Escape from Tarkov play. Escape from Tarkov - Game review. What is Escape from Tarkov? Who is the developer

Before the New Year, the guys from Battlestate Games gave a gift to fans of Escape from Tarkov by lifting the ban on publishing materials for a number of selected people. This mainly affected experienced let's play players and representatives of the gaming press. As a result, ordinary people flocked to the streams, where they very quickly began to share comments about what they saw. This is where the fact was revealed that the game came as a surprise to many. For some it is pleasant, and for others it is not very pleasant, since many have formed an opinion about the game that does not coincide with reality. The reason for this was a number of misconceptions about Escape from Tarkov that people had for one reason or another, and which will be discussed further...

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Game Features:

Before we talk about the reasons why people have such a huge number of conflicting opinions, it is necessary to take a closer look at the key features of Escape from Tarkov (hereinafter EFT). A video preview from the StopGame website will help here, where points of interest are described in detail and even mentions some of the misconceptions discussed in this article.

So, when the concept is presented in proper form, we can move on to a detailed consideration of the misconceptions. There are a lot of them walking around among the people, and this becomes especially noticeable if you look through the comments on Youtube under gameplay videos. Of course, it will not be possible to consider absolutely everything that people write about in the article, and therefore further we will only talk about the nine most common misconceptions regarding EFT.

Don't forget to turn on the music for a pleasant atmosphere:

Misconception number one: Escape from Tarkov is a typical action game

Scrolling through the feed on Youtube, over and over again my eye began to catch comments in the spirit of: “It’s better to take the battle for the same money” and “In Counter-Strike, shootouts are even more interesting.” This is where the idea to create an article appeared, since people decided to actively choose games of different genres as examples, albeit united by the same mechanics of First Person Shooter (hereinafter referred to as FPS). Still, full-fledged triple-A actions are noticeably different from what the EFT developers have prepared.

In general, in the understanding of the average FPS player, an action game is usually a game where the main character, accompanied by cool music, destroys crowds of enemies using a variety of weapons. The story and other gameplay elements rarely come first in these types of games (although there are some nice exceptions). That is, in a typical action game, the player devotes 60% to 80% of his time directly to battles and completing various tasks, and the remaining 40-20% of the time is spent on plot details, leveling up skills and other little things. Prominent representatives of typical FPS action games can be considered: Battlefield, Call of Duty, Doom, The Division, Counter-Strike, etc. So, Escape from Tarkov is not about that at all.


Most of the time in EFT you have to search for loot, scout the area, trade, select equipment, and only 20% of the total gameplay is directly at war. At the same time, the battles themselves can end very quickly, since thanks to realistic physics, the player can die even from one bullet. All thanks to the combat simulator in extreme conditions (CBES), which underlies the combat component of the game. Such a system takes into account dozens of factors influencing the battle, including: weapon wear, weather conditions, the player’s level of protection (type of body armor, presence of a helmet), the quality of the ammunition used, the character’s condition (hunger, fractures, concussions, poisoning, nervous exhaustion), and much more. .

Therefore, you have to think through battle tactics, customize weapons, monitor your character’s performance, and study game locations. All this is necessary so as not to catch the coveted bullet, but on the contrary, having gained a tactical advantage over the enemy, strike first.

Thus, unlike typical action games, where reaction speed and “hardening level” come first, knowledge of the game world and the principles of the game as a whole are important here. In all respects, the game is more like the Arma series, where preparation and tactics are also encouraged. In view of this, those players who compare EFT with popular action games are largely mistaken, positioning the game in the wrong way.

Misconception two: The game will become FreeToPlay


The reason for this misconception was the immediate past of the developers. Before the announcement of EFT, most of the team was involved in the development and support of the browser-based online shooter Contract Wars (popularly CW). This standalone game takes place directly in Tarkov, but only during the period of contract wars, which at some point grew into something bigger and led to the events of EFT. Mechanically, CW is a typical session shooter. There are two teams USEC and BEAR, which oppose each other in different modes. Accordingly, the main focus is on the action component (see point one). The game itself is provided according to the F2P model, and is available to everyone. For additional cash injections, players can purchase upgrade boosters, unlock access to sets with various bonuses, and also purchase unique weapons.


The latter, by the way, does not provide a slight advantage, since such weapons do not break, and their firing characteristics are noticeably higher than their budget counterparts. Because of this, there is a certain imbalance in the game to this day.

Considering such features, it is not surprising that after the announcement new game in the same setting, many players again began to imagine CW and draw certain parallels. Those who are not at all familiar with CW began to mistake it for EFT, which is not surprising, since the events of both games take place in the same city. As a result of this misunderstanding, people often assume that EFT, like CW, will be F2P at release. However, from the very announcement, the developers clearly indicated that their new project is distributed exclusively through the BuyToPlay model.

Buy it once and play as much as you want. There is no donation with the opportunity to speed up your leveling or buy yourself a cool gun with attachments for real money in the release version. True, the developers themselves “added fuel to the fire” by releasing as many as four versions of the game after the announcement with additional bonuses, such as an enlarged warehouse, a set of first aid kits at the start, and several guns in stock. Many players again raised a wave of indignation, having forgotten about the key nuance of the game associated with permanent death within the raid, and the loss of almost all property. Therefore, the bonuses that a player receives from a pre-order can most likely go to those people who buy the basic version of the game. And of course, as far as we know, ordinary players will have the opportunity to upgrade their stash without buying expensive publications.

An additional nail in the pan was the recent release of a standalone CW version called Hired Ops. Having abandoned the browser component and microtransactions, the game started in early access on Steam. There were also comparisons with EFT here, despite the fact that a separate studio took over the project and most of the action was deliberately moved outside of Tarkov’s territory.

Misconception three: The game costs five thousand!!!

As mentioned in the last paragraph, a number of digital pre-order editions are available for purchase. Prices vary from 1600 to 5000 rubles. The simplest set guarantees a digital version of the game and access to the beta test, and the remaining sets allow you to join the alpha test with increasing probability (25%/50%/100%). The latter created the misconception that in order to play EFT it is necessary to purchase the maximum edition. The misconception has especially become “popular” due to those who simply indicate the maximum price without mentioning the existence of cheaper sets. As a result, others pick up on this and, without understanding it, begin to talk about the maximum cost as a regular price. In addition to this, individuals are beginning to compare the “price” of EFT with the prices for standard editions of Western games, and from this comes talk of an unreasonably high cost. Guided by this “logic,” you can consider the price of Battlefield 1 at 2,000 rubles, and the price of EFT at 5,000 rubles. It would seem that the difference of three thousand is quite noticeable, but the catch lies in the fact that BF1 also had a pre-order edition for 6,000 rubles. This edition also has early access to lots of goodies, and includes a Sesson Pass (as does the EFT Ultimate Edition). That is, with an adequate comparison, it turns out that EFT is also cheaper. Of course, there are other games. Take Watch Dogs 2, for example, where the maximum edition costs only 4,000 rubles, which is not in favor of EFT with its “five mowers”. However, when comparing basic sets, EFT is 400 rubles ahead. From all this follows the fact that the price of EFT may quite reasonably seem high, but at the same time the cost remains acceptable for the current situation of the games market in the Russian Federation, and with adequate comparisons it is not so far from its “peers” in its class of triple-A projects .

After the introduction of a tax on digital purchases, the EFT developers met the players and decided to take on the overpayments by the end of January. Therefore, there is clearly no point in blaming the EFT authors for greed.

Misconception four: The game works through a browser

Here again the public that barely distinguishes between CW and EFT enters the field, and the saddest thing is that there are quite a lot of such people. In order to dispel doubts about the implementation of the game, it is worthwhile to dwell in more detail on the technical component.

EFT uses Unity 5 as its engine, significantly modified by the developers themselves. The EFT engine is based on an open world with big amount interactive items. The physical model associated with shooting has been seriously developed. Any bullet can split when passing through an obstacle and have a ricochet. All this is calculated using a ballistic model, which is based on the actual physics of the weapon. Separately, it is worth noting the procedural animation system, thanks to which every action of the character, both from the first and third person, looks smooth and natural.

And of course, the engine supports standard effects for modern games, such as dynamic day and night, various weather conditions, easy destructibility (you can break lamps, doors, small shelters), dynamic lighting with a bunch of different effects and much more. With all this, the game has system requirements that are quite democratic by modern standards. As it becomes clear, no browser is simply capable of pulling something like this.

There are quite a lot of comments on Youtube about soapy textures and the blur effect, but you don’t hear anything like that from those who play in the videos themselves. Many, on the contrary, note good optimization, which is rare with the word “Alpha”.

Misconception five: There is no point in the game...

In recent years, quite a few games have been released in the Survival genre: DayZ, H1Z1, Miscreated... and they all have one thing in common, namely death at the end. No matter how much the player collects equipment and no matter how much he cares about his three-dimensional embodiment, the end is always the same. Because of this, many players feel like their time is being wasted. That is, people no longer have enough of the emotions and impressions that arise in the process, and many want to see a specific result proportional to the time spent. So, EFT is quite capable of providing something similar.

The fact is that after each successful raid, players have the opportunity to replenish their cache with the equipment they find. After this, having gone to a new raid and having safely disappeared there, the player will again return to the screen with the cache, where you can use the previously collected trophies to prepare for the next raid. This in itself increases the chances of a successful outcome during a new trip to Tarkov. In addition to this, the character by default has a protected container, things from which do not fall out after death. Of course, put a machine gun in it or hide it a large number of things will not work out, since the dimensions of the container are small, but it is quite possible to save the found money, rare keys, or light weapons like a pistol. Plus, there is a game for wild ones, more details about which can be found in the video preview at the beginning of the article.

You can use the money you earn between raids to purchase items from merchants. In the event of a complete collapse and lack of equipment, you can use the Nth amount from the protected container and buy additional equipment with which you will not be ashamed to go on a raid.

In addition to equipment, the player accumulates combat experience over time. EFT has a fairly deep skill leveling system based on repetition. That is, than more player spends time in the game, the easier it becomes for him in some aspects. Considering the hardcore component of the game, there is, of course, no talk of obtaining active skills. However, if you devote a long time to certain things, you can develop skills in the relevant area.


As you can see, there are no skill branches or abstract “power points”.


Each skill is upgraded separately based on your playing style.

For example, if you use Kalashnikov family assault rifles for a long time, then over time the speed of drawing, cocking and reloading the weapon will change. At the same time, if in ordinary games the speed of playing the basic animation simply increases, then in EFT the very principle of holding a weapon in your hands and the type of reloading change. Along with this, there are many other skills that involve trading, searching for objects, and studying locations.

Thus, even those players who constantly fail have the opportunity to gain strength and, over time, pass the most tricky and difficult tests. In other words, any action takes on a certain meaning and affects the character and his capabilities in the future.

Misconception six: The game will receive eternal alpha

It is also worth noting that Battlestate Games is an independent studio, which means it directly depends on the players (no matter how stupid it may sound). Without sales and a certain level of support, the studio will not be able to stay afloat for long and actively develop the project. Therefore, delaying the alpha is clearly not in the interests of the developers. In addition, as time has shown, games from independent studios have life after alpha and are actively supported during tests. Eg The Forest, which was a shame to look at in the first version, is now actively collecting positive reviews on Steam, even though it is still in alpha (although we are going through it from start to finish without serious bugs). Based on this, I would like to convey a simple idea that now it is pointless to talk about the unfinished nature of the game and the lack of content ala DayZ. This needs to be done in another year, provided that the developers do nothing during this time. In the meantime, it is better to refrain from hasty conclusions and undeserved accusations.

Also, in the context of “eternal alpha,” it’s worth taking a closer look at what the developers have done since the launch of the alpha test. Starting from the end of August, when the first players rushed to explore Tarkov and to this day, the game has received the following:

  • The third location “Forest” is quite large in scale;
  • Replenishing the arsenal of available weapons with interesting models, like the Vintorez;
  • Implementation of full-fledged online (in the beginning the alphas were only wild NPCs);
  • Added merchants who provide services and goods in real time;
  • The physics of grenades and destructible objects in general have been significantly improved;
  • The game engine has been updated and a huge number of bugs of various kinds have been fixed, as well as much more...

Of course there are still many problems. There are certain imbalances in the trading system, out-of-synchronization periodically occurs, and there are also shortcomings in small moments, such as getting stuck in a certain location. However, merchants are beginning to receive rare goods more often and are adjusting prices, server capacity is growing, and Tarkov’s construction companies are preparing to travel to “problem areas of the city.” You can learn more about the testing process and the already implemented functionality from a number of videos in which one of the alpha testers shares his impressions.

Separately, it can be noted that over four months, the developers constantly made changes to the alpha version, consistently adding various elements for testing. Much of what is not yet included in the current build and is planned for release can be seen in the annual report of the developers.

Misconception seven: A game like... [Insert game name]

Stalker at one time became a real cult among domestic gamers. For many players who launched Shadow of Chernobyl in September 2007, words such as: Zone, Artifacts, Controller, etc. have a special meaning to this day. Even seven years after the release of the last official part, people continue to develop the ideas inherent in the concepts of the game by releasing mods, among which there are truly suitable projects (see Call of Chernobyl). Therefore, it is not surprising that many players, without waiting for the second part, hope that EFT will become its spiritual successor. It’s quite difficult to argue with such people, since EFT actually partially repeats the concept of a stalker: old-school slot inventory, domestic open spaces in the ambience of a local apocalypse, FPS mechanics coupled with hardcore battles, RPG elements, vast locations with an emphasis on exploration.

In many aspects, the games are indistinguishable, and comparisons between both projects are quite appropriate. The main thing is to remember the differences, and understand that in EFT there will be no mutants, anomalies, artifacts, gatherings around the fire and many other stalker features. True, in addition to the above, there is one more nuance, because of which EFT was dubbed the second stalker. One of the developers who took part in the creation of Stalker at one time joined the Battlestate Games team. Because of this, some people even labeled EFT as “From the creators of Stalker.” This is precisely where the misconception lies, since this person is not a leading specialist or one of the authors of the project concepts, but is only involved in the implementation of the technical part of the game (more precisely, animation).


The second most popular object for comparison is Survarium. Here they no longer take into account such trifles as FPS mechanics, but immediately hit where it hurts. EFT has huge ambitions, just as Survarium did in its time. Because of this, many people are already predicting the collapse of the project, presenting as arguments... well... um... but without actually presenting anything. Here, a psychological factor is most likely at work due to which many, having been disappointed in the Survarium alpha (see point six), begin to project negative memories from this onto the current EFT alpha, citing the factor of “domestic developers”. Although there is no logic in this, since the teams are completely different and clearly use different approaches to implementing their products. This becomes noticeable if you pay attention to the fact that the authors of EFT primarily paid attention to the main raid mode, and did not create the “Arenas” described above, the implementation of which would be simpler and faster for promoting the game.

However, if you look at the second location “Customs”, the players will see a completely different scale. The customs house includes several separate warehouses and workshops, a part of the highway with forest plantings along the road, a garage cooperative, a gas station, a customs administration building, as well as a three-story dormitory with two buildings (where you can go into almost any room).


Because of this dissonance between locations, those who watch videos of gameplay at the Factory accordingly associate the game with standard session games, and those who first get acquainted with Customs begin to mention projects like DayZ. This is where contradictions arise and misunderstandings about what type of game it is. All this results in disputes between the first and second, which often looks quite ridiculous. Especially considering that in fact both of them are mistaken.

As mentioned at the beginning of the article, EFT is built around raid mechanics. A raid is a session in its own way, having a number of typical restrictions, such as a time limit. However, it is immediately worth paying attention to the mechanics of the raid itself, within which the player is given complete freedom of action. Go straight to the nearest exit from the location or look around the area in search of useful items, look for hidden places or set up an ambush for other players, complete a merchant’s task or simply wander around in search of adventures to your fifth point. All this is an open world element and does not fit well into the concept of a session game. Therefore, it turns out that raids in EFT are something unique, combining different elements.

In addition to raids, the release version includes several more separate modes. The first mode, "Arena", will be a short session on a small map, where the only task is to defeat the enemy. The second mode, called “Free Roam,” will open after completing all the raids, and will provide the opportunity to continue exploring Tarkov in a huge seamless location of 16 square kilometers, which will essentially be an open world.

Misconception #9: There is no story in EFT

The latest misconception largely originated from the MMO abbreviation in the game genre column. It has become such a thing in the industry that any game that has a similar combination of letters instead of a full-fledged plot often receives a pack of quests in the spirit of find 10 skins and kill 50 bandits. It is likely that EFT will not be an exception and such tasks will be part of the game, but only as side orders from merchants. This is hinted at by the care with which plot details are revealed outside the game. To confirm the words, you can consider documents periodically published within

What is Escape from Tarkov? Who is the developer?

Escape from Tarkov is a hardcore story-driven multiplayer online game at the intersection of the FPS / TPS and RPG genres with MMO elements.
The developer is the Russian company Battlestate Games, which is located in St. Petersburg.

Will the game be shareware (free2play)?

No, the game will be exclusively buy to play, that is, bought once and for good. Microtransactions (donations) are not planned in the game. But inexpensive paid DLC is planned

Will Escape from Tarkov be a session shooter? What modes will there be in EFT?

In the classical sense - no. The game will consist of several modes. The player has one life, and when he dies, the player loses everything he came with and everything he found at the location.

The first mode will be released with the release of the game - this is a scenario walkthrough. That is, the game session (which will last an hour and a half on average) will take place in large open locations with an area of ​​5-10 square kilometers. The player’s task will be to sequentially go through these scenarios - raids, the principles of exit from which will differ based on the plot premises. Having completed one scenario, the next one opens. The player can return to a completed scenario to search for specific loot, or for more detailed research (thorough research can lead to the discovery of special side locations).

After all the scenarios are implemented (and there are about 10 of them planned), freeroam mode will be opened, in which the player can freely move around an area of ​​15 square kilometers without any time limit. There is also an ARENA mode, which in its principles resembles gladiatorial fights.

That is, although EFT in scenario mode will have a session, it will be determined by purely plot points (the hero escapes from Tarkov). In freeroam mode there will be no time limit on staying at a location. And in Arena mode, the session will be limited by the fact of your own death or the death of an enemy.

Will there be a story in Escape from Tarkov?

Escape from Tarkov is a story-driven game, despite its online nature. Everything that happens in the game will be determined by the plot of the main line and a lot of side quests, some of which will be given out by merchants, and some of which the player will have to solve himself without any hints.

Where and when does Escape from Tarkov take place?

Escape from Tarkov takes place in an alternate universe in modern times. The main setting is the fictional Russian city of Tarkov (and its environs), the northern industrial and financial center of the country. The events described in the game, in turn, are the prehistory of the Russia 2028 universe. The city of Tarkov found itself in the center of a war of private military corporations, which began as a result of the underground illegal activities of the transnational corporation Terra Group. For unknown reasons, the situation in the city sharply destabilized, the residents were evacuated, and only mercenaries, “Wild” bandits and various dark personalities remained, pursuing unknown interests.

The MMO events will unfold in the fictional Norvinsk region - a special economic zone that has become a “gateway” between Russia and Europe. Excellent conditions for large international companies have attracted not only law-abiding entrepreneurs to the region, but also corporations with dubious plans. In a large city in the region, Tarkov, a scandal broke out around a transatlantic company. Six months later, the political confrontation turned into an armed conflict, which involved UN peacekeepers, internal troops of the Ministry of Internal Affairs and two private military corporations. The borders of the region were blocked, and those who found themselves in the thick of the flaring local war were cut off from the outside world.

In the Norvinsk region, two private military companies, attracted by two sides of the old conflict, are most active. USEC, hired by the scandalous international corporation Terra Group, organizes local military clashes in the region and actively prevents local authorities from investigating the activities of Terra Group. In addition, according to intelligence services, USEC is engaged in covering up prohibited work and research of a foreign company. BEAR, rumored to have been created on the direct orders of the Russian government, works for the official structures of the Norvinsk region and is looking for any evidence of illegal actions of the Terra Group.

Every day the situation in the Norvinsk region is becoming more complicated and confusing. Against the backdrop of constant hostilities, panic broke out in the city of Tarkov: the population was fleeing, and those who remained were seeking to profit at the expense of others. Having accepted the new realities as a given and gathered into well-armed groups, the “wild” Tarkovites set about dividing the city. Today, all of Tarkov is demarcated by invisible lines, beyond which the territories of one gang or another extend: ready to do anything for the sake of profit, they do not stop either at killing civilians or at confrontation with two private military companies.

Players will have to try on the role of one of the mercenaries who survived the first stage of the war in Tarkov. Having chosen one of two sides - USEC or BEAR - the hero begins his journey from the city center. Tarkov is blocked by the UN and the Russian military, supply lines are cut off, communication with the command is lost - in these conditions, everyone decides in their own way what to do and how to get out of the chaos-ridden metropolis.

Will it be possible to take EFT alone?

There are no plans for offline single player. The player can play the game alone online, without the help of friends in co-op. But this does not save him from the presence of other players at the locations. Moreover, in the final scenarios, going on a raid with partners is highly recommended.

How will the RPG component be implemented?

The main role-playing components of EFT are the inventory system, leveling and leveling up the character's skills. Obtaining new levels (levels) will be associated with earning experience (killing, looting, healing, exploring locations, breaking doors and safes, etc.)

The role-playing component will be similar to the mechanics of games in The series Elder Scrolls and is based on repetition. Leveling up in general is similar to the system in The Elder Scrolls - we improve skills through repetition, for example, leveling up intelligence:

  • 1 subject studied for 20% intelligence skill;
  • 1 hack without a multitool for 1% skill;
  • 1 hack with a multitool for 4% skill;
  • 200 weapon repair units per 1% skill.

Bonuses:

  • Increasing the speed of studying objects (up to +100%);
  • Acceleration of basic hacking speed (up to +100%);
  • Increased weapon repair efficiency (up to +100%).

What is unique on our part is that the system of skill bonuses is not limited to static bonuses - our character begins to hold weapons and reload differently, and use medications as needed.
As skills improve, new tactical opportunities open up for the player. The top level of the skill unlocks an elite skill. Well, the fact that without upgrading skills a character begins to forget them is also an innovation.
The inventory system is a classic slot inventory, with a backpack, unloading system, pockets, slots for equipment and weapons, etc.

Will there be clans/other permanent groups?

Yes, the game plans to have a clan system where you can assemble your own group. We will not limit players on how and what to do in the clan. This could be like a fighting clan that hunts other players, or a trade guild where there are merchants and “gatherer” players.

Will there be an economy in the game?

Yes, the game features an extensive, dynamic economic system. It will be possible to trade both with other players and with NPC traders. Dynamism economic system also lies in the fact that, in addition to players and NPC traders, the general economic situation will be influenced by various random factors: shortages, floating exchange rates, even the health status of the merchant - all these parameters will be controlled by AI.

How realistic will the game be?

We, the development team, ourselves really love hardcore and realistic projects and, of course, we want to make EFT as realistic as possible in all aspects - health, combat, inventory management, interaction between characters, graphics, sound, etc.
Your character can die from a number of unfavorable factors, such as wounds, infection, exhaustion, dehydration, etc. The player is susceptible to hypothermia, concussion, clouding of mind, he will have to correctly use medicines, equip weapons with ammunition, and also use these weapons so that at a certain moment the cartridge does not become misaligned. This list can be continued for a very long time.

How realistic are the shooting mechanics?

Not only the shooting mechanics, but also the weapon itself and its customization are our great pride. The weapon will behave very realistically in battle: physical recoil, wedges and misfires, bullets will have a realistic ballistic model - they will change trajectory after breaking through surfaces, will split and ricochet. Even powder gases in flame arresters will spread as in real life.

How detailed will the customization be?

You can already quickly evaluate in the Action gameplay video how deeply it will be possible to customize weapons. Almost any part can be replaced or removed, complete freedom of customization, which will allow each player to create their own unique weapon configuration to suit their personal playing style. Customization also includes replacing magazines, installing flashlights and laser sights, tactical grips, various sights, etc. On some samples it will be possible to change even the bolt handle and trigger.

How many unique weapons are planned in the game?

Very, very much. For example, we have a desire to make a line of absolutely all versions of AK

What can be customized besides weapons?

It is planned to customize MOLLE unloading systems, clothing and other equipment.

Will there be crafting in the game? (creating objects from scrap materials)

It will be, but not in the form in which it is implemented in some projects. It will be impossible to assemble a machine gun from pieces of wood, bolts and tape. Only from real spare parts will it be possible to assemble something, for example, by finding separately all the spare parts of the AK74M (magazine / receiver / receiver cover / bolt / barrel, etc.) you can assemble the machine gun itself.

In addition to weapons, there will be types of items that can be combined.

Will the game be available on Steam?

Yes, we plan to use the Steam platform.

Will there be Steam Workshop support and support for custom mods?

Maybe. Works from the workshop will undergo our acceptance process in order to be allowed into the world of the game. Custom mods that somehow change the gameplay will not be allowed, because... We have a network game.

Will I need to buy early access to play on the CBT?

No, this is not necessary, although of course, players who pre-order will have guaranteed access. The rest will get access by choosing a random lucky winner from those who subscribed to the newsletter.

What are the system requirements? Will there be gamepad support?

System requirements are not yet known, but we will try to keep them low. At this stage, the game produces 120+ FPS at maximum speed on an above-average configuration.

We have already tried connecting a gamepad for purely experimental purposes, so it is possible that it will be supported.

On what engine? Will there be cross-platform support for Mac and *nix?

The game is made on the basis of Unity 5, although a considerable part of the graphical functionality was written by us ourselves from scratch. A release on the Mac is planned, but it is not yet clear whether this instance will play in the general space of players.

Is this a game from the developers of Stalker?

We have repeatedly noticed that the materials of Escape from Tarkov are often attributed to “from the creators of STALKER”, “from the developers of STALKER”. This is wrong. There is only one former STALKER developer on the team, and therefore it is incorrect to position the project in this way.

The developers of Battlestate Games have worked on different projects in different genres, but we are all united by a love for real hardcore shooters, of which there are not so many.

What about a console version, planned or not?

A console version is being considered, but it’s too early to talk about it.

How can I sign up for the closed beta?

As mentioned, the guaranteed way to get into the beta test is to pre-order the game, which will open soon. However, due to the scale of testing, we cannot do without the help of the lucky ones, randomly selected from among subscribers to our website's newsletter -www.escapefromtarkov.com/signup/

When is the beta test, EFT release?

The start of closed beta testing is planned for the first quarter of 2016.
The game is scheduled for release in the second quarter of 2016.

I believe that I have insane skills in level design (modeling, programming) and want to join the development team. Are there any vacancies and what are the requirements?

If you think that you really have professional skills in the field of game development, then you can write to [email protected] indicating the subject of the letter and your resume. We are always looking for talented specialists to join our team.

Are you independent or already have a publisher/sponsor? What should I do if I want to sponsor the development of a game?

Write to [email protected] your sponsorship/publishing offers

Are there plans for a special edition with an art book/figurines/caps, etc.?

Yes. Oddly enough, we are planning a boxed version of Escape from Tarkov, including a gift one.

This topic has been pinned, so it"s probably important

Official FAQ

What is Escape from Tarkov? Who is the developer?

Escape from Tarkov is a hardcore story-driven multiplayer online game at the intersection of the FPS / TPS and RPG genres with MMO elements.
The developer is the Russian company Battlestate Games, which is located in St. Petersburg.

Will the game be shareware (free2play)?

No, the game will be exclusively buy to play, that is, bought once and for good. Microtransactions (donations) are not planned in the game. But inexpensive paid DLC is planned

Will Escape from Tarkov be a session shooter? What modes will there be in EFT?

In the classical sense - no. The game will consist of several modes. The player has one life, and when he dies, the player loses everything he came with and everything he found at the location.

The first mode will be released with the release of the game - this is a scenario walkthrough. That is, the game session (which will last an hour and a half on average) will take place in large open locations with an area of ​​5-10 square kilometers. The player’s task will be to sequentially go through these scenarios - raids, the principles of exit from which will differ based on the plot premises. Having completed one scenario, the next one opens. The player can return to a completed scenario to search for specific loot, or for more detailed research (thorough research can lead to the discovery of special side locations).

After all the scenarios are implemented (and there are about 10 of them planned), freeroam mode will be opened, in which the player can freely move around an area of ​​15 square kilometers without any time limit. There is also an ARENA mode, which in its principles resembles gladiatorial fights.

That is, although EFT in scenario mode will have a session, it will be determined by purely plot points (the hero escapes from Tarkov). In freeroam mode there will be no time limit on staying at a location. And in Arena mode, the session will be limited by the fact of your own death or the death of an enemy.

Will there be a story in Escape from Tarkov?

Escape from Tarkov is a story-driven game, despite its online nature. Everything that happens in the game will be determined by the plot of the main line and a lot of side quests, some of which will be given out by merchants, and some of which the player will have to solve himself without any hints.

Where and when does Escape from Tarkov take place?

Escape from Tarkov takes place in an alternate universe in modern times. The main setting is the fictional Russian city of Tarkov (and its environs), the northern industrial and financial center of the country. The events described in the game, in turn, are the prehistory of the Russia 2028 universe. The city of Tarkov found itself in the center of a war of private military corporations, which began as a result of the underground illegal activities of the transnational corporation Terra Group. For unknown reasons, the situation in the city sharply destabilized, the residents were evacuated, and only mercenaries, “Wild” bandits and various dark personalities remained, pursuing unknown interests.

A more detailed historical synopsis can be read here -

A dynamic MMO platformer, Escape from Tarkov invites gamers to become part of a private military organization in order to find escape routes from the strange settlement of Tarkov.

The hardcore MMO platformer Escape from Tarkov is based on a realistic setting based on the history of the isolated settlement of Tarkov. A secret laboratory is located on its territory, which became the reason for the isolation of the town; its residents were researchers and service personnel. However, here the interests of opposing organizations belonging to the forces of the RF Armed Forces and the UN converge. Players will have to take part in a bloody confrontation taking place on the streets of a city located in the grip of checkpoints. Surviving in a hostile environment will not be easy, since the environment directly affects the character’s vital indicators. In addition to shootouts and dynamic battles, players need to complete auxiliary quests and unravel the mysteries of Tarkov.

Project Features

The death of a hero can occur not only as a result of an unsuccessful outcome of the battle, but also come quite unexpectedly. The reasons may lie in the consequences of injuries and untreated wounds, illness, radiation poisoning and even exhaustion. So gamers need to monitor the vital signs of their character, control the level of satiety and thirst. Every action must be under control. To survive in unpredictable circumstances offered by an aggressive environment, a world living by its own rules, it is worth using MMO modules. You will be able to choose effective tactics for battles and behavior.

The combat simulator takes into account many conditions that create an incredibly realistic effect. Here absolutely everything depends on the gamer, on his skills and abilities, and willingness to adapt to the situation. This is the only way to survive and defeat any opponent. As you complete the missions, you will be able to find out what caused the city to be so “popular” with military organizations, and you will find loopholes with which you can get out of this strange place.

You are given complete freedom of action. Thanks to a high level of physics and ballistics, an extensive procedural animation and effects system, as well as full control of movement, interaction with the environment, and stealth actions, the illusion of complete presence is created. The scheme of handling weapons, their use and customization has been worked out to the smallest detail, which makes the process incredibly exciting. A unique system for leveling up the hero and selecting skills is also proposed.

Present to your attention online game Escape from Tarkov genre Online shooters. Read the review of this game and system requirements, download to your PC and start playing absolutely free right now.

We are ready to add a new name. The game Escape from Tarkov takes place in the realistic scenery of the Russian city of Tarkov. According to the plot, members of two private military organizations were locked within the city, surrounded by checkpoints of the Russian Armed Forces and the UN. They have to confront not only a hostile environment, but also each other. To survive and escape from the encirclement, players will have to pass many tests of strength and unravel all the secrets of Tarkov.

The game's heroes will have to face a number of deadly dangers. The threat comes from both members of a hostile organization and the aggressive influence of the environment. Death can occur at any time - from radiation poisoning, disease, exhaustion or various types of injuries. The game world is unpredictable and lives by its own laws. To survive in it, players have to use numerous system modules, choose survival and combat tactics. The character's actions are completely controlled by the player.

Features of Escape from Tarkov

Escape from Tarkov is a hard-hitting action game set in a modern Russian city. The action is shown in first person. The fate of the character depends solely on the player’s ability to instantly calculate the situation, which is constantly and unpredictably changing, and defeat any opponent.

Completing each task increases the character's chances of survival and with each step brings him closer to the final goal - escaping from the besieged city. It also gradually introduces you to the history of the city.



The overview present in Escape from Tarkov is unusually realistic. The game takes into account dozens of factors affecting the character. Physical state, injuries, environmental influences - everything affects his actions and capabilities. Ballistics and hit physics are completely realistic, and spectacular animation creates a sense of presence.

The player has complete control over the character's movements, hidden actions and interaction with the outside world. The work with weapons and their customization have been worked out in great detail.