S.T.A.L.K.E.R. 2: Heart of Chornobyl - Systems
The gameplay systems that hold S.T.A.L.K.E.R. 2: Heart of Chornobyl together: the simulated Zone, anomaly and artifact hunting, the survival and equipment layers, emissions, faction standing and the economy of repairs and travel. None of them can be ignored for long, and most of them interact, which...
We are updating the data
These pages are being expanded and corrected right now, so some entries may be
incomplete or out of date. Check back soon for the full dataset.
of 9 entries
· updated 2026-09-15
| Name | Type | Description | Stats |
|---|---|---|---|
| A-Life 2.0 Simulation | World Simulation | The simulation layer that populates the Zone with stalkers, mutants, faction patrols and their fights. | Scope: Zone-wide Affects: Encounters, faction control, loot availability |
| Anomalies and Artifacts | Exploration System | Anomaly fields are visible distortions in the world, from gravitational vortices to electrical discharges and chemical pools, and they are lethal in different ways. | Tools: Detectors, bolts, anti-rad drugs Risk: Instant death in strong fields Reward: Passive bonuses and trade value |
| Survival Statistics | Survival System | Health, bleeding, hunger, radiation and stamina are tracked continuously and all of them can kill. | Tracked: Health, bleeding, hunger, radiation, stamina Management: Medkits, bandages, food, vodka, anti-rad drugs |
| Emissions | Environmental Hazard | Periodic energy releases that sweep the Zone and kill anything caught outside shelter. | Warning: Short audible and visual cue Effect: Death in the open; shelter required Side Effect: Repopulates and reshuffles the Zone |
| Weapon Condition and Upgrades | Equipment System | Every firearm and suit has a condition value that drops with use and with damage taken. | Repair: Technicians in settlements Upgrades: Per-weapon and per-suit trees Failure State: Jams and accuracy loss |
| Armour and Equipment | Equipment System | Suits are chosen for protection against bullets, mutants, radiation and anomalies rather than for a single armour number, and each carries its own weight and durability. | Protection Types: Ballistic, mutant, radiation, anomaly Trade Off: Weight and durability against protection |
| Faction Standing | Reputation System | Killing members of a faction lowers standing with it and raises standing with its enemies, and standing decides prices, access to bases and whether a patrol opens fire on sight. | Affected By: Kills, contracts, story choices Effects: Prices, base access, hostility |
| Weight and Inventory | Inventory System | Everything the player carries has weight, and the pack has a soft limit that slows movement before it becomes a hard limit. | Constraint: Weight slows movement Mitigation: Settlement stashes |
| Guides and Paid Travel | Navigation System | Guides in the major settlements will move the player to another discovered hub for a fee, which is the game's only fast travel. | Coverage: Discovered settlements only Cost: Coupons, scaled by distance |
No matching entries
Try a different search term.