Survarium: answers to your most frequent questions

General questions
When is the game going to be released?
What does Survarium mean?
What kind of game is it?
Why are you going for the MMO-direction?
Will the game require constant Internet connection?
Will there be singleplayer mode?
How frequently will you release the Developer diaries?
Where and how will the communication and discussion of game ideas happen?
Will we see the reputation system? Influenced not only by kills, but also for helping out others in need?
Will the in-game weapons be based on the existing prototypes or fictional ones?
Will there be women in Survarium?
Will you be engaging beta-testers or test the game internally only?
Will you really be able to accomplish the game within such a short time?
If I pay for the premium account, then what will be my advantage over the other players?
Will there be separate locations for newbies provided?
Which play modes will there be?
What will happen to the player who cheats, kills other players without any reason?
Will it be possible to make purchases and transactions through PayPal, Qiwi, YandexMoney, Webmoney?
Will the top players (ranked first in the overall game statistics) influence the game world of Survarium?
Will you provide any unique bonus items to those players participating in the alpha and beta tests, as well as active community members on social networks?
Will there be an option to capture in-game footage while playing Survarium and the ability to rewind, slow down, speed up, change the camera angle etc.
new When will the Survarium alpha and beta test begin?
new When I lose my internet connection will I be able to reconnect again and continue from the point I was disconnected?
new Will there be a game mode, in which four or more groups are fighting?
new Is there going to be an FPS and a ping display during the game?
new In the PVE and PVP game mode, will players be able to book the place for one another and join the game session later?
new Have you considered the option of separating the servers by how the player is progressing in the game, where players, who, for example, went to the same branch of the plot, are sent to the same server, and others - accordingly, to the other?
new What are some of the greatest or most stand-out features of your character creation system? How elaborate will it be?
new I'm curious what plans you guys are having for the interface; will it be a standard HUD-type, how immersive will it be, and are you considering any alternative approaches to this?
new Do you consider your game to have an overarching message about the environment, or do you consider it just a game?
new What has been your biggest obstacle, or rather, "challenge" while developing Survarium?

Storyline
The basis of S.T.A.L.K.E.R.’s atmosphere is the story and setting. What will become of the story? A typical MMO offers practically no story component, which is the concern.
What’s the basis of the story in Survarium?
Will the storyline have logical ending?
Will Survarium events be directly linked with S.T.A.L.K.E.R.?
Is the completion of the story possible only in the co-op playthrough mode?

Gameplay
How far will Survarium continue the traditions of S.T.A.L.K.E.R.?
Will there be in-game factions similar to those in S.T.A.L.K.E.R.?
How many factions are planned for the game? Will it be possible to join them?
Will it be possible to create my own clan in the game?
How important will real money be in the game?
What’s the role of experience points?
How big will the game world be?
Do you plan to make entire continents the ‘Zone’ in Survarium?
What are your plans on locations are at the moment? If they are based on real prototypes, will they preserve their real names in-game too?
Will there be vehicles in the game?
Will the game have RPG elements?
Is it possible to implement the A-Life system in Survarium?
How big will the game arsenal be? Will there be various enhancements provided?
Will the foresight aiming system be available?
Will there be freedom of player’s actions?
Will it be possible to change the looks and body of my character at the game’s start?
Will it be possible to order a real face and stature of the player for his in-game character with real money?
What kind of status will my character have initially? A newbie, supposedly? Will it be possible to instantly upgrade some of his skills?
Will the character’s backpack work similar to the one in S.T.A.L.K.E.R., in the sense of differing by weight only, or will its volume have its effect too?
Will there be a day/night cycle and changing of the seasons?
Will the gun lock and the bullet shell window be placed on the right side this time?
If the game will provide for ranks, will the Novice’s gun reloading be the same as that for a Living Legend, or will it differ (in sense of speed and dexterity) depending on the rank?
Will the protective suits/overalls and clothes be based upon real existing prototypes, as opposed to being pure designer’s creations? Will knee-pads, arm-pads, helmets, gloves, boots etc. be a separate suit option or come along with the suit?
Will there be a possibility to make your own stash/nook in a certain remote deadly place?
Will the in-game factions differ from each other?
Where will the game’s action take place?
Which type of skills can we upgrade on our character?
Will there be special skills provided?
Will there be an in-game currency introduced?
Will there be a system of players’ statistics that displays all the game information?
Will there be professions that could be learned?
Will we see different game devices like motion sensors, thermal imagers, night vision goggles, extensions, traps, etc.?
Can a player become a leader of a group? Name it and choose some of the group’s features?
Can we use a weapon picked up in a battle?
Will the player be able to buy personal "stripes" for himself and his clan?
What about camouflage clothing?
Is the system of body damage realistic? For example, it's harder to hold the gun with a bullet through the hand, and you move slowly when your leg is wounded.
Will there be a ‘time limit’ on sprinting/running?
Will carried weight have an impact on the player’s movement?
If a player has to be hide in the grass, will he be able to go prone?
Will you implement a possibility for the player to climb into the windows and holes in the walls, pull himself up or help his teammate to climb up, so the latter would stretch his hand out to help you climb?
Will you be able to climb, jump over all smaller obstacles or hide behind anything to take cover from bullets or fragments and look out from either side of the cover?
Will there be very dangerous but profitable (in terms of loot) locations, for instance, a dungeon, which can be found only with a special device?
Radio commands – will this function be in the game?
Are there areas in the game with little oxygen that the player can only pass through with special equipment on?
Will you implement the use of the rifle butt to hit close enemies?
Will the player be able to use two guns (duel wielding) at the same time?
Will the player be able to find fake artefacts that look similar, but have no effects of their real counterparts and cause adverse effect on the character parameters?
Besides the anomalies yielding negative impact on the living creatures, will we locate useful anomalies providing some positive impact, such as character health restoration, for example?
new Will Survarium include training missions?
new Will you introduce some restrictions when it comes to creating a personal clan?
new How will a player apply to join a clan?
new It would be interesting to see dynamic anomalies, or static anomalies, which will change their position with every new round. Will this be possible?
new Will there be such things as gravitational anomalies that could change the trajectory of bullets, and chemical anomalies that will not only damage the equipment, but will also cause corrosion, which will make it impossible to repair the equipment.
new Will the player be able to move small objects in the game and use them for cover?
new Will the game feel fast and smooth like Stalker or is it like any other mmorpg which mostly have movement physics as if you are controlling a train?
new After reaching the maximum level and completing all the quests, will we be able to start the game again, from the beginning, but with a more powerful character? If not, will there be any replayability at all?
new The equipment that you find in free play, will you be able to utilize it in other game modes? If not, how can you acquire weapons and gadgets without purchasing?
new In many other games, including STALKER, listening carefully can give the player an advantage, such as hearing an otherwise undetectable enemy approaching in the dark. Can we expect the same in Survarium?
new Will you make Crafting recipes like syringes that modify the player's abilities, medicines and poison?

Sound
What kind of music will there be in the game?

Technical questions
How long have you been working on the Vostok Engine and how much more work is yet to be done?
How technologically up-to-date will the new engine be?
What’s the approximate Internet connection speed required to play the game?
Do you plan to release the game not only on PC, but on consoles (PS3, Xbox360) too?
new What are the system requirements for Survarium?

Mod-making
Will it be possible to create mods based on the game?

General questions

Q: When is the game going to be released?
A: We plan to launch the game at the end of 2013. ^

Q: What does Survarium mean?
A: Survarium means "survival zone". ^

Q: What kind of game is it?
A: Survarium is a free2play online shooter set in the near future on Earth. The game will be distributed free-of-charge by the Internet. Players will be required to download the game client and install it on their computer. ^

Q: Why are you going for the MMO-direction?
A: This is a more up-to-date game format offering a number of advantages:

  • Adding new content and evolving the game has never been easier.
  • Piracy protection.
  • It enables the developers to establish direct contact with the players, which has a positive result on the game’s development. ^

Q: Will the game require constant Internet connection?
A: Yes. All game activity will be processed on server. ^

Q: Will there be singleplayer mode?
A: No. ^

Q: How frequently will you release the Developer diaries?
A: On a regular basis, as we progress in the development. Approximately once every 2-3 months. ^

Q: Where and how will the communication and discussion of game ideas happen?
A: At the official game web-site. We will launch a portal with description of ideas and voting.
At the moment we have the following social media resources available to keep track of the news and communication: Facebook and Twitter, VKontakte, Survarium blog on Tumblr. The official forum is on our plan list, but will most likely appear alongside the game’s main web-site. ^

Q: Will we see the reputation system? Influenced not only by kills, but also for helping out others in need?
A: Yes. Reputation will be present in the game. ^

Q: Will the in-game weapons be based on the existing prototypes or fictional ones?
A: The main focus will be on the real prototypes. ^

Q: Will there be women in Survarium?
A: The game will allow you to play both as male or female character. ^

Q: Will you be engaging beta-testers or test the game internally only?
A: Beta test is part of our plans, so we will start enrolling volunteers to participate in beta test at some point later. ^

Q: Will you really be able to accomplish the game within such a short time?
A: Usually this type of game is released in the marked at the Beta stage. Not the entire range of content that we have planned for years ahead will be implemented within 18 months. These are going to be the primary game modes, a certain set of in-game locations. Furthermore, we plan to extend the game by continuing to develop new modes, improving the player’s capabilities and so on. Besides, we are going to consult with the players on how and in which priority we’ll develop for the project. ^

Q: If I pay for the premium account, then what will be my advantage over the other players?
A: By paying for the premium account you are going to obtain such things as, for example, sped-up character upgrading, extended statistics, some unique items (which though will not give you an absolute advantage over players with free accounts). The gameplay process is designed in a way to have the player’s skills play decisive role, as opposed to the skills of the character himself. ^

Q: Will there be separate locations for newbies provided?
A: We’ll introduce an automatic match-making system for players, depending on their current level, i.e. the system will affect not only new players. ^

Q: Which play modes will there be?
A: Currently we plan three game modes.
Team combat – a mode where two teams compete. The game map has several protective device elements scattered randomly around. The players are to collect and bring those to their base within a limited time, before the deadly Storm strikes. The winner is the team which manages to deliver all the elements to their base within the given time. If none of the teams cope with the task, they both lose.
Co-Operative playthrough – the player, together with his friends or random players accomplishes strings of separate missions that move the game’s storyline forward. The missions vary from research, convoy escorting to artifact searching, study of anomalies and so on. This said, the difficulty of each subsequent mission is much higher than that of the previous one, while the events of the preceding missions affect those that follow.
Free-play mode – the player appears on one of the starting positions on a huge location populated by mutants and infested with anomalies. This mode enables complete freedom of action to the player – he is to decide for himself, who to help in the game, who to attack, whether he wants to be a loner or join a group with other players to survive. The filling of the map is random and depends on the actions of the players, so each playthrough will be unique and unpredictable. The goal in this mode is to survive and reach one of the level exits. ^

Q: What will happen to the player who cheats, kills other players without any reason?
A: A system of moderation will be introduced on the servers. We also plan to integrate a system similar to 'Karma'. So, in the long run, the unruly player will be combating along with same kind of guys, while an aggressive player, accordingly, - with similarly aggressive ones. ^

Q: Will it be possible to make purchases and transactions through PayPal, Qiwi, YandexMoney, Webmoney?
A: Yes. ^

new Q: Will the top players (ranked first in the overall game statistics) influence the game world of Survarium?
A: We definitely want to make the story of Survarium depend on the actions of the players. However, it seems strange that only a small part of them (namely the top players) can influence it. We would rather see that effect in the following way: we launch a special event, where players can perform on different sides and make the decision to kill or pardon a villain. After that, we analyze how the players deal with the situation and adopt the ending the majority of players opted for. ^

new Q: Will you provide any unique bonus items to those players participating in the alpha and beta tests, as well as active community members on social networks?
A: Yes, special bonuses for those players are planned. :) ^

new Q: Will there be an option to capture in-game footage while playing Survarium and the ability to rewind, slow down, speed up, change the camera angle etc.
A: We are looking into this possibility. But it’s hard to say how exactly the mechanism of battle recording will work at this point. ^

new Q: When will the Survarium alpha and beta test begin?
A: Alpha testing is planned to start in Q2 2013. Beta testing is expected to begin by the end of 2013. ^

new Q: When I lose my internet connection will I be able to reconnect again and continue from the point I was disconnected?
A: Yes, Please don’t worry. You will be able to reconnect and continue unfinished round. ^

new Q: Will there be a game mode, in which four or more groups are fighting?
A: We have had this idea for a while, but we’re not sure if we will do it or not. We are worried that the battle/s will turn into a chaotic mess, which we really want to avoid. ^

new Q: Is there going to be an FPS and a ping display during the game?
A: Yes, there will. ^

new Q: In the PVE and PVP game mode, will players be able to book the place for one another and join the game session later?
A: No, we are not planning to do that. If you want to play with friends – you will be able to make a group, which you will then be able to join a game and your friends will automatically join with you. ^

new Q: Have you considered the option of separating the servers by how the player is progressing in the game, where players, who, for example, went to the same branch of the plot, are sent to the same server, and others - accordingly, to the other?
A: We would like to see all players playing on one server and competing with each other. And the one’s whose actions are more successful – they are the ones who affect the development of the story. ^

new Q: What are some of the greatest or most stand-out features of your character creation system? How elaborate will it be?
A: We like the idea of perks and how they combine with each other. We like that the character look changes depending on what clothing/gear he/she has on. We like the feel of constant character development. And as far as elaboration is concerned, there is no limit to perfection here and we are sure that after the project launch we will discover certain things not working exactly the way we planned, and we’ll have to improve on those. We are not going to stop and will work on the character development system all the time. ^

new Q: I'm curious what plans you guys are having for the interface; will it be a standard HUD-type, how immersive will it be, and are you considering any alternative approaches to this?
A: We tried several options but ultimately decided to stick to the classic 2D HUD. We’ll obviously do our best to make it as informative as possible for the player without it becoming obtrusive. Immersion is extremely important. ^

new Q: Do you consider your game to have an overarching message about the environment, or do you consider it just a game?
A: To us it has both. Yes, we’re making a game, but on top of that, we want the game to have certain values. So that it isn’t just a “waste of time”. And a game, from that perspective, is a pretty interesting way to bring problems to someone’s attention. ^

new Q: What has been your biggest obstacle, or rather, "challenge" while developing Survarium?
A: Right now the most difficult is to fight against temptation. We want to implement so much into Survarium! But our fans want to see more assets and as soon as possible. Having said that, we realize that we are still a young team, Yes, many things we can do pretty quickly, thanks to the previous experience and talent of our colleagues. But some things simply require a lot of time and resources. And we find it very hard to find a compromise with ourselves to decide what needs to be postponed or made somewhat simpler than we would want it. ^

Storyline

Q: The basis of S.T.A.L.K.E.R.’s atmosphere is the story and setting. What will become of the story? A typical MMO offers practically no story component, which is the concern.
A: Missions on cooperative playthrough (PVE) will be linked by a deep storyline. ^

Q: What’s the basis of the story in Survarium?
A: The game focuses on a mass- scale ecological catastrophe on Earth, the reasons behind it are vaguely known. Impassable woods advance onto cities from every side, maddened animals and birds attack industrial complexes, military structures, warehouses and power plants. Towns are cut off from each other, there are no water supplies, no electricity, gas and communication is lost. Countries collapse, anarchy spreads throughout the world. Now force dictates who to survive. In the meantime, new species of greenery and animals purposely destroy human civilization. Strange plants and mushrooms grow through concrete and steel. Scientists all over the world haplessly try to cope with the anomaly sprawling across the Earth with terrifying speed. ^

Q: Will the storyline have logical ending?
A: We provide for several story lines, some will end, some will emerge. Our plan is to continuously develop the story. Its branches will develop not instantly, but gradually as the game world and the player’s possibilities evolve. ^

Q: Will Survarium events be directly linked with S.T.A.L.K.E.R.?
A: No. We have our own story created off our experience and vision of the post-apocalyptic world. Survarium has similar spirit and offers S.T.A.L.K.E.R.-proven elements, such as anomalies, mutants, artifact and recognizable locations. It is an amazing new world, with new meanings, atmosphere and content. ^

Q: Is the completion of the story possible only in the co-op playthrough mode?
A: The main bits of the story can indeed only be accessed from the co-operative playthrough mode, however in other modes the players will also be able to find information where they will learn something about the game world, history of a certain location etc. ^

Gameplay

Q: How far will Survarium continue the traditions of S.T.A.L.K.E.R.?
A: Survarium will introduce a number of characteristic components, such as survival, anomalies, factions, mutants etc. Yet, all of those elements are going to be new, not as they were in S.T.A.L.K.E.R. ^

Q: Will there be in-game factions similar to those in S.T.A.L.K.E.R.?
A: Survarium will feature factions similar to the ones you already know from our previous games, but they are going to be new ones. ^

Q: How many factions are planned for the game? Will it be possible to join them?
A: There are nine factions on our plan list. Not all of them will be available to the players. ^

Q: Will it be possible to create my own clan in the game?
A: Yes, you will be able to form your own clan. ^

Q: How important will real money be in the game?
A: Real money will not be vitally important for the game, but will enable some extra features – faster leveling-up process, unique equipment, access to more detailed statistics. All the playthrough-needed content will be available in the game free-of-charge. ^

Q: What’s the role of experience points?
A: Our realistic approach has not changed. The skills of the player will still be more important than the skills of the character. ^

Q: How big will the game world be?
A: Do not expect us to deliver a seamless game world. The game will be session-based with separate locations. The size of individual locations is currently a matter we are researching in game balance. ^

Q: Do you plan to make entire continents the ‘Zone’ in Survarium?
A: According to our game’s story the ecological catastrophe has grasped the entire planet. So there are practically no safe living areas or places remaining. Therefore, part of the game’s locations will be dedicated to Europe, America and Asia. But it is a matter of future implementations… ^

Q: What are your plans on locations are at the moment? If they are based on real prototypes, will they preserve their real names in-game too?
A: We prefer to have our locations based on real prototypes. Where possible, we’ll be preserving their real names too. ^

Q: Will there be vehicles in the game?
A: Currently we do not plan such a feature. ^

Q: Will the game have RPG elements?
A: Yes. ^

Q: Is it possible to implement the A-Life system in Survarium?
A: No. ^

Q: How big will the game arsenal be? Will there be various enhancements provided?
A: The arsenal will be quite extensive, with a focus on real existing prototypes. Enhancements are planned too. ^

Q: Will the foresight aiming system be available?
A: Yes. ^

Q: Will there be freedom of player’s actions?
A: Yes, sure. ^

Q: Will it be possible to change the looks and body of my character at the game’s start?
A: We would like to implement the in-game character editor, though we are not sure it will appear at the game’s public beta stage. Most likely, we will introduce something basic with the functionality expanded subsequently. ^

Q: Will it be possible to order a real face and stature of the player for his in-game character with real money?
A: We never thought about such a service. If players would be willing to see this function in the game, we are happy to consider. ^

Q: What kind of status will my character have initially? A newbie, supposedly? Will it be possible to instantly upgrade some of his skills?
A: At the game start all the characters are novices with their basic skills inherent. In case you’d want to quickly upgrade your character, you can take advantage of the premium account available. ^

Q: Will the character’s backpack work similar to the one in S.T.A.L.K.E.R., in the sense of differing by weight only, or will its volume have its effect too?
A: We will provide for different backpacks, containers etc., each with its own characteristics. Further details on this will be shared later. ^

Q: Will there be a day/night cycle and changing of the seasons?
A: There's alternation of day and night, and it will significantly affect the gameplay. There's no changing of the seasons. ^

Q: Will the gun lock and the bullet shell window be placed on the right side this time?
A: We’ll do our best :) ^

Q: If the game will provide for ranks, will the Novice’s gun reloading be the same as that for a Living Legend, or will it differ (in sense of speed and dexterity) depending on the rank?
A: The ranks will be provided indeed. We will highlight all the differences in between them at a later point, stay tuned. ^

Q: Will the protective suits/overalls and clothes be based upon real existing prototypes, as opposed to being pure designer’s creations? Will knee-pads, arm-pads, helmets, gloves, boots etc. be a separate suit option or come along with the suit?
A: The in-game suits/overalls will generally be based upon their existing prototypes, however do not expect them to match their real-life characteristics in the game – we are not after designing a simulator-type game. The suits will have various enhancements available as options. ^

Q: Will there be a possibility to make your own stash/nook in a certain remote deadly place?
A: No, because it will not make sense – all your 'loot' will always be with you in your game lobby. ^

Q: Will the in-game factions differ from each other?
A: Yes, the factions will differ in every way, including their capabilities, tasks, dialogues, so cooperating with different factions in-game will evoke the player’s interest. The player will have freedom of choice accordingly. ^

Q: Where will the game’s action take place?
A: We are still focused on the ex-USSR locale, but the global catastrophe which forms the basis of the story allows us to, theoretically, implement the locations of Moscow, Berlin, New York or any other place where people continue to survive. ^

Q: Which type of skills can we upgrade on our character?
A: The player can improve the skills of his character along five: shooting practice (the skills of fire arms handling, aiming, reloading), physical training (speed of movement, weight carried), medical knowledge (handling medicines, stimulators), technical training (skills to handle scanners and various devices, traps, gimmicks), knowledge of new world (improved handling of anomalies, artifact). ^

Q: Will there be special skills provided?
A: With each level-up the player receives a small passive advantage, but once in several levels he’ll acquire a new perk, such as, for example, increase of sprint time, firing sniper weapons while holding their breath etc. ^

Q: Will there be an in-game currency introduced?
A: Yes, the player will obtain money and will be able to spend it on purchasing weapons and gear from the factions. But the assortment available will depend on the character’s reputation with each faction. ^

Q: Will there be a system of players’ statistics that displays all the game information?
A: Yes, sure. ^

Q: Will there be professions that could be learned?
A: We will enable different skills and options of the character’s leveling. The player will be able to choose what he likes. ^

Q: Will we see different game devices like motion sensors, thermal imagers, night vision goggles, extensions, traps, etc.?
A: Yes, we're planning on doing this. ^

Q: Can a player become a leader of a group? Name it and choose some of the group’s features?
A: If you wish, you can create your own clan in the game and create its story. This will be your group that you lead. ^

Q: Can we use a weapon picked up in a battle?
A: Yes you can but only within the current mission. ^

Q: Will the player be able to buy personal "stripes" for himself and his clan?
A: We plan to create a tool to design the stripes, where each player can create their own logo from the components. Some components will be available initially, some - issued for achievements and feats. Some - just bought. ^

Q: What about camouflage clothing?
A: There are various types of body armor; some have a bonus to disguise. ^

Q: Is the system of body damage realistic? For example, it's harder to hold the gun with a bullet through the hand, and you move slowly when your leg is wounded.
A: A system of damaged body parts is planned, we'll see how well it is received in the playtest, and then we will make the final decision about it. ^

Q: Will there be a ‘time limit’ on sprinting/running?
A: Yes. ^

Q: Will carried weight have an impact on the player’s movement?
A: We're planning that. ^

Q: If a player has to be hide in the grass, will he be able to go prone?
A: We haven't made a final decision about that yet. ^

new Q: Will you implement a possibility for the player to climb into the windows and holes in the walls, pull himself up or help his teammate to climb up, so the latter would stretch his hand out to help you climb?
A: This requires a large amount of resources to implement, from both production and testing perspectives. ^

new Q: Will you be able to climb, jump over all smaller obstacles or hide behind anything to take cover from bullets or fragments and look out from either side of the cover?
A: All that will be available in the game. If you are thinking more in the direction of Gears of War-like mechanics – we do not plan it this way. ^

new Q: Will there be very dangerous but profitable (in terms of loot) locations, for instance, a dungeon, which can be found only with a special device?
A: We plan stashes and secrets that will be difficult to detect. ^

new Q: Radio commands – will this function be in the game?
A: Yes, it will. ^

new Q: Are there areas in the game with little oxygen that the player can only pass through with special equipment on?
A: Some locations will feature areas of this kind. ^

new Q: Will you implement the use of the rifle butt to hit close enemies?
A: Yes, we plan something in that way. ^

new Q: Will the player be able to use two guns (duel wielding) at the same time?
A: We thought about this idea and came to the conclusion that the implementation of this may have a negative impact on the atmosphere and game balance. Therefore, we decided to pass on this idea. ^

new Q: Will the player be able to find fake artefacts that look similar, but have no effects of their real counterparts and cause adverse effect on the character parameters?
A: We are against this idea, because it seems wrong to deceive the player who spent time and resources to procure an artefact. ^

new Q: Besides the anomalies yielding negative impact on the living creatures, will we locate useful anomalies providing some positive impact, such as character health restoration, for example?
A: This contradicts the very concept of anomalies as a dangerous place. ^

new Q: Will Survarium include training missions?
A: We are looking at different types of tutorial or training missions. This will be something like a singular mission, which you won’t be able to repeat again and again. ^

new Q: Will you introduce some restrictions when it comes to creating a personal clan?
A: Every player will have the ability to create a clan. One other thing is that clans of only one or two people will confuse everyone. Most likely, we will introduce some restrictions, for example to make a clan you will need an acceptance of at least 5-10 people. Plus we are also thinking about introducing clan training. Then it will be easier to recognize experienced clans from a newbie. ^

new Q: How will a player apply to join a clan?
A: We have an idea to do something like a Labour Exchange, where fighters could look for a clan if the clan has open “vacancies” or a clan can - look for fighters by leaving a "brief" of what is required. ^

new Q: It would be interesting to see dynamic anomalies, or static anomalies, which will change their position with every new round. Will this be possible?
A: Our anomalies will be quite random. But they will still be restricted by the area. The anomalies won’t spawn in completely different places of the map. ^

new Q: Will there be such things as gravitational anomalies that could change the trajectory of bullets, and chemical anomalies that will not only damage the equipment, but will also cause corrosion, which will make it impossible to repair the equipment.
A: In first case - unfortunately it is impossible because it will drastically increase the load on the game server. As for the second idea, we think that this idea is too “hardcore”. Imagine if you got a really rare bulletproof vest, and later it broke forever, because you stood in the chemical anomaly because of internet lag. ^

new Q: Will the player be able to move small objects in the game and use them for cover?
A: For now we are not planning this. ^

new Q: Will the game feel fast and smooth like Stalker or is it like any other mmorpg which mostly have movement physics as if you are controlling a train?
A: Based on the feel of controls our game will be much closer to an FPS than an MMORRG. ^

new Q: After reaching the maximum level and completing all the quests, will we be able to start the game again, from the beginning, but with a more powerful character? If not, will there be any replayability at all?
A: It is not a singleplayer game that we are creating. That’s why we really doubt someone will be able to play through everything from A to Z. Besides, we plan regular content updates, new maps, quests, stories and so on. ^

new Q: The equipment that you find in free play, will you be able to utilize it in other game modes? If not, how can you acquire weapons and gadgets without purchasing?
A: The equipment will not be just lying on the ground. That’s why it will be quite challenging to procure it. Here we need to look into two options: if you have killed someone and picked up his weapon, then you can make use of it within the particular game session (match) only. But if you accomplished a certain task, discovered a secret place and obtained the reward from the located “chest” (it won’t necessarily be a chest, it may be just hanging on the wall etc), then it gets saved to your account even after the completion of the gaming session. ^

new Q: In many other games, including STALKER, listening carefully can give the player an advantage, such as hearing an otherwise undetectable enemy approaching in the dark. Can we expect the same in Survarium?
A: Yes, for sure. Sound is an integral part of our game. ^

new Q: Will you make Crafting recipes like syringes that modify the player's abilities, medicines and poison?
A: From our point of view, the medicine should be quite realistic. That’s why we are not going to make such injections that double the accuracy of your shooting. However, we are planning medicine which will boost the pain threshold and allow you to temporarily endure critical damage. Are we going to provide such items for crafting – most likely not, but we do not exclude this from being a future possibility. ^

Sound

Q: What kind of music will there be in the game?
A: Dark Ambient. ^

Technical questions

Q: How long have you been working on the Vostok Engine and how much more work is yet to be done?
A: The engine has been in production since the beginning of 2012. There is still a lot of work ahead, but we believe in the experience of our programmers’ team. ^

Q: How technologically up-to-date will the new engine be?
A: The engine will be cutting edge technology, including support for DirectX 11. ^

Q: What’s the approximate Internet connection speed required to play the game?
A: We target 64 kbit download and 32 kbit upload speed. ^

Q: Do you plan to release the game not only on PC, but on consoles (PS3, Xbox360) too?
A: Not as of now. ^

new Q: What are the system requirements for Survarium?
A: Survarium uses a cutting-edge technology supporting DirectX 11 and multicore processors. The engine is designed to require a video card no less than a GeForce 8800 with 512 Mb on board, and a PC with 2 GB RAM. To ensure smooth play experience users will need a stable Internet connection of 64/32 kbit and up. ^

Mod-making

Q: Will it be possible to create mods based on the game?
A: Survarium will support modification, but that which does not affect the game balance. For example, changes of the game interface. We are considering the idea of creating an in-game mod browser. ^