The postmortem of Chernobylite
summary
Recreates the Chernobyl Zone with a photogrammetry pipeline and PBR assets, funds development via Kickstarter ~$200k and Early Access, and sells roughly 150,000 Early Access copies while staying independent until later porting help from All in! Games publisher for ports. A 30‑person team pivots a failed Get Even sequel into a narrative survival horror inspired by Fallout and This War of Mine, faces brutal localization cycles, heavy optimization work and QA debt, and gradually shapes design from player feedback.
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chapters (13)
- 0:00Introduction
- 1:06Company background
- 3:17From Get Even to Chernobylite
- 5:28Game design philosophy
- 9:02Funding strategy
- 13:41Marketing and community
- 16:29Production challenges
- 19:40Localization and audio
- 21:50Marketing decisions
- 23:58Russian market and war impact
- 26:50Atmosphere versus mechanics
- 29:00Wish lists and social media
- 30:44Closing remarks and Q&A
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