

This said, all the three modes are united by the single world where the players can chat and exchange with each other. Thus, for example, in the team-based mode there won't be monsters, but in co-op and free-play ones we'll have them and besides the monsters, players will be able to compete and kill each other. PVP and PVE modes differ – we have three different game modes, each with its own inner logic. Will there be any separation of PVP and PVE? We will limit the number of players on the map – in this way we will receive balanced gameplay and preserve the atmosphere which can be destroyed by a large number of players in one place.

Thus, the players make sallies into the world of Survarium, and those are backed up by the story – protection and capture of important territories and camps, survival, world exploration and so on. We have a session-based design, where a session lasts, depending on the mode, from 15 minutes up to an hour. There is nothing even close to this happening in a singleplayer game.
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We offer several play modes – team-based combat, co-operative adventures of a small group of friends and a free-play mode where players are on their own, they are free to both cooperate and compete with each other, alone or in group, which allows totally unique gaming situations to appear spontaneously. How will the MMO aspect of the game work? Is it instanced? Is it one server? Players will need to help each other when coming into contact with certain anomalies. Will players need to cooperate to overcome some anomalies? The anomalies and artifacts will be in PVP clashes, in co-op play and during the exploration of the Survarium world. We plan to develop the ideas of an anomalous zone which are familiar to you from Stalker, but on a new quality level. There will be both – animal and human-like ones.Ĭan you tell us about the kind of anomalies players will encounter? Yes, mutants are going to be horrifying and realistic. Will you face monsters as you did in Stalker, or are the threats more earthly - other humans and animals? There are several reasons for that – we want to please the fans and to show the succession of the projects.

The nuclear catastrophe was just a disguise.Īs for Chernobyl, some of our locations are from the Chernobyl zone. I'd like to remind you that Stalker was not about a nuclear catastrophe, but about dangerous scientific experiments that have been secretly held on the territory of Chernobyl zone, which actually led to the emerging of the Zone. We are talking about the importance of saving life on Earth now, while we are standing on the edge already. How are we going to survive and what will be happening. Our stories of what will happen in case the thin ecological balance is shaken and we end up in an irreversibly bad ecological catastrophe that seizes the entire world. The modern science and technocratic society exists on the verge of a global eco-catastrophe. The characteristic feature of our games is their ecological implication. Thus, from the moment of release, online projects only start their path – they constantly open new possibilities to the players and keep improving both graphics and gameplay.īoth games feature the Chernobyl area - but Survarium talks about a global ecological catastrophe, not just a nuclear one. First, this is protection against piracy which severely affects sales of a singleplayer game, and second, no less important, is a possibility of constant project development. However perfect the bots are, they never will be able to be totally different, alive and unpredictable as real players. In the virtual world players meet other living players, as opposed to bots. The online market (we believe) is the future. The game constantly encourages players to show their inventiveness and skills, abilities of strategy to achieve victory. Each game session differs from the previous one. On top of the story and game tasks, there is communication and competition between the players, all to add dynamics and unexpectedness to the gameplay. In this context, you expect entire systems like chat, forums, stores etc.

In terms of design, there are major differences too – firstly, this is a focus on massive multiplayer.
