, the player can not only engage in skirmishes with other players pursuing the same goals, but also team up with them, for example, to eliminate bandits - bots controlled by AI. Although the developers promise that in future versions of the game they can be replaced by real players.

By the way, each map will be unique not only in appearance, but also require the player to have certain tactics of action and competent selection of equipment.

Outcome

A very good game, although with some "roughness". First of all, the interface is not very good. I would like to believe that at the time of release, the video game will be supplemented not only with new content, but also they will work hard to eliminate all bugs and errors.

Game release date planned in 2017.

Escape from Tarkov system requirements

Minimum Requirements

  • Processor: 2.4 GHz dual-core processor (Intel Core 2 Duo, i3), 2.6 GHz (AMD Athlon, Phenom II)
  • RAM: 6 GB RAM
  • Video Card: DX9 compatible video card with 1 GB VRAM
  • Disk space: from 8 GB
  • Operating system: Windows 7/8/10 (64 Bit)
  • Processor: quad-core processor with a clock frequency of 3.2 GHz (Intel i5, i7), 3.6 GHz (AMD FX, Athlon)
  • RAM: from 8 GB RAM
  • Video card: DX11 compatible video card, from 2 GB of video memory
  • Sound: DirectX compatible sound card
  • Network: permanent internet connection
  • Disk space: from 8 GB

Official trailer

Gameplay of the alpha version of the game (28 minutes)

An online shooter with role-playing elements in a post-apocalyptic setting, the action of which takes place on the territory of the fictional Russian city of Tarkov. Players will have access to several types of experience, more than 100 different skills, realistic physics hits and ballistics, as well as a lot of opportunities (trading, espionage, exploration of the world, collecting resources, battles, assaults, cooperative missions).

General information

The post-apocalyptic city of Tarkov, where fighting, located in the ring of checkpoints of the Armed Forces of the Russian Federation and the UN. The main task facing the player is to survive and find a way out of the blocked city. Players will control mercenary thugs employed by two private military organizations.

Survival

The game world is full of dangers, death lies in wait for gamers at every turn: a character can die from exposure, exhaustion, disease or untreated wounds. Curiously, each type of injury will have its own consequences. Of course, it is even easier to go to the "other world" with the help of fighters from an enemy company. However, the creators are not going to leave the player to the mercy of fate: completing story-oriented missions will help increase the chances of survival.

Character

Exploring game world, the protagonist receives different types of experience: the type of experience depends on the activity that is preferred. You can engage in trade, go on research expeditions, collect resources, organize reconnaissance operations, spy, storm enemy strongholds, etc. More than 100 skills are available, they are divided into 4 types: combat, physical, mental and practical.

What is Escape from Tarkov? Who is the developer?

Escape from Tarkov is a hardcore story-based multiplayer online game at the intersection of FPS / TPS and RPG genres with MMO elements.
The developer is the Russian company Battlestate Games, which is located in St. Petersburg.

Will the game be shareware (free2play)?

No, the game will be exclusively buy to play, that is, it is bought once and for good. Microtransactions (donations) are not planned in the game. But low-cost paid DLCs are planned

Will Escape from Tarkov be a session shooter? What modes will be in EFT?

In the classical sense, no. The game will consist of several modes. The player has one life, and upon death, the player loses everything that he came with and that he found at the location.

The first mode will be released with the release of the game - this is a scenario walkthrough. That is, the game session (which will last an hour and a half on average) will take place in large open locations with an area of ​​​​5-10 square kilometers. The player's task will be the sequential passage of these scenarios - raids, the principles of exits from which will differ based on the plot premises. After going through one scenario, the next one opens. The player can return to the passed scenario, to search for a specific loot, or more detailed research (careful research can lead to the discovery of special side locations).

After all scenarios are implemented (and there are about 10 of them planned), a freeroam mode will be opened, in which the player can freely move around an area of ​​15 square kilometers without any time limit. It also provides for the ARENA mode, which by its principles resembles gladiator fights.

That is, EFT in scenario mode, although it will have a session, but it will be due to purely plot moments (the hero escapes from Tarkov). In freeroam mode, there will be no time limit for staying at a location. And in the Arena mode, the session will be limited to the fact of one's own death or the death of the enemy.

Will there be a story in Escape from Tarkov?

Escape from Tarkov is a story-driven game despite being online. Everything that happens in the game will be determined by the plot of the main line and a lot of side quests, some of which will be issued by merchants, and some the player will have to decide on his own without any prompts.

Where and when does Escape from Tarkov take place?

Escape from Tarkov takes place in an alternate universe in our time. The main setting is the fictional Russian city of Tarkov (and its environs), the northern industrial and financial center of the country. The events described in the game, in turn, are the prehistory of the Russia 2028 universe. The city of Tarkov found itself in the center of a war of private military corporations that began as a result of the underground illegal activities of the transnational corporation Terra Group. By unknown reasons the situation in the city sharply destabilized, the inhabitants were evacuated, only mercenaries, bandits “Wild” and various dark personalities remained, pursuing unknown interests.

MMO events will unfold in the fictional Norvinsk region - a special economic zone that has become a "gateway" between Russia and Europe. Excellent conditions for large international companies have attracted to the region not only law-abiding entrepreneurs, but also corporations with dubious plans. AT major city region, Tarkov, a scandal broke out around the transatlantic company. Six months later, the political confrontation turned into an armed conflict, which involved UN peacekeepers, internal troops of the Ministry of Internal Affairs and two private military corporations. The borders of the region were blocked, and those who fell into the thick of the flaring local war were cut off from the outside world.

On the territory of the Norvinsk region, two private military companies are most active, attracted by the two sides of the old conflict. USEC, hired by the controversial international corporation Terra Group, arranges local military clashes in the region and actively interferes with the investigation of the activities of the Terra Group by local authorities. In addition, according to intelligence agencies, USEC is engaged in covering up prohibited work and research by a foreign company. BEAR, rumored to have been created on direct orders from the Russian government, works for the Norvinsk region's official structures and is looking for any evidence of Terra Group's illegal actions.

Every day the situation in the Norvinsk region becomes more complicated and confusing. Against the backdrop of constant hostilities, panic broke out in the city of Tarkov: the population is fleeing, and those who remain are striving to profit at the expense of others. Having taken the new realities for granted and huddled into well-armed groups, the "wild" Tarkovites set about dividing the city. Today, the whole of Tarkov is demarcated by invisible lines, behind which stretch the territories of one gang or another: ready to do anything for profit, they do not stop at killing civilians, or at confrontation with two private military companies.

Players will try on the role of one of the mercenaries who survived the first stage of the war in Tarkov. Choosing one of the two sides - USEC or BEAR - the hero starts his journey from the city center. Tarkov is blocked by the UN and the Russian military, supply lines are cut off, communication with the command is lost - in these conditions, everyone decides in his own way what to do and how to get out of the chaotic metropolis.

Will it be possible to go through the EFT alone?

Offline single player is not planned. The player can play the game alone online, without the help of comrades in the co-op. But this does not relieve him of the presence of other players in the locations. Moreover, in the final scenarios, it is highly recommended to go on a raid with partners.

How will the RPG component be implemented?

The main role-playing components of EFT are the inventory system, leveling and pumping the character's skills. Getting new levels (levels) will be associated with earning experience (killing, looting, healing, exploring locations, breaking doors and safes, etc.)

The role-playing component will be similar to the mechanics of games The series Elder Scrolls and based on repetition. Pumping as a whole is similar to the system in The Elder Scrolls - we pump skills with repetitions, for example, pumping intellect:

  • 1 studied item for 20% intelligence skill;
  • 1 hack without a multitool per 1% skill;
  • 1 hack with a multitool for 4% skill;
  • 200 weapon repairs per 1% skill.

Bonuses:

  • Increase the speed of studying items (up to + 100%);
  • Acceleration of the base speed of hacking (up to + 100%);
  • Increase weapon repair efficiency (up to +100%).

What is unique on our part is that the system of bonuses from skills is not limited to static bonuses - our character begins to hold weapons and reload in a different way, use medicines as needed.
With the pumping of skills, new tactical possibilities open up for the player. The top skill level unlocks an elite skill. Well, the fact that without pumping skills the character begins to forget them is also an innovation.
The inventory system is a classic slot inventory, with a backpack, an unloading system, pockets, slots for equipment and weapons, etc.

Will there be clans/other permanent factions?

Yes, the game is planned clan system where you can gather your group. We will not limit players on how and what to do in a clan. It can be like a fighting clan that hunts other players or a trade guild where there are merchants and “gatherers” players.

Will there be an economy in the game?

Yes, the game has an extensive, dynamic economic system. It will be possible to trade both with other players and with NPC merchants. The dynamism of the economic system also lies in the fact that, in addition to players and NPC merchants, various random factors will influence the overall economic situation: deficit, floating exchange rates, even the health status of the merchant - all these parameters will be controlled by AI.

How realistic will the game be?

We, the development team, ourselves are very fond of hardcore and realistic projects and, of course, we want to make EFT as realistic as possible in all aspects - health, combat, inventory management, interaction between characters, graphics, sound, etc.
Your character can die from a number of adverse factors, such as injury, infection, exhaustion, dehydration, etc. The player is subject to hypothermia, concussions, clouding of mind, he will have to correctly use medicines, equip weapons with ammunition, and also use these weapons in order to certain moment there was no misalignment of the cartridge. This list can be continued for a very long time.

How realistic are the shooting mechanics?

Not only the shooting mechanics, but also the weapons themselves and their customization are our great pride. The weapon will behave very realistically in combat: physical recoil, wedges and misfires, bullets will have a realistic ballistic model - they will change their trajectory after breaking through surfaces, they will split and ricochet. Even powder gases in flame arresters will spread like in real life.

How detailed will the customization be?

You can already quickly evaluate in the Action gameplay video how deeply it will be possible to customize weapons. Almost any part can be replaced or removed, complete freedom of customization, which will allow each player to create their own unique weapon configuration for their personal play style. Customization also includes the replacement of magazines, the installation of flashlights and laser sights, tactical handles, various sights, etc. On some samples, it will be possible to change even the shutter handle and trigger.

How many unique weapons are planned in the game?

Very, very much. For example, we have a desire to make a line of absolutely all versions of AK

What can be customized besides weapons?

It is planned to customize MOLLE unloading systems, clothing and other equipment.

Will there be crafting in the game? (creation of items from improvised materials)

It will, but not in the form in which it is implemented in some projects. It will not be possible to assemble a machine gun from pieces of wood, bolts and adhesive tape. Only from real spare parts it will be possible to assemble something, for example, by finding all the AK74M spare parts separately (magazine / receiver / receiver cover / bolt / barrel, etc.), you can assemble the machine itself.

In addition to weapons, there will be types of items that can be combined.

Will the game be available on Steam?

Yes, we plan to use the Steam platform.

Will there be Steam Workshop support and custom mod support?

Maybe. Works from the workshop will go through our acceptance in order to admit them to the game world. Custom mods that change the gameplay in some way will not be allowed. we have a network game.

Will you need to buy early access to play CBT?

No, it's not required, although players who pre-order are guaranteed access. The rest will be given access by a selection of random lucky ones who subscribe to the newsletter.

What are system requirements? Will there be gamepad support?

System requirements are not yet known, but we will try to keep them low. At this stage, the game is running at 120+ FPS at max settings on an above-average configuration.

We have already tried to connect the gamepad for purely experimental purposes, so it is possible that it will be supported.

On what engine? Will there be cross-platform support for Mac and *nix?

The game is based on Unity 5, although a large part of the graphical functionality was written by us from scratch. A Mac release is planned, but it is not yet clear whether this instance will play in the general player space.

Is this a game from the developers of Stalker?

We repeatedly notice that the materials of Escape from Tarkov are often attributed to "from the creators of STALKER", "from the developers of STALKER". This is not true. There is only one person on the team former developer STALKER, and therefore it is wrong to position the project in this way.

The developers of Battlestate Games have worked on different projects in different genres, but we all share a love for real hardcore shooters, of which there are not so many.

What about console version is it planned or not?

A console version is being considered, but it's still too early to talk about it.

How can I sign up for closed beta testing?

As already mentioned, the guaranteed way to get into the beta test is to pre-order the game, which will be open soon. However, due to the scale of testing, we can not do without the help of the lucky ones, randomly selected from among the subscribers to our site's newsletter -www.escapefromtarkov.com/signup/

When is the beta test, EFT release?

The start of closed beta testing is scheduled for the first quarter of 2016.
The game is scheduled for release in the second quarter of 2016.

I think I have insane level design skills (modeling, programming) and would like to join the development team. Are there vacancies and what are the requirements?

If you think that you really have professional skills in the field of game development, you can write to [email protected] indicating the subject of the letter and your resume. We are always looking for talented professionals to join our team.

Are you independent or do you already have a publisher/sponsor? What should I do if I want to sponsor the development of a game?

Write to [email protected] your sponsorship/publishing offers

Is there going to be a special edition with an artbook/figures/caps etc.?

Yes. Oddly enough, we are planning a boxed version of Escape from Tarkov, including a deluxe one.

This topic has been pinned, so it's probably important

Official FAQ

What is Escape from Tarkov? Who is the developer?

Escape from Tarkov is a hardcore story-based multiplayer online game at the intersection of FPS / TPS and RPG genres with MMO elements.
The developer is the Russian company Battlestate Games, which is located in St. Petersburg.

Will the game be shareware (free2play)?

No, the game will be exclusively buy to play, that is, it is bought once and for good. Microtransactions (donations) are not planned in the game. But low-cost paid DLCs are planned

Will Escape from Tarkov be a session shooter? What modes will be in EFT?

In the classical sense, no. The game will consist of several modes. The player has one life, and upon death, the player loses everything that he came with and that he found at the location.

The first mode will be released with the release of the game - this is a scenario walkthrough. That is, the game session (which will last an hour and a half on average) will take place in large open locations with an area of ​​​​5-10 square kilometers. The player's task will be the sequential passage of these scenarios - raids, the principles of exits from which will differ based on the plot premises. After going through one scenario, the next one opens. The player can return to the passed scenario, to search for a specific loot, or more detailed research (careful research can lead to the discovery of special side locations).

After all scenarios are implemented (and there are about 10 of them planned), a freeroam mode will be opened, in which the player can freely move around an area of ​​15 square kilometers without any time limit. It also provides for the ARENA mode, which by its principles resembles gladiator fights.

That is, EFT in scenario mode, although it will have a session, but it will be due to purely plot moments (the hero escapes from Tarkov). In freeroam mode, there will be no time limit for staying at a location. And in the Arena mode, the session will be limited to the fact of one's own death or the death of the enemy.

Will there be a story in Escape from Tarkov?

Escape from Tarkov is a story-driven game despite being online. Everything that happens in the game will be determined by the plot of the main line and a lot of side quests, some of which will be issued by merchants, and some the player will have to decide on his own without any prompts.

Where and when does Escape from Tarkov take place?

Escape from Tarkov takes place in an alternate universe in our time. The main setting is the fictional Russian city of Tarkov (and its environs), the northern industrial and financial center of the country. The events described in the game, in turn, are the prehistory of the Russia 2028 universe. The city of Tarkov found itself in the center of a war of private military corporations that began as a result of the underground illegal activities of the transnational corporation Terra Group. For unknown reasons, the situation in the city sharply destabilized, residents were evacuated, only mercenaries, “Wild” bandits and various dark personalities remained, pursuing unknown interests.

A more detailed historical synopsis can be read here -

What is Escape from Tarkov?

Escape from Tarkov is a hardcore story-based multiplayer online game at the intersection of FPS/TPS and RPG genres. The developers compare the concept of Escape from Tarkov with Destiny and Tom Clancy's The Division, which has not yet been released. We will be introduced to the game in the near future through thematic videos about various game modules. Age rating EFT 18+.

About the developer:

  • The game is being developed by Battlestate Games, founded in 2012.
  • Some employees have worked and are working on behalf of AbsolutSoft (Contract Wars).
  • The team currently consists of about 40 specialists.
  • Among the developers there are both specialists grown from scratch, as well as professionals with extensive experience who worked on Stalker, mass effect and Bioshock.
  • The studio does not depend on anyone and does not plan to use crowdfunding platforms.

Story and universe:

  • The game is based on the fictional universe of Russia 2028, on which several games will be released and several books are being written. The idea to create the universe was born 7 years ago.
  • The events of the game are the prehistory of the world Russia 2028. After the events of EFT, chaos and a war with nuclear weapons ensue, which will throw people into neo-feudalism.
  • The events of the game are connected with the illegal activities of the transnational corporation Terra Group.
  • Two private military companies (factions) are involved in the conflict - USEC (West) and BEAR (Russia), which will ultimately have to join forces.
  • The hero becomes embroiled in the tangled events in the city center in the face of imminent collapse and must find a way out.
  • Tarkov is a modern fictional Russian city with infrastructure and suburbs.
  • The developers tried to create a simulation of the world before the real collapse of civilization due to the human factor - no anomalous cataclysms, mutants and the coming of aliens.
  • The game will be thoughtful story line, full of both dry realism and emotionality.
  • The story will be revealed through quests through informational items, recorded dialogue, and pre-game cinematics.
  • Part of the quests (50%) the player will have to invent for himself, relying on the items found and solving riddles ("What kind of code did I find?", "What is that closed room in the hotel?").

Game modes and scale:

  • Scenario passage (Raids, Scenarios). The main mode with PvE / PvP, quests, loot, and all this in fairly large open raid locations (city center, suburbs, chemical plant, lighthouse, port, etc.).
  • free roam. A large open location without any session restrictions with dynamic quests, merchants that have a live embodiment in the form of NPC characters, events, etc.
  • Offline mode (Vault), so far implemented in menu format. That's all you can do when you're not in combat: inventory management, weapon customization, faction management, trading, etc.
  • The developers plan to add arcade modes, such as Team Deathmatch.
  • The passage time of the Scenarios is limited and is determined by the plot points.
  • The player entering the Scenario will not know who is in the location.
  • In order to successfully pass a location in Scenario mode (and open the next one), the player must find a way out of the location (of which there may be several).
  • Locations in Scenario mode are up to 8 square kilometers in size and feel like locations from Stalker.
  • Locations in the Scenarios mode are "live": there is a change of times of day and weather effects, various events such as spontaneous mortar strikes, invasions of local Scav marauders, etc.
  • You can go through previously opened Scenarios as many times as you like.
  • Location in Free roam mode has an area of ​​16 square kilometers.
  • The largest locations currently fit up to 64 players.

Leveling and character:

  • Customization will be (so far, only the choice of the head has been announced).
  • The game has a classless system, but the choice of faction at the start of the game determines the character's unique skills and starting equipment.
  • Character development is based on a "skill-based" system, i.e. based on repetition (as in the Elder Scrolls).
  • Skills are pumped through levels, each skill level gives a bonus.
  • The maximum skill level is 50, maximum level skill unlocks an elite skill.
  • Skills fall into four categories - physical(vitality, health, strength, etc.), mental(associated with perception, intelligence, mindfulness, charisma, memory, etc.), combat(possession of various types, extinguishing, recoil, throwing, etc.) and practical(stealth, medical assistance, weapon modification, barter, network marketing, silent and night operations, electronic hacking, etc.).
  • Without pumping certain skills for a long time, the character begins to forget them.
  • The system of bonuses from skills is not limited to static bonuses - everything is displayed visually: the character begins to hold a weapon and reload differently, use medicines properly, become more stress-resistant, etc.
  • For various actions, the player gains experience, which increases the level.
  • Experience is given at the end of the Raid. 4 key positions are evaluated: Exploring (research, world studies, etc.), Treatment (treatment, repair, etc.), Killing ("high-quality" kills, series, headshots, etc.), Looting (picking in "garbage", hacking, etc.).
  • Levels serve as a kind of classifier for a player by type of gameplay (play style, statistics, reputation, etc.).

Equipment, mining, crafting and economy:

  • All weapons and equipment in the game are absolutely real and have real physical characteristics, including the type of ammunition. There will be no fantasy weapons.
  • List of known item types: weapons, weapon parts, medicines, supplies, ammo, utility vests, grenades, barter items, three types of in-game money.
  • Rare items can be found in unexpected places, behind closed coded doors and even in special places that require you to complete independent side quests to access.
  • The main element of crafting will be the assembly of unique configurations of weapons and other items of equipment (such as bulletproof vests, ammunition) from real parts and mods (there will be no traditional materials crafting for MMOs).
  • Weapons can be completely disassembled, parts can be replaced, etc., but this requires suitable elements and spare parts.
  • The inventory has a slot structure.
  • The game will have an economy with trade, exchange, etc.
  • There will be NPC merchants in the game, which are implemented according to the "event-based" principle: a merchant can get sick, a caravan can be robbed, etc. All this will affect the economy.

Hardcore and Simulator:

  • You can die in different ways: from various types of injuries, dehydration, blood loss, poisoning, infection, etc.
  • Weather and external conditions will affect game process(body temperature, pressure, etc.).
  • For treatment, various medicines are needed: splints, bandages, tranquilizers, antibiotics, etc.
  • In the game you need to eat and drink so as not to starve to death at the most inopportune moment.
  • The game has pain effects, shell shock and even clouding of mind in especially long and exhausting raids.
  • The game will have full control over shooting from various positions, including the degree of crouching, prone position, etc.
  • The game will have a "peep" system, as well as blind shooting. There will be no "sticking".
  • The game will have full control over the speed of movement, directly related to the stealth gameplay.
  • The combat part is called the Combat Simulator: EFT implements correct reloading, loading a cartridge into the breech, unfolding, folding butts, different grips of weapons depending on the pumped skills, etc.
  • The developers are trying to make the behavior of the weapon as realistic as possible: the weapon wedges, there are distortions of cartridges, overheating, misfires, and so on.
  • Bullets are subject to ballistics, deflection after breaking through obstacles, splitting and ricochets.
  • When you die, you lose all the equipment (experience and skills are not lost) with which you came to the raid (the stash remains intact, but you can only store money and quest items in it; there will also be insurance in game currency).

Social interaction, PvP and team play:

  • The game is built on the principle of FFA - you can kill everyone. Partners can betray you, kill you, and steal your loot, so choose your companions wisely.
  • You can also play for the NPC faction of marauders (Savages), but with pre-installed equipment and loot inventory.
  • The game will have some kind of karma system.
  • By playing with partners, you swing skills together (a la the collective mind).
  • When playing together, you can communicate with your partners through a system of replicas (loot found, I see an enemy, open the door, found a way out, etc.) by radio or by voice directly to the "world".
  • In some scenarios, it is necessary to play as a team, because. you will need to perform actions that require the participation of at least 2 people.
  • The game will have an exchange system (you can transfer an item to a partner).
  • There will be Groupings in the game - this is not just a clan tag, they will be useful. It is planned to create a system of groupings-guilds with their own caches, management, distribution of roles and so on.
  • The game will have an espionage system.
  • In the initial locations, you can play solo, and then either skill or partners.

Technical part:

  • The game is created on the Unity engine.
  • The game does not yet support DX11/DX12.
  • There will be no browser version (the developers already have the popular Contract Wars).
  • The developers have extensive experience in dealing with cheaters and are developing their own protection module.
  • The game will not be demanding on hardware.
  • All characters will be voiced, including NPCs.
  • The game will be partially destructible.
  • The game will implement the weather and change the time of day.
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