Chernobylite 2: The Exclusion Zone is the upcoming sequel to 2021’s cult classic, Chernobylite—an atmospheric FPS survival horror with RPG elements set in the Chernobyl Exclusion Zone. And if you’re thinking, “Hey, that sounds like S.T.A.L.K.E.R.“, you wouldn’t be wrong. Aside from telling a more personal story and adding some base-building mechanics, it largely was.
Chernobylite was, in part, meant to fill the void left by the long-promised, but (at the time) still undelivered–S.T.A.L.K.E.R. 2. But now that S.T.A.L.K.E.R. 2 has arrived and Chernobylite has a fanbase of its own, the Exclusion Zone has gotten a little crowded. So what’s a sequel to do? According to Chernobylite 2: The Exclusion Zone, the answer is to dive headfirst into a mix of science fiction and sword and sorcery. And I’ve got to say, I’m here for it.

What set the original Chernobylite apart from S.T.A.L.K.E.R. was its focus on stealth and a blend of base building, resource management, and squad coordination. Combat was deliberate and brutal. Igor, the protagonist, was a squishy science nerd, so going into danger zones guns-a-blazing, was rarely a viable strategy. Even when it worked, unnecessary killing could erode his morale and strain his relationships with the squad. Our new protagonist, Cole Grey, is a whole other story. Cole is a hardened killer and battle-worn veteran who has no qualms about gunning down mutants and scavengers for a paycheck.
“Chernobylite 2: The Exclusion Zone is poised to revisit its predecessor’s themes of loss and perception while adding questions about meaning and purpose.”
Chernobylite 2: The Exclusion Zone is poised to revisit its predecessor’s themes of loss and perception while adding questions about meaning and purpose. This time, however, the approach forgoes reality entirely. Cole is a citizen of an alternate-reality 2024 Kyiv, an ultra-futuristic city transformed by the limitless potential of the anomalous material Chernobylite.
We’re introduced to Cole as he travels through a wormhole teleporter that connects to his apartment. His life is in pieces. Kyiv is a metropolis of material abundance, but the technological revolution has led to mass unemployment and top-down societal control. Finding himself with little opportunity and no purpose, Cole wonders if life in the Chernobylite age is worth living.

For hardhearted killers like Cole, the only answer is joining the NEF, a paramilitary organization that employs Planewalkers—interdimensional mercenaries tasked with securing Chernobylite deposits across the multiverse. The NEF are harbingers of mining corporations, travelling from reality to reality on a floating harvester to compel each version of Ukraine to surrender its mineral rights.
“The tonal shift between Chernobylite and its sequel caught me off guard—but it was a welcome surprise.”
The tonal shift between Chernobylite and its sequel caught me off guard—but it was a welcome surprise. The Chernobyl Exclusion Zone is a mesmerizing backdrop for post-apocalyptic exploration. But you can only trudge through the site of a real-world disaster so many times before the melancholy sinks into your bones. And my bones have already spent 80 hours there this year. I was hesitant to return so soon, but this Exclusion Zone is a little different—it’s not just a faithful recreation; it’s the gateway to a hack-and-slash sci-fi odyssey.
For fans of the original wondering why I just called an FPS survival horror game a hack-and-slash, it’s time to address the most profound change to the series: the genre shift. Chernobylite 2 leans more toward an adventure game with RPG elements than a S.T.A.L.K.E.R.-style shooter.

One of Cole’s first major choices is deciding what kind of Planewalker he’ll be. He can choose the traditional role of a rifle-toting soldier—but ammo in the multiverse is sparse, and enemies are plentiful and brutish. Instead, you might consider playing as a sword-wielding barbarian or a wizard-scientist hybrid, using radiation to fuel elemental attacks through a high-tech gauntlet.
Combat has also shifted to an over-the-shoulder perspective. First-person combat is an option, but choosing it comes at a cost—losing sight of the swarms of mutants telegraphing their attacks behind Cole. During my brief playthrough, I encountered a myriad of foes: feral humans, pistol-wielding thugs, and glowing mutants, ranging from brutish brawlers and shield-bearing knights to spellcasters capable of ranged attacks. The shooting mechanics felt pretty dialled in, but enemies were far too predictable to present much of a challenge during the Soulslike sword fights.
Base building and scavenging make a return, and there are hints that relationship mechanics are still in play, however, in this vertical slice, these features were only touched on, serving as promises of what will return in the full game.

This demo is putting all its cards on the table. We guide Cole through a patchwork of different realities, closing with a massive, surrealist vision of the Exclusion Zone. This final map was recognizable as Chernobyl only through the scattered husks of Soviet-era structures and military equipment, made alien by the colossal crystalline mountains that boxed in the valley. I wasn’t sure what I was getting into, but when the laser-breathing dragon appeared, my interest was piqued.
The original Chernobylite was well received, but for good reason, it could never quite shake the reputation of being “the other game about Chernobyl.” Chernobylite 2: The Exclusion Zone seems hellbent on stepping out of S.T.A.L.K.E.R.‘s shadow, doubling down on its unique themes and philosophical ponderings to stand apart.
The shift from FPS survival horror to a Slavic Mass Effect is a bold move—but one that feels like a breath of fresh air. Chernobylite 2: The Exclusion Zone is set to release to Steam Early Access on March 6th but the demo is slated for a wide release later this month during Steamfest.