
Enter the Chornobyl Anomalous Zone — a vast open world where anomalies, mutants, and rivals stand in your way. Explore, scavenge, and try to survive in this brutal and dangerous land. Evolving with every update, now overhauled and crowned with UPDATE 2.0.
Most likely between $89.7M and $254M. How we estimate →
Checked against 8 developer-reported games
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $59.99 | 80% | approximately $149.4M |
| Xbox | $59.99 | 68% | — |
| PlayStation | $59.99 | 89% | — |
| Epic | $59.99 | 90% | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Cheapest copy: ≈ $29.61 on Xbox · Türkiye (−51%). Compare 30 prices in 14 markets →
Reviews
Themes across 3290 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
S.T.A.L.K.E.R. 2: Heart of Chornobyl — 3/10 I wanted this to be the Zone again. Fifteen years of waiting, a studio that actually lived through the thing the game is about, and a setting that still has no real competition. What shipped was a gorgeous, half-finished survival sim that keeps reminding you it isn’t finished. The technical state is the review. At launch this was not “Eurojank.” It was broken. Crashes, quest items that never spawn, NPCs vanishing mid-conversation, lighting that strobes, audio that dies, and death screens that make you wait long enough to question the purchase. Even after a year-plus of patches, an engine bump to Unreal 5.5, and a 2.0 overhaul, the game is still issuing 200-fix hotfixes in September 2026. That is not a living world. That is a product that never left the ICU. Performance is still a tax. High settings on a strong rig should not feel like a coin flip. Settlements stutter. Open fields hitch. Textures pop in like the Zone is loading itself in front of you. If your machine is mid-range, you are not playing S.T.A.L.K.E.R. 2. You are negotiating with it. A-Life 2.0 is the betrayal. This was the feature. The living Zone. Factions doing their own thing whether you were there or not. What we got was a spawn bubble. Enemies materialize behind you in ground you already cleared. Packs of dogs teleport into existence. Distant life barely exists until you walk into the radius, then the Zone “wakes up” like a scripted theme-park ride. Devs admitted they gutted it for optimization. Patches improved the worst of the air-spawns and back-spawns. They did not deliver the system that was sold. Binoculars and long-range play feel pointless when the world only exists 100 meters from your face. AI on top of that is cheap more than clever. Mutants sponge damage, rush in waves, and punish you for playing carefully. Human NPCs flip between statue and aimbot. Stealth is inconsistent. Combat is loud, messy, and often decided by whether the engine decided to spawn three extra bloodsuckers in the doorway you just checked. The systems fight you instead of the Zone. Guns degrade and jam like they owe you money. Favorite rifles become junk mid-fight. Loot is stingy in the wrong places and weight management turns every outing into an inventory spreadsheet. Anomalies look great until you realize half the “danger” is just the game’s collision and detection being sloppy. Side content is a lot of walking for rewards that do not match the risk. Death-reload loops kill pacing. The Zone is huge; the interesting parts are not dense enough to justify how empty the travel feels when A-Life isn’t doing its job. Story and presentation do not carry it. The world looks like S.T.A.L.K.E.R. Fog, decay, that sick green-gold light — when the frame rate holds, it is still one of the best atmospheres in the genre. Then someone talks. English VO is frequently stiff. Writing is functional at best and confused at worst. The main plot is a slog of fetch, faction errands, and twists that do not land. Branching paths exist on paper more than they change how the Zone feels. Side stories occasionally spark. The campaign as a whole does not. What it should have been vs. what it is. Ambition is not the problem. Scope is. They built a massive handmade map and then could not make the simulation, the AI, the performance, or the narrative keep up with it. The original games were janky and alive. This one is often just janky. Mods and later patches have done a lot of the work the launch build should have done. That is not a compliment. That is an admission. If you have infinite patience, a high-end PC, and nostalgia strong enough to eat 40 hours of friction, there is still a tense, ugly, beautiful shooter under here. For everyone else: this is the sequel that asked you to wait a decade and a half and then charged full price for a beta that is still getting emergency patches in 2026. The Zone deserved better. So did the people who waited.
oynanacak durumda degil. optimizasyon gercekten ♥♥♥ kotu. developerlara kızamıyorum cunku, malum ulkelerinde durum bariz. sadece, kayıp bi potansiyel olmus :(
Просто пошла ♥♥♥♥♥ со своей оптимизацией
too much crash
Stalker GAMMA is still ten times better. This was waste of my money.
I stopped playing for a while after launch, and only recently picked it back up — it's still so underwhelming. It's just running to waypoints, looting stashes that mostly contain useless food and meds (which I already have way too much of but I still loot everything until I reach yellow weigh which is still confusing why they give us so low carry capacity plus I need to bring a lot ammo because the enemies are bullet sponges.), plus a bit of ammo most of the time. Then you end up overweight and have to run all the way back to base, over and over. Do a few quests here and there, rinse and repeat. The burer and poltergeist can still throw object though solid wall which is not fixed since launch and somehow the gun when burer fires it's so powerful if you are out in the open with no cover you just died instantly. the knockdown animation is too long. it's should not be there in the first place. The game is still blurry. A-Life is still bad. Overall, it's just Far Cry with worse gameplay, no cars, and way more walking and backtracking. The only good thing is getting to revisit the locations from the trilogy and the atmosphere is genuinely pretty good. Just go play a modded version of the trilogy, Anomaly, GAMMA, or literally anything else instead of this.
75% of your game time is running and walking to places. The rest is dialogue with NPCs and repetitive and boring FPS. The only highlight is firearms customization. Spend your money elsewhere.
Good Graphics and a good Atmosphere. World feels quite empty, everything revolves around the Player and ONLY the Player, meaning that the A-Life feels very disappointing. Runs like Crap, Enemies literally cheat in Combat, Weapons feel lackluster. 4.5/10
Игра - скам на бабки по славному имени. Гамма в разы лучше и беспланее. Ещё и украинский язык убивает всю атмосферу ( я украинец).