PC Escape from Tarkov


Power Member
Hardcore online action RPG/Simulator in a contemporary Russian setting. In Escape from Tarkov, everything hinges on the player and their ability to adapt, survive and overcome any obstruction.

Story-oriented game advancement with unique quest elaboration. By completing missions and tasks, players not only learn the history of the Tarkov conflict, but also increase their chances to survive and escape the hot zone.

Next-level realism. Escape from Tarkov is a combat simulator that includes a multitude of hazardous influences. Player actions are influenced by numerous factors, from character’s injuries and physical state to environmental effects.

Absolute freedom of actions and character control. the game employs 100% realistic ballistics, a full procedural effect system, absolute control of movement, interaction with environment, stealth actions and more. Escape from Tarkov also employs advanced system weapon handling and customization.

Unique skills and character progress system. The character receives different types of experience depending on what they are doing. The player can improve more than 100 skills that are separated into 4 types: physical, cognitive, combat and practical.

Individual game progress and choice of tactics. Raids on enemy bases, stealth operations, cooperative missions, trading, exploring, collecting resources, radio communications – in Tarkov, every player finds something for themselves.

AI-controlled economy influenced by players. The character can barter useful resources, engage in auction activities or open their own business with subordinates and systems.

Multitude of offline activities. Healing, trading, spying, weapons improvement and customization, management of loot stashes, researches, etc.

Escape from Tarkov is planning for a closed beta test in early 2016.


Q.What is Escape from Tarkov? Who is the developer?
A.Escape from Tarkov is a hardcore story-driven MMO that combines FPS/TPS with RPG elements. It is being developer by Battlestate Games, the Russian game studio based in St. Petersburg.

Q.Will the game be free to play?
A.No, the game will be distributed as buy to play, bought once and for all. There will be no microtransactions in the game. However, we do intend to release paid DLCs later on.

Q.Will the Escape from Tarkov be a session-based shooter? What game modes is it going to have?
A.In the classic meaning of this term - no, the game won’t be session-based. It has several playing modes. The player only has one life, and, with dying, he loses everything that was brought to the location or found in it.
The first and essential mode will be available with the game release, the story mode. The game session (typically an hour or hour and a half long) will take place on a large, about 5-10 sq. km., open location. The player will have to consecutively clear all of these raid scenarios, with several possible exits, each determined by the game story. By completing one scenario, the player unlocks the next one. Players can return to the previously unlocked scenarios in search for particular loot or more detailed exploration (which can lead to the uncovering of side quests and locations)..
When all scenarios (there will be around 10 of them) are completed, a free roam mode will be unlocked. In this mode, player can move around a 15 sq. km. area without any time limits. Moreover, the game is going to have an Arena mode, which closely resembles gladiator fights.
Thus, although EFT technically does have a session in the scenario mode, it is only determined by the story, where player’s character has to escape from Tarkov. The free roam mode will have no time limitations, and in the Arena the game session will be limited by death either of player’s character or his adversary.

Q.Will Escape from Tarkov have a story?
A.Escape from Tarkov is a story-driven game, despite ins online foundations. Everything happening in the game will be determined by the story of either main chain of events or by numerous side quests. Side quests, by the way, can be handed out by traders, but some of them can only be discovered and solved by the player, without any hints whatsoever..

Q.Where and when is Escape from Tarkov set?
A.The events of Escape from Tarkov take place in an alternate universe around our present time, in the fictional Russian city of Tarkov, the northern industrial and financial center of the country, and its suburbs. The game events, in turn, set background for the Russia 2028 universe. The city of Tarkov is caught in a plight of the war between two private military companies, triggered by illegal activities of the Terra Group transnational corporation. For the reasons yet unknown, the situation in the city quickly went out of control and the local populace was evacuated. The only ones left behind were either private military contractors, the local Scavs gunmen or shady characters of unknown origin and allegiance. The details of the story can be found here - https://www.facebook.com/escapefrom...504071998/1507450666215915/?type=3&permPage=1

Q.Can I complete EFT alone, single-handedly?
A.We do not intend to make an offline single-player campaign, though anyone is free to try and clear the game alone, without help from partners in co-op. However, we do recommend to find trusty partners for the final locations.

Q.What kind of RPG elements does the game use?
A.The main RPG elements in the EFT are the inventory system, leveling and character skills upgrade. New levels will be gained by acquiring new experience - combat, looting, healing, exploration, lockpicking etc.
Skill upgrade system in Escape from Tarkov closely resembles that of the The Elder Scrolls, with skills being upgraded by repeating the same action, and player stats affected by learning. For instance:
1 researched item boosts intellect stat 20%;
1 lockpicking without multitool - 1%;
1 lockpicking with multitool - 4%;
200 points of weapon repair - 1%.
Bonuses for upgrading the intellect stat::
Item research speed boost (up to +100%);
Basic lock picking speed boost (up to +100%);
Weapon repairs effectiveness boost (up to +100%).
There is one more thing that is truly unique about our bonuses and skills system. It is not limited by improving the stats of the character - he starts to to use different weapon grips, reload in a more skilled way, use medication smarter than before.
With every skill upgrade the player discovers new tactical opportunities, and the stats maxed to the top give access to the elite skills. Another new feature makes player forget skills that were not used for too long.
The inventory system is represented by a classic slot-based inventory, split into backpack, vest, pockets, weapon equipment slots, etc.

Q.Will there be clans or other types of player groups in the game?
A.Yes, the game will feature a clan system that will allow players to assemble their own groups. There are no limitations in terms of clan activity. It can be a combat-centered clan that hunts other players, or a trade guild that has both traders and loot collectors, or something else.

Q.Does the game have an economic system?
A.Yes, the game features a wide open dynamic economic system, where players will be able to trade both with other players and NPCs. The dynamics of economic system includes variable factors that are out of the player’s control. Floating exchange rates, shortage of goods, even trader’s health - all of this is controlled by the game AI.

Q.How realistic is the game?
A.The team of developers loves hardcore and realistic games, and, naturally, we would like to make EFT as realistic as possible in all aspects - health, combat, inventory management, character interaction, graphics, sound etc.
Your character can fall victim to a number of hazardous influences, such as wounds, infections, dehydration, starvation and so on. He is also affected by hypothermia, concussions and obfuscations. Players will have to use correct medications at the right time, load weapons manually, use it carefully to avoid jamming... The list goes on.

Q.How realistic is the shooting physics?
A.Shooting physics, as well as weapons and their customization, are something we are very proud of. The weapon is going to behave very realistically in combat, it will have recoil, jamming, misfiring, and bullets will have real ballistic model - they will shift trajectory after hitting an obstacle, will split and ricochet. Even the propellant gases will exit the muzzle brakes just like in the real life.

Q.How deep is the weapon customization?
A.You already may have had a quick look at how detailed the customization is in the Action gameplay trailer. Almost any detail can be removed and replaced. The customization offers the degree of freedom that will allow any player to create a unique weapon configuration that suits his or her playing style. Customization includes the change of mags, installation of flashlights and laser pointers, tactical grips, various scopes and so on. On some weapons, even the trigger or charge handle can be replaced.

Q.How many weapons will the game have?
A.Many. For instance, we are going to have absolutely everything from the AK lineup that was ever issued. Beside weapon customization, we are also going to let players build their own MOLLE systems, adjust clothing and other equipment. .
Q.Will there be an item crafting in the game?
A.The game is going to feature crafting, but not in the classic game meaning of this word. You won’t be able to make a machinegun out of wooden plank, duct tape and screws. The weapons can only be assembled from the real weapon parts, e.g. you can assemble the AK74M only if you find all of its details (mag, receiver, dust cover, bolt, barrel, etc).
Apart from weapons, there will be other items to combine as well.

Q.Will the game be available in Steam?
A.Yes, we do intend to release on Steam.

Q.Will the game support Steam Workshop and player modifications?
A.Maybe. Workshop mods will be properly evaluated by us to be accepted and introduced into the game. Mods that alter gameplay will not be allowed, since the game is online-based.

Q.Shall I have to buy early access to play the closed beta?
A.No, that is not a requirement, though, naturally, pre-ordering players will be guaranteed access. The rest of the beta participants will be selected from the newsletter subscribers.

Q.What are the hardware requirements? Will the game support gamepad?
A.The hardware requirements are yet to be determined, but we will try to keep them as low as possible. Right now, the game shows 120+ FPS with ultimate graphics on the PC that is above average, but not overpowered.
We have already tried playing with gamepad in one of the experiments, so there is a possibility that it will be supported.

Q.What is the engine that powers the game? Will there be a cross-platform Mac and *nix support?
A.The game is based on Unity 5, but many essential functions were created by us from the scratch. We plan a Mac release, but it is yet unclear if the Mac players will play with everyone else on common servers.

Q.Is this game related to the Stalker?
A.There have been numerous mentions on the net that label Escape from Tarkov as a game that is being developed by "S.T.A.L.K.E.R. creators" or "S.T.A.L.K.E.R. developers". Hereby we officially disprove this claim. There is exactly one person on our team that has worked on the S.T.A.L.K.E.R. before, so it would be massive overstatement to assert our project this way.
The Battlestate Games developers have previously worked on multiple projects in a variety of genres; however, we share a common passion for the quality hardcore shooters, which are yet so few.

Q.What about the console version?
A.We are considering it, but it’s too early to talk about that.

Q.How do I sign up for beta?
A.As was mentioned above, preordering the game opens up a guaranteed beta access. However, due to the large scale of the testing, we will also need the help of the lucky people who will be chosen among our newsletter subscribers - http://www.escapefromtarkov.com/signup/

Q.When are the beta testing and release of the EFT?
A.The closed beta is planned for the first quarter of 2016, with release in the second quarter.

Q.I trust my level design (modelling, programming etc) skills and would like to join the team. Are you hiring, and, if so, what are the requirements?
A.If you really have professional experience in the game development industry, feel free to contact us at [email protected] with your speciality in the subject and attached CV. We are always looking for talented experts for our team.

Q.Are you financially independent or is there a publisher or sponsor? What should I do if I want to finance the game?
A.Publishing and sponsoring offers can be sent to [email protected]

Q.Are you going to make a special edition with artbook / figurines / caps and so on?
A.Yes, oddly enough, but we plan to make a box version of Escape from Tarkov, including special edition.

Sigo o jogo desde que foi anunciado o 1º trailer. Parece-me bastante interessante.
É pena não haver nenhuma informação sobre a equipa. Teria mais confiança se soubesse os créditos do pessoal que está a trabalhar nisto, mesmo nesta fase inicial já denota um feature creep bastante significativo. Basta verificar a lista de features anunciadas:

The time has come.

Story-driven scenario based walkthrough as one of the multiplayer gamemodes. Complete raids on large scale locations with your friends or alone.
Explore many of unique and authentic locations of Tarkov city and it’s suburbs: citizen blocks, chemical plant area, AA military base, the heart of Tarkov city, private living zone and others in realtime weather conditions and time of day changes.
Discover concealed locations - reserved facilities and stocks, sealed TerraGroup offices and underground warehouses.
Find useful information and items which will help to understand what is going on in the city.
Cooperate with ex-enemies, change the priorities to unfold the mysteries and escape from Tarkov alive.

Live through immersive combat experience.

Behold the system module HECS - Hazardous Environment Combat Simulator.
Feel your character via health and physical characteristics, including hydration, energy, blood pressure, bloodlosses, fractures, contusion, toxication, exhaustion, tremors and so on.
Control your character freely - smooth speed and stance changes and transitions, leaning and proning.
Be aware of real-life ballistics and projectile hit physics.
Get ready to feel the weapon as it is in real life. Get used to physical concepts of weapon operating - jamming, overheating, wearout, reloading, aiming, charging and, of course, shooting.
Discover the most advanced weapon modding system ever. Change everything you want to expand your weapon’s tactical abilities.
Interact with environment to gain situational domination - switch lights, commence tactical entry with door interaction system.

Stay alive and pay attention.

If you’ll die, you’ll lose everything you took and found in a raid. Organize your backup inventory kits, use secured containers and insurance.
Treat yourself, your gear and weapons properly. Apply the large variety of medicines to stay alive and focused. Repair your armor, firearms and cold steel. Purify water and sort out your food rations.
Manage your inventory in classic slot-based way. Organize and modify your chest rig like a real professional.
Utilize special equipment like NVG, radio headset, ballistic vests and helmets.
Loot fallen enemies and containers to get a vast variety of items to use and barter.
Get experienced - earn points and level up. Near 100 unique skills to train via repetitive actions principle.
Cooperate with strangers or get killed by your friend in the back - there are no rules.

Beware of Scavs.

The louder your scream - the faster they come. Get your trigger finger ready.
Confront with AI driven civilian savage scavengers (or Scavs) and play as a Scav with the pre-set random gear, weapon and health condition.
No need to worry about death - you will not lose anything of your main character.
Get out alive while playing Scav and transfer his loot to your main character stash.

Fit in and get settled.

Experience a large amount of non-combat activities.
Communicate and trade with NPC merchants, gain their trust to get special goods and quests.
Adapt to economy, that changes in real time by other players operations and events, controlled by AI.
Sell your loot in rag fair and auctions.
Become a trader with your own store, runners and specials.
Work with your stash, heal your character, repair and modify weapons, examine items, chat to learn news and gossips.
Establish your own combat group with unique abilities.
Quanto a equipa, pelo que sei sao alguns antigos devs que trabalharam em jogos como mass effect, bioshock , stalker e mais um ou outro jogo.

Isso de pouco serve sem saber quem são as pessoas. Cada vez mais aparecem anúncios em que as equipas listam créditos em inúmeros jogos de sucesso, depois vai-se a ver e é pessoal que trabalhou em QA ou que trabalhava num estúdio de outsourcing que fez alguma arte para o jogo.
Isso de pouco serve sem saber quem são as pessoas. Cada vez mais aparecem anúncios em que as equipas listam créditos em inúmeros jogos de sucesso, depois vai-se a ver e é pessoal que trabalhou em QA ou que trabalhava num estúdio de outsourcing que fez alguma arte para o jogo.

Se fosse pessoal com obra feita usavam o historial para ajudar a promover o jogo. Claro que nada impede que seja um bom jogo de qualquer maneira.
Precisamente ;)

Veremos o que sai daqui, parece-me um jogo demasiado ambicioso e em que estão a tentar vender uma ideia diferente daquela que realmente estão a desenvolver.
Isso de pouco serve sem saber quem são as pessoas. Cada vez mais aparecem anúncios em que as equipas listam créditos em inúmeros jogos de sucesso, depois vai-se a ver e é pessoal que trabalhou em QA ou que trabalhava num estúdio de outsourcing que fez alguma arte para o jogo.

E para ti essas pessoas nao sao merecedores de serem postas em frente pelos seus trabalhos nesses jogos ? Porqué?

Tanto QA como outsourcing asset/prop modeler merecem estarem devidamente creditados nesses jogos pelo simple facto de terem addicionado as suas pedras no edificio.

Seria errado pensar que o trabalho deles é menos importante que os outros até porque não é o caso .
E para ti essas pessoas nao sao merecedores de serem postas em frente pelos seus trabalhos nesses jogos ? Porqué?

Tanto QA como outsourcing asset/prop modeler merecem estarem devidamente creditados nesses jogos pelo simple facto de terem addicionado as suas pedras no edificio.

Seria errado pensar que o trabalho deles é menos importante que os outros até porque não é o caso .

Não são os créditos em si que estão em causa; se trabalharam nos jogos devem estar creditados, independentemente do seu papel. O que é desonesto é ver certas equipas que se apresentam como sendo formadas pelos developers de determinados jogos de sucesso e, em vários casos, até anunciam os jogos como vindo dos criadores de *insert popular title*, quando só desempenharam funções externas nesses títulos.

Quando vês um anúncio dum novo jogo dos lead developers do Uncharted 2, certamente que não estás à espera da equipa que foi subcontratada para fazer QA testing durante a fase beta do jogo ou o estúdio de outsourcing das Filipinas que criou props para os mapas multiplayer.
Wait what? Qual é o jogo que publicitou ter os criadores de um grande jogo a bordo para afinal so ter QA e outsourcing? Nunca ouvi falar disso. Ahah how to seppuku

Eu vejo bem o o teu ponto de vista quanto a situação, mas visto a qualidade que o jogo tem e as claras semelhenças que o jogo apresenta com o stalker em termos de direção artística, composição de cores ,environments etc... Nao me espantaria mesmo nada que tivessem mais do que uns QA na equipa deles.
De certo não sou o único a ter tieo un feeling a la Stalker ou metro 2033 neste pequeno video de gameplay.
É pena não haver nenhuma informação sobre a equipa. Teria mais confiança se soubesse os créditos do pessoal que está a trabalhar nisto, mesmo nesta fase inicial já denota um feature creep bastante significativo. Basta verificar a lista de features anunciadas:

Não são os créditos em si que estão em causa; se trabalharam nos jogos devem estar creditados, independentemente do seu papel. O que é desonesto é ver certas equipas que se apresentam como sendo formadas pelos developers de determinados jogos de sucesso e, em vários casos, até anunciam os jogos como vindo dos criadores de *insert popular title*, quando só desempenharam funções externas nesses títulos.

Quando vês um anúncio dum novo jogo dos lead developers do Uncharted 2, certamente que não estás à espera da equipa que foi subcontratada para fazer QA testing durante a fase beta do jogo ou o estúdio de outsourcing das Filipinas que criou props para os mapas multiplayer.

A equipa é irrelevante, conta mais quem está a orientá-la. Como mostrou, e bem, este ano de 2015. Uma equipa de dev´s talentosa não é sinónimo de jogos bons. A EA, Ubisoft, Activision etc têm acesso ao melhor talento do mundo e mesmo assim lançam borrada atrás de borrada. E porquê? Porque são estúdios simplesmente virados para o lucro e não para os players.

Acho que é injusto duvidar de "indies" ou dev´s / companhias "desconhecidas" só porque sim, cabe a cada um fazer a sua pequisa se houver interesse nisso. É verdade que já houve vários barretes deste género vindos do leste cough Survarium cough, mas também muitas outras pérolas como os STALKER, Metro etc´s

Outro ponto a favor é que é focado no PC primeiro.
Última edição:
Mais um FAQ:

Dear players, we've put together another FAQ with most important questions related to the game pre-orders.
We would like to remind you that Escape from Tarkov is NOT a Free-to-play project. There will be NO microtransactions. You will only pay once in order to buy the game.

Q: When will the game be released on Steam?
A: Some time after the game release with our own platform.

Q: Could you please tell us a rough date of the Alpha test, so we could understand, should we buy packs with Alpha test now?
A: First quarter of 2016.

Q: Will alpha and beta tests be conducted in Steam or in a separate game client?
A: Separate game client.

Q: Do you mean that if I didn’t pre-order the game, I won’t have access to the Beta?
A: You have a chance to gain access to the Beta, if you subscribed to the site news through the Sign Up form.
Pre-order provides guaranteed access to the Beta test.

Q: I would like to preorder the game, but what are the system requirements?
A: System requirements will be published early next year, in the beginning of January. Please stay tuned for updates.

Q: If I preorder after the beta has started, do I still have guaranteed access?
A: You will get access to be beta if it will still be underway.

Q: When will you start to give away beta-test access?
A: Giveaway of the Beta-testing access will start when we will announce the date of Beta-testing.

Q: Are we going to be able to buy all the packs with bonuses after the game release?
A: No, after release there will be other packs, with lesser bonuses.

Q: How long will limited edition pack be available? When is the last day, when we could buy it?
A: Limited edition will be available for 2-3 months.

Q: Will there be Alpha / Beta tests for Mac?
A: Sure, after the PC release.

Q: Tell me please, after Alpha and Beta tests are over, will the price of the game be lowered?
A: Possibly, the game will have discount right after release.

Q: Will the game be accessible through Steam on Alpha/Beta stage? Or is it first test, then release on Steam? If the latter, will it be possible to link the game account to my Steam account?
A: Yes, there will be testing in Steam. As for the linking of game account to Steam account, the details are still unknown, however, the client version of the game will be played on the same servers as the Steam version.

Q: Will there be a retail edition of the game?
A: Yes, there will be retail edition.

Q: Can you plese tell if there is going to be a Collector’s Edition/Gift Box set of the game, when can we expect it, and how much will it approximately cost?
A: There will be a Collector’s/Gift edition after the game release, along with the regular retail version, but the price is not yet determined.

Q: Is this the final price?
A: Yes.

Q: Does it matter if i register my account in USA and buy the game in Europe?
A: It does matter, the region of purchase is the region where the game will work.

Q: What happens if we pre-order and then something happens like the game never shipping and or getting done?
A: You can get a refund for your pre-order.

Q: Is there going to be a planned progress wipe, and, if yes, on what testing stage?
A: There will be progress wipes on both alpha and beta stage but, of course, players who pre-ordered the game, will come to release with their respective equipment sets.

Q: What is a unique in-game ID?
A: A unique symbol before the username, unique appearance of the player card and, probably, a unique player appearance (face or head).

Q: What is unique secure container for?
A: You can use it to store items you don’t want to lose in case of death in the raid.

Q: What additional equipment and resources will be there in a stash?
A: The exact contents is yet to be determined, but it will contain food, medical supplies, ammo, weapon parts and trading items.

Q: How is large field backpack different from the standard one?
A: It has more inventory slots.

Q: Tactical combat tomahawk is just another melee weapon skin, or it is somehow different from the standard melee weapon?
A: It is different. All melee weapons in the game are different and have their own unique characteristics.

Q: Better standing with all traders, what does it mean?
A: Traders will treat you better, offer better prices and a larger selection of goods.

Q: More money at the start is how much more, exactly?
A: 2-3 times more than in standard edition.

Q: Giant stash size is 10x60, but how large is the standard stash?
A: The standard stash is 10х20.

Q: Improved starting equipment and inventory, what is the difference from the standard one?
A: Standard set of equipment will be given to those who buy the game after its release. It contains a limited quantity of some basic items. E.g., the standard set will contain 1 PM mag, and improved set will contain 2 mags and a box of ammo.

Q: How early is the early unlock will be available before the official release?
A: 3 to 10 days.

Q: I wonder if the more expensive editions are worth it? What is the point of enhanced starting inventory if I can lose it all in the very first firefight?
A: Although it is possible to lose everything, but only if you take everything with you, without leaving anything in the stash, which is not physically possible.

Q: Are we able to upgrade the stash later, or is it an pre-order feature only?
A: It is possible to improve the ingame stash in time if the necessary conditions are met.
Sincerely, Battlestate Games developer team.

E mais outro:

New pack of answers for your questions.
+ we remind you that site now have new section ABOUT, where you can find some more information about the game.

Q: I have signed up to the beta test, how and when will I know if I’m invited?
A: You will receive a letter with invitation to join Beta as soon as it starts.

Q: Will there be any closed beta draft criteria? If I make it to beta, will I have to buy the game after release?
A: There are no criteria for selecting players for beta, but we will gather the player statistics. If you got into closed beta by signing up on the website, you will be provided with a free test version; however, after the testing ends, you will have to buy the game to continue playing.

Q: Will the Beta be available after the game release?
A: No.

Q: Will there be a bug report system in beta?
A: Of course, there will be one.

Q: Will the game feature explosives, beside grenades and under-barrel grenade launchers?
A: We are also going to include mines and rocket propelled grenade launchers with antipersonnel charges and mines

Q: Will there be a PvE in the game?
A: Yes, basically, most of the Scavs encounters are PvE.

Q: Will Scavs be playable?
A: Yes

Q: Can I gather loot when playing as Scav?
A: Yes

Q: In that case, isn’t there a risk that everyone will play as Scav instead?
A: No, since playing as Scav is, ultimately, harder, as you won’t be able to choose starting equipment, and the number of playable Scavs on the raid location is limited.

Q: How large will locations be?
A: The Free Roam location will be 16 sq. km..

Q: Will the game be available in English?
A: Yes

Q: Will the game be PC-exclusive or there is going to be a console release as well?
A: We are considering a release on consoles, however, the game is “PC first”, there is going to be no feature compromise.

Q: How the third-person view will be used in the game?
A: We are probably going to make separate servers with third-person as an option.

Q: Will the game allow adding player mods, player quests, raids, etc?
A: For the most part, no, since it is an online game. However, we favor the idea of letting players add their own items, as long as they pass our check and get approved.

Q: How will the reputation system work? How do you plan to avoid the game turning into yet another “douchebag simulator”?
A: We have prepared an extended separate material on this, please stay tuned for updates.

Q: Do you intend to do a live stream to dissolve the “pre-render” septicism?
A: Certainly.

Q: Will there a be a Steam Greenlight announcement, and when?
A: Yes, as soon as the Beta is ready.

Q: Will we be able to make our own hidden drops?
A: Yes, but within raid session only.

Q: Will there be any kind of free-running in the game? Maybe mounting obstacles higher than character or cutting chain-link fences?
A: Nothing of that sort was planned so far.

Q: How will the PC and console versions differ in terms of graphics?
A: It’s still a bit early to talk consoles, but the PC graphics quality will obviously be higher.

Q: Will there be radios, comms interception, binoculars?
A: Yes.

Q: Are there going to be narrative videos, as in some other projects?
A: Yes, there are going to be pre-scenario engine-based cinematics.

Q: Do you plan to include stationary heavy weapons?
A: We’re considering it.

Q: How will the maps be limited and what obstacles will keep the character from escaping the city?
A: Roadblocks, minefields, snipers, slashings etc.

Q: Does weapon modding and maintenance require tools? Will the weapons have an operating resource?
A: Yes, you will need a repair kit for maintenance and a multitool for some of the modding. The weapons will have a durability resource, it will deteriorate both physically and visually.

Q: In a huge city like Tarkov there are bound to be some banks, are we going to be able to rob them?
A: Yes, there will be one of the TARBANK branches.

Q: Is there going to be a subway as separate location?
A: We can’t tell about subways yet.

Q: Are you going to continue working with "Main Road | Post" studio?
A: Yes.

Q: How many weapons can I take with me into the raid?
A: One on the belt, one on the back, pistol in a holster, knife in a scabbard. You can also take a small-sized weapon in your backpack.

Q: Are you going to post some game developer video blogs or you will keep everything in secret until the release?
A: Yes, we will certainly make some developer diaries later.

Q: You were saying that weapons will jam if deteriorated, will this happen to the gun mods?
A: Yes, this is also planned.

Q: How do you eat in this game? Are there going to be safe zones, where you can eat?
A: There will be no safe zones at the game locations, you will be safe only outside of the raid.So you will have to eat carefully.

Q: Players will manage their own prices for the items, don’t you think that this will make some items incredibly cheap?
A: This is economy and this is how it works in real life. If the item is cheap, then it is widespread enough to be cheap.

Q: Is there going to be an animation of the healing?
A: Possibly.

Q: Will there be a map? Are we going to able put markers on the map?
A: Yes.

Q: Are we going to be able to paint our weapons or put some stickers?
A: There will be patterns and paint to paint your weapons with camouflages.

Q: Will the playable character model move its head to look around?
A: We do plan to make the head movement control.

Q: Will there be a way to interrupt the reloading of another player if we shoot him in the hand?
A: We haven’t thought of that… yet.

Q: Is there going to be level destruction?
A: The levels and level elements will be destructible to a certain extent, but we don’t promise total destruction.

Q: Will weapon deteriorate over time and how will it affect weapon?
A: It will affect its stats negatively, it will jam and misfire more often, and fall to all other sorts of trouble.

Q: Will different weapons have different durability?
A: Yes.

Q: Will game have standing / crouch / lying positions?
A: Yes.

Q: Are we going to fire from the cover? Can we blindly fire from cover?
A: Yes, this is planned.

Q: Are we going to “stick” to covers?
A: Most definitely, there will be no sticking to cover.

Q: Is there an ability to customize gear for your own needs? Will it affect gameplay?
A: Yes. It will affect accessibility of mags to reload your weapon (only mags that stored in the vest and pockets are counted). Also we plan to make a vest editor for MOLLE system based vests.

Q: How does the player damage system works?
A: There will be no regeneration. There will be bleedings, fractures, pain shocks and so on - you will have to treat it all with special medical items, apply them to the damaged parts, watch for side effects and so on.

Q: Is there going to be any checkpoints?
A: No, there will be no checkpoints - it is online game.

Q: Will our progress and loot be saved if we will survive?
A: Everything that you’ve gained during the raid, will be yours, if you will leave the raid location alive.

Q: How does the loot items look like in the game? How, where and at which conditions it will spawn?
A: There will be loot of various rareness and it will spawn at locations at different places, in containers. Specific loot will spawn at specific locations (facility, center of the city). Rare loot items will spawn at places, where no one looked, (hard to access places, closed rooms and so on). For each raid, lootable items are being generated over again.

Q: How random will the story-essential loot be? Will there any particular place where we can easily spot it?
A: The loot of this kind will always switch the spawn locations and discovery conditions (e.g. door access codes).

Q: Will there be rare or even unique items in game - weapons, equipment, etc - with a low chance of finding?
A: Yes.

Q: We would like to know more about the Arena game mode. You said it will be like gladiator fights. Just how similar it will be to the gladiator fights?
A: There will be various arena modes, but the main arena fight will allow you to pick any equipment, with previously taking a look at your enemy (if there is a possibility). For the most part, it will be 1 vs 1 fights to death on a closed arena.

Q: Do you plan to include weapons like bow and crossbow?
A: We don’t plan to include bow and crossbow.

Q: Is there a chance to meet pack of wild dogs in the Free-roam location?
A: Possibly.

Q: Will the game world be based on one server? If yes, will it be international? Or there is going to be some subdivision?
A: There will be numerous game servers (one for every raid/free roam). There is going to be no national filtering, only ping and player level will matter.

Q: Can the internal clan/squad member comms (e.g. over radio) be overheard by other players at some particular distance?
A: Yes, we are planning to have the extended radio management - frequency search, loop bearing, scrambling, etc.

Q: It would be great to learn more about the clan system, will there be any sort of base-building?
A: No base building is planned at this time, but there is going to be a detailed clan management system.

Q: How are things going with ingame bullet ballistics?
A: The game has completely realistic ballistic model, as well as the damage model.

Q: Do you plan to add transport?
A: At this moment - no.

Q: Is there going to be VR support?
A: Possibly.

Q: Will there be some sort of a death penalty? For instance, necessity to heal critical wounds or skill reset?
A: Yes, you will have to do healing, but the skills won’t be reset.

Q: Will all the modifications be installed on a separate screen? Or there is going to be capability of changing some of the elements on the go?
A: Some easy-to -use mods can be applied on the go, however, an in-depth modification will only available outside the raid.

Q: Are you planning to add some sort of firing range?
A: Possibly.

Q: After completing the story location, will it still have timer?
A: Yes, there will still be timer.

Q: Are you going to make DLC’s for the Free-roam location?
A: Yes.

Q: Where can I preorder the game?
A: At our official website: http://escapefromtarkov.com/preorder-page

Q: Is there going to be an option to buy game not in Steam?
A: At first we will sell the game at our site, before releasing it on Steam.

Q: After all of the planned projects are done (and successful), do you plan to buy rights for STALKER and develop it?
A: No. We haven’t thought of that.

Q: Is there some sort of PR mail, where we could contact you for some sort of partnership?
A: [email protected]

Thanks for your questions!
Última edição:
A quantidade de animações que eles meteram nisto é ridícula, adoro ver este tipo de detalhe/atenção. As portas não abrem por magia, como em maior parte dos jogos :P
Agora é esperar que o jogo seja realmente assim tão impressionante.
Tou a gostar do que tem vindo apresentar

Meteram hoje o developer diary #2

Liguem as legendas se não as tiverem activas ( para já acho que ainda não tem a versão como meteram acima com o english voice over)

Não sei é quando estam a pensar dar release ao jogo, mas gostava de ter aceso ao beta, mas para isso temos de pagar 35€ e acho que ainda nem tem beta