Chernobylite 2: Exclusion Zone
300 😀     173 😒
61,32%

Rating

$33.99
$39.99

Chernobylite 2: Exclusion Zone Steam Charts & Stats

Explore the mysterious open world of the Chornobyl Exclusion Zone in this post-apocalyptic action RPG adventure. Craft your story by facing sinister hazards and monsters. Survive furious encounters with the help of your crafted weaponry, developed skills, gathered teammates, and supported factions
App ID2075100
App TypeGAME
Developers
Publishers The Farm 51
Categories Single-player, Steam Achievements, Steam Cloud, Multi-player, Co-op, Online Co-op, Full controller support
Genres Indie, Action, RPG, Adventure
Release Date2025
Platforms Windows
Supported Languages French, Italian, German, Spanish - Spain, Simplified Chinese, Japanese, Russian, English, Spanish - Latin America, Polish, Ukrainian

Chernobylite 2: Exclusion Zone
473 Total Reviews
300 Positive Reviews
173 Negative Reviews
Mixed Score

Chernobylite 2: Exclusion Zone has garnered a total of 473 reviews, with 300 positive reviews and 173 negative reviews, resulting in a ‘Mixed’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for Chernobylite 2: Exclusion Zone over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.


Recent Steam Reviews

This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback

Playtime: 27 minutes
Dont listen to others saying it is AI slop and think thats a valid reason to not buy.. No. It is worse than that, it took 22 minutes to "load the shaders" before starting it, and i thought oh sick its done.. Holy fucking hell you would NOT believe me how BAD this game actually is. Everything in settings was set to max, so clearly it would look ATLEAST decent, no? Wrong. IT LOOKS LIKE A UNREAL ENGINE ASSET FLIP! The protag lights a cigarette in the starting cutscene with a flip lighter, fucking hell that ligher had like a plastic texture and was one shade of gray with a png flame coming out of it. How do you fuck up this bad. I genuinely thought it would be what it seems like on the screenshots on the store page, and i LOVED the first game, but this is worse than even thinking of my ex, and she was fucking awful and makes me wanna gouge my eyes away. Dont buy, if you do, you can always refund, but playtest before the 2 weeks pass otherwise good luck keeping this shit in your library
👍 : 9 | 😃 : 6
Negative
Playtime: 123 minutes
I think I hate this. Combat is horrifically clunky, melee attack animations appear to have no actual relation to impacts or damage done (a side effect of making everything RPG statified instead of just letting a hit be a hit), elemental combat has mechanics that require radiation to recharge but somehow there's no apparent radiation pockets near the first boss you fight, and after the megapatch with supposed engine fixes the game is stuttering like it never was before. In the end, it also just feels...wrong. The first game was a slow burn survival horror story with gritty action that made you feel like you were earning your victories. This is some generic scifi/crafting/basebuilding game that Steam already has literally, not figuratively, literally hundreds of. The turn from unique to the most generic thing imaginable is hugely disappointing. I don't know who the target audience is, but it isn't people who loved the first game.
👍 : 3 | 😃 : 0
Negative
Playtime: 742 minutes
Jesus Christ, I guess we are entering the age where every game needs to be co-op? What are you guys going to say if GTA 6 is not co-op. I liked the first game for first person shooter, they added third person with this game. it is nice. But my god, i hope people realize what they are asking for having every game need third person and co-op, and diversity, or whatever you heart contents is just not feasible. What makes each individual game great is its uniqueness. If alot of you got what you wanted we will be entering a point in gaming where every game is the same, no game is different, just a bunch of Fortnite Clones. Literally guys be careful what you ask for. If you only want to play co-op games, THEN JUST PLAY THOSE GAMES. Dont go demanding that EVERY GAME BE CO-op. EVERY GAME NEEDING CO-OP is not a Bright future. TO my point, the game is fun for now needs alot of work but, i trust the devs will work on it. PURE FUN, THE LORD IS MY STRENGTH
👍 : 15 | 😃 : 1
Positive
Playtime: 4667 minutes
This game in NOT the original Chernobylite game that you likely first fell in love with. That gritty action game that was immersive and compelling in its game play. Before you go clicking the purchase button and spending your money only to have buyer's regret, read through the below and check out the online reviews about the direction the developer has decided to on this venture. Currently very disappointed in how the game currently stands. I understand we're early access, but the controls and feel of the game world are horrible compared to the original game. Why is the PDA so big and taking up so much space on the screen when not minimised? It seems like a cool idea a dev came up with and that they haven't had someone give them honest feedback to scrap it. Put the data elsewhere in components on the screen and axe the PDA. I'm spending more time staring at the PDA in the bottom corner of the screen than the world around me. I don't want to play the PDA game. I want to play the amazing Chernobylite game in the amazing Chernobylite world. PDA map...why doesn't it zoom in and out? Coming back to the point again: get rid of the PDA. Why do I need it up to scan the world around me? I've got perception, that's my skill, not the PDA's skill. I want to stop looking at the PDA and start looking at the world. Let me scan the world independent of the PDA, highlight or mark the items in the world around me, and then also maybe have them on a smaller zoomable mini map tucked away in the top-right corner of the screen. When first starting the game the default mouse speed was set extremely slow. Fixed by going into settings. The first couple of hours playing were visually horrible. Why was everything so close to the POV of the character? Found the field of vision setting, but even at max its still a bit too close. The character models feel like they're based on late 1990's code and modelling, just up scaled. Not lifelike or fluid. The voice acting... The voice actors come across like they're reading individual lines into a microphone in a room on their own, not actually speaking dynamically with another person. The dialogue between characters is so...halting. It's not fluid and breaks any sense of immersion. Again, it feels like late 1990's technology. Text windows on the Build Your Base screen take up way too much space and stick around needlessly. Why can't I zoom in and out? This is a part of the overall problem that is a pattern in the game so far. Too much clutter. Not enough immersion and realism. After building a room and attempting to place a workbench in that room, the screen is again taken up by way too many things leaving way too little of the screen open to see the room and the item that you're trying to place in it. Can't leave the Build Your Base screen if you've got a large room selected but not placed due to rocks in the way. Hit ESC to leave the interface? You get a popup asking you to ACCEPT or DECLINE the error message preventing you from leaving the interface. Neither option lets you leave Build Your Base....you just get left with the same unplaced room and stuck in the interface. Using a workbench: why isn't ESC a default key to exit the workbench screen alongside the displayed odd choice of the TAB key? TAB isn't a game standard choice for exiting screens, if you're going to use it, at least keep ESC as a secondary exit key. ESC should get you out of every single screen that you are in while playing the game. Same problem with skipping conversation lines of dialogue. Why is ENTER your choice of key bind here? Why are users taking their hand off the mouse to move to the keyboard and hit ENTER? The SPACE key should be default, or at least a secondary key. Left hand is already at the standard WASD home location, that leaves the thumb to readily hit the SPACE key to skid dialogue lines quickly. Attribute screen: you need to be able to click an attribute to lock it in so you can go down and scroll through the explanation text window. Currently you have to try and carefully weave your mouse pointer around other items to get down to scroll the text window without inadvertently changing it to a different item. Systems and quests aren't thoroughly tested to be intuitive and error free. During Night Activities in learning how to build an extractor the steps are clunky and at the end you're audibly prompted to return to the base, but attempting to leave has the stalker appear out of no where saying you can't leave....why? I dunno, no quest info on the screen, but apparently you need to talk to him before leaving and him automatically stopping you from leaving apparently isn't a good enough time for him to just say what he has to say. Again, the close camera distance made this quest annoying trying to place pipes or a power line especially with all the things taking up screen space. Looking at you needless PDA and over-sized quest text that never goes away... Combat just feels sluggish and awkward. The original game was gritty and realistic and so far the in game experience feels like a child's game for pre-teens for combat. Fights seem...episodic not natural or a part of the world. In 3rd person, you can strafe while holding down aim for a ranged weapon...but not a melee weapon? Blocking is bound to the right mouse button instead of aiming like with a ranged weapon. A better solution is needed. Normally a modifier like SHIFT or another key would let you strafe, but I haven't found a modifier key to strafe in 3rd person melee....I just wobble around inefficiently trying to line up shots. 3rd person melee is needlessly frustrating. Where is the elegance of the original game? 3rd person combat has none of the gritty realism of the original game. Why? Why was this changed? Melee in first person leaves odd disorientation after multiple swings. Where did the enemy go? Why did my camera angle change? Getting melee'd through the wall of a cargo container needs to get fixed. I selected the gun based class. I want to play as a sniper and a gun-based character...but here I am playing a mindless melee character by default due to the limitation of too little ammo and guns just not matching up. I didn't want to play like this, why am I being funnelled into swinging a melee weapon when the game asked me how I wanted to play? Cater the in-game experience to the class chosen by the player. Typos in the on screen text display of NPC audio conversations need to be fixed. Igor needs to use the word "he'll" not "heill." Going to the map screen by hitting "M" needs to center the location of the mouse pointer. Currently if you've been turning and then press "M" the map screen will slide all the way to the left or the right until you manually center your mouse in away from the edge of the screen. I understand you're in EA, but these are really core components that are key to user experience and immersion. Why has the game strayed so far from the original game's design and mechanics? There's a reason that it was successful and fun to play. It feels like the development team may be working with a yes-man culture where everyone is possibly being too polite and not enough honest discussions are being had or encouraged to be brutal on pet code projects or sunken resources into code that is simply not good. This is not the original Chernobylite game deepened and uplifted into a better version of the first game. This is a scrapping of the original and a rewrite from the bottom up, having not held true to the original game play experience....which is why users are on this Steam page hoping for more of the same...only better.
👍 : 54 | 😃 : 6
Negative

Chernobylite 2: Exclusion Zone Screenshots

View the gallery of screenshots from Chernobylite 2: Exclusion Zone. These images showcase key moments and graphics of the game.


Chernobylite 2: Exclusion Zone Minimum PC System Requirements

Minimum:
  • Requires a 64-bit processor and operating system
  • OS: 64-bit Windows 10 / 11
  • Processor: AMD Ryzen 1600X / Intel Core i5-7600K
  • Memory: 16 GB RAM
  • Graphics: Radeon RX 580 8GB/ GeForce 1070 8GB/ Arc A380
  • DirectX: Version 12

Chernobylite 2: Exclusion Zone Recommended PC System Requirements

Recommended:
  • Requires a 64-bit processor and operating system
  • OS: 64-bit Windows 10 / 11
  • Processor: Ryzen 7 7800X3D / Intel Core i5-12600K
  • Memory: 16 GB RAM
  • Graphics: Radeon RX 5700 XT / GeForce RTX 2070 SUPER/ Arc A770
  • DirectX: Version 12

Chernobylite 2: Exclusion Zone has specific system requirements to ensure smooth gameplay. The minimum settings provide basic performance, while the recommended settings are designed to deliver the best gaming experience. Check the detailed requirements to ensure your system is compatible before making a purchase.

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