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  • Inside the Mind of Nikita Buyanov: A Deep Dive into Escape from Tarkov and Beyond

    Nikita Buyanov, the creator and head of Battlestate Games, recently gave an extensive interview to the Russian YouTube channel , where he discussed the past, present, and future of EFT. The interview was conducted in Russian, which is great because Nikita expresses himself more freely and shares much more. However, the English subtitles were inaccurate, making the conversation hard to follow and to properly understand . So, I decided to write a summary highlighting the key points discussed. Additionally, I’ve included the full translation of the interview at the end of this article . I used ChatGPT to provide a more accurate translation directly from the Russian transcript. While it's quite lengthy, it's definitely worth reading as it captures far more details and nuances of what was actually said. In this in-depth conversation, Nikita covered a wide range of topics, from the game's initial inspiration to gameplay details and the challenges encountered during its development. Below are some of the key highlights (plus the full interview translation at the end). Following the information-rich interview at TwitchCon, this piece serves as an excellent deep dive into the foundational concepts of EFT, as well as Nikita's vision for the game—past, present, and future. But let's delve into what emerged in the interview. The Origin of EFT and the Extraction Shooter Genre Games like DayZ, Ultima Online , EVE Online , and Rainbow Six  inspired various aspects of EFT, particularly in creating a world where immersion and risk are fundamental elements. The element of total risk and the loss of everything present in EFT was not mainly inspired by DayZ  but rather by EVE Online . This mechanic in EVE Online  particularly struck Nikita, leading to the idea of a game where you can lose everything you carry with you and a gameplay loop based on "extraction"—a concept that, according to Buyanov, he invented. Curiosities About Game Development One of Nikita's first steps into game development was attempting to create maps for Counter-Strike . Originally, EFT was conceived as a browser game. The shift towards a standalone game occurred after browser technologies became obsolete. The Tough and Realistic Gameplay "In the beginning, I wanted the game to be super difficult, even if it meant there were only 2,000 players a day." EFT is known for its difficulty. The game was designed from the outset to be a hardcore experience, not for everyone. The idea was to have a niche of players who appreciated the challenge and tension characterizing the gameplay. Nikita mentioned that EFT is meant to be an experience for an elite of gamers, comparing the game to the Souls  series. However, over the years, EFT has become more mainstream than initially imagined, attracting a much larger audience than anticipated. Embracing the Suffering: How EFT’s Hardcore Experience Sets It Apart from Competitors Buyanov also detailed how the success of EFT has driven the emergence of other extraction shooters, although he believes many of these competitors simplify the concept to reduce player suffering. For him, the suffering and the resulting dopamine rush after surviving a raid are what make EFT special. Despite the rise of extraction shooters, no clear competitor to EFT has emerged because of the game’s complexity and content depth. Developing enough content takes an immense amount of time and resources. Buyanov admits that while the game is nearing completion after nearly a decade of work, maintaining it without a subscription model poses challenges. Modding will be allowed in the future, but it needs to be moderated to maintain the game’s integrity. Community & Player Mentorship The complexity of EFT led to the development of a player-driven mentorship system, where experienced players help newcomers understand the game. This is formalized in the Sherpa program, and Buyanov notes that the game’s structure encourages learning from more seasoned players, similar to how people seek advice from experts in real life. The Philosophy of the Game and the Limits of Realism EFT is not meant to be just fun but to immerse the player in a complete experience filled with tension and difficulty. Initially, Nikita had thought of an incredibly realistic aiming system, which would have been "unplayable" for most players. Balancing realism and playability was one of the biggest challenges. A Game to Live, Not Just to Complete Escape From Tarkov  is not a game for everyone, and that's precisely what makes it special. Nikita has always tried to push the limits of realism and create an experience that couldn't simply be "completed" but rather lived, with all its difficulties and complexities. The philosophy behind EFT, that of "risking everything," is what makes this game unique, and the future of Tarkov will be equally deep and ambitious. The Artisanal Approach in Development "In the early stages, we gathered with pen and paper, and simply started giving shape to our ideas." In the early stages of developing EFT, Nikita and his team gathered with paper and pen to bring their ideas to life. This artisanal and informal approach among friends characterized many of the project's first steps, with discussions around a table and hand-drawn maps that were later refined with the team's help. Many initial decisions on map layouts were intuitive, based on what seemed interesting or fun. Each team member had the opportunity to contribute, transforming and improving ideas into something concrete by adding credible elements like a sawmill in a forest setting or a large warehouse in an urban environment. This creative approach gave life to maps that maintain clear logic and a well-defined environmental narrative. The Roots of Inspiration and the Lore of Russia 2028 Nikita spoke about the connections between EFT and the Russia 2028 project, a post-apocalyptic universe that includes various conflicts and a rather dark future. He hinted at a "local nuclear conflict" and the idea of a more complex narrative, including the possibility that the story of Russia 2028 doesn't end well but with a touch of hope that players can build. The world of EFT fits into this context, allowing players to influence the experience through their actions and decisions. Personal Reality Reflected in the Game An interesting yet serious aspect is the parallel between the events of EFT and current reality. Nikita mentioned that while shaping the world of EFT, he had no idea that some scenarios would closely mirror today's global situation, leading him to reflect on the responsibility and impact of the narrative. He tried to imagine what could happen in a future marked by conflicts and advanced military technology, and many of his suppositions seem to have become reality. Vision for the Future and the World of Game Development Discussing the future of EFT and the world of Russia 2028, Nikita hinted that there are still many stories to tell, with projects that go beyond the game's release in version 1.0. He reiterated the importance of allowing players to choose how to behave at certain moments in the game, with decisions that concern the moral aspects of the story and can influence it. Modding "Yes, we will have modding." Buyanov confirmed that official modding will be integrated into EFT, allowing players to create content without fear of being banned, though a moderation system will ensure mods remain within the game's themes. While unofficial mods have already garnered attention, Buyanov emphasized that creating content for EFT is far more complex than many realize, given the size and scope of the game. SPT (Single Player Tarkov) Nikita Buyanov acknowledges criticisms about unofficial Single Player Tarkov  (SPT) mods, with some players claiming these mods have done things Battlestate Games couldn’t achieve in years. He finds this frustrating, explaining that while mods can make isolated improvements, integrating such features into the official game is much harder due to the complexity of EFT ’s ecosystem. Simply adding modded content isn’t feasible because developers have to ensure everything works together without breaking the game. Influence of Art & Games on the Future : Buyanov sees games as more than just entertainment; they can impact people’s lives in meaningful ways. He mentions how EFT  has helped players, even aiding in the rehabilitation of veterans with PTSD. He hopes that the game’s positive influence can extend beyond the gaming world and foster better communities. The Importance of Community The EFT community is quite unique, composed of both experienced players and newcomers eager to learn from them. Nikita talked about the Sherpa program—experienced players who help beginners adapt to the universe of Tarkov. The community has become a sort of ecosystem where players can translate experience and time invested into significant advantages, much like in real life. The Nature of the EFT Community Nikita discussed at length the dynamics of the EFT community, including the conflicts and tensions that arise. Part of the community behaves very harshly, sometimes even cruelly, but this ultimately reflects the deep attachment players have to the game. Composing Music for EFT : Buyanov has a long history with music and began composing as a teenager. He has written the soundtracks for Street Wars , Contract Wars , and Escape from Tarkov . He usually composes music when there’s a specific need, like a trailer, and draws from a wide range of musical influences. He finds it comforting to combine music with key emotional moments in the game. The Role of Creativity and Magic in Development One of the more surprising revelations from the interview was Buyanov’s belief in a certain “magic” guiding his creative process. He described how 20% of everything he does is influenced by something beyond logic or planning – an intangible force that steers him in the right direction when creating music or key moments in the game. This belief helps him stay focused and motivated in his ambitious projects. These were the highlights of the interview. As always, Nikita is a somewhat peculiar character and not liked by everyone. I've seen very negative comments about him online, but despite his uniqueness, I believe this interview, like the one at TwitchCon, is useful for better understanding him and the vision he has for the game and its future . I personally appreciate Nikita's candid approach to interviews , in which I believe he truly expresses his thoughts and feelings without as many filters as others often use. Moreover, I admire that Nikita wants to remain as faithful as possible to his original concept for the game , even though he recognizes that certain aspects were too "unplayable" for most players and have been adjusted to a more acceptable level. All past controversies, linked to undeniably wrong choices or poorly communicated decisions to the community , still remain. However, in my opinion, many steps have been taken in the right direction. I am optimistic about the future of EFT, even though it remains a human product and therefore cannot be perfect . Additionally, since it's a project originally designed for a niche audience, it will never satisfy everyone, and neither should it. And now, the real deal if you truly want to know everything Nikita said! The full interview translation! I highly recommend reading it . It sheds light on many aspects of Nikita's mindset, the creation of EFT, it's future, and why the game is the way it is. Full interview translation The interview begins with the interviewer providing an introduction to EFT for those unfamiliar with the game, which I have excluded. The translation is quite literal, and at some points, it may not sound perfect in English. However, I prioritized maintaining the spirit of the conversation over maximum clarity and readability. The Games That Influenced EFT and Its Origins Was Tarkov inspired by Day Z? Day Z wasn’t the main inspiration. Day Z was the catalyst for my split-second decision. To put it briefly, the story goes like this: At that time, I was already actively working on the pre-production of the Russia 2028 project, a whole universe that Escape from Tarkov is a part of. And essentially, it was a single-player game, not even a survival one, but an action RPG in a large world with survival elements. So, at that time, there were already some preconditions to create some kind of hardcore, militaristic action with survival elements. Back then, I had a game called Contract Wars, and yes, I remember that I started playing Day Z. And it kind of hit me that time was passing, and we hadn’t really done anything yet. Would we ever even start? At that time, I was playing two games mainly: Day Z and EVE-online. This whole idea of losing everything came to me from EVE-online. There, certain categories of ships you purchase get destroyed if you die in battle, and that’s probably where the whole concept of being able to lose everything came from. I remember that EVE-online was one of the few games I ever spent money on. I think it was just EVE-online, actually. I remember getting tired of saving up for a Tengu. I finally bought it after spending some money, watched a ton of tutorials on how to outfit it properly. I went out to fly it and got baited hard and killed. And I lost everything! I didn’t even know that was possible. I lost the ship, and not just the ship, but the entire fit, all the weapons on it—everything! And that’s probably when the idea came up—there’s a mechanic where you can lose it all, and it already exists in EVE-online. And I decided it was time to start doing it; there was no more time to waste. The very next day, I gathered the team and said, “Let’s make a mod for Contract Wars.” Contract Wars was a browser-based shooter, and I wanted to make a mod for it. I came up with the gameplay loop, this extraction mechanic, which, of course, wasn’t called that back then. We decided to try it out on the Factory map—starting with nothing, running around the location, gathering guns and items (which already existed in Contract Wars), and after a certain amount of time, you exit the location. But a couple of programmers suggested creating a completely new prototype from scratch. I was like, "Alright, let’s do it." And that’s how it was born. At one point, Escape from Tarkov was also planned as a browser game. Until all the technologies for that kind of thing got shut down. I thought it would be a browser game too. I reserved the name Escape from Tarkov, and it’s still there in my VK (VKontakte) account. It was supposed to be a browser game. But things changed, and we made a standalone game, a proper one, a separate game. So, in a way, yes, Day Z was the catalyst for the hardcore nature of the project. It had survival elements, inventory slots, and so on—those were the things I always liked. I thought it would be great to finally make something like that. And so we did. On Hardcore Elements Was the game always meant to be this hardcore from the start? I can't say that the initial idea was to crush everyone with harshness, difficulty, or hardcore gameplay. The goal was just to implement this hardcore realism. Initially, we planned it as a very niche game with maybe 30,000 players online at the most. And even that was considered an incredible result, super high. It was supposed to be a niche, hardcore game, not for everyone. Players would understand that it’s hard, and that they’d need to try very hard to make any progress in the game. But they’d know that. However, it turned out that a lot of people wanted to try it. At some point, maybe 2 or 3 years later, Tarkov became a way to prove something to someone. Like, the fact that you play Tarkov meant you were cool. You were a hardcore player, good job. We never planned this. We didn’t expect it to go that way at all. Why do you need help from experienced players to understand Tarkov? The concept of the game was complex, and it was clear from the beginning that you couldn’t just understand the game easily. Especially not in all aspects of it. More experienced players would inevitably help less experienced ones, one way or another. For example, we have the Sherpa program in the game. Sometimes, even if you're just playing with friends, if there's an experienced guy among them, you’d rather go with him. One of EFT’s goals was fulfilled by creating a community ecosystem where people value the hours they’ve put into the game. They transform those hours and that experience into an advantage. They use that advantage in the real world to be cooler than those who have played less. So, they become valuable to the less experienced players who want to learn. It’s like in real life. We all have plenty of questions in our real lives where it would be nice to consult someone with more experience. The same thing applies to EFT. About Balance Have you already found the perfect balance in the game? Actually, to be honest, this balance point happened, I think, about three years ago. And all we did was add various features and things that just made the game a bit more comfortable. At least in the stage of preparing for a raid, getting ready. There was a moment in the game when we had to simplify some things for the sake of not being too harsh on the players. Although, again, I’m always for that. I’d rather have fewer players—it would be more elite, so to speak, to play the game. To be part of this Tarkov community. It’s like being part of the Souls-like games community. Not everyone plays Dark Souls, roughly speaking. That’s how I wanted it initially: let it be super difficult, let there be, I don’t know, an online player base of 2,000 a day, but it would be something incredible! In the sense that one could be proud of it. Like: "Wow, I play Tarkov!" – "Are you crazy?" – "Yeah!" – "Well then, let’s be friends!" I don’t know, or however it usually happens. Or: "Okay, here’s a loan for you!" or: "Alright, here’s a visa, Schengen!" That would be nice, right? If you were a cool Tarkov player, you’d get a Schengen visa. That would be awesome. We had to simplify things, and there are moments I regret. Yes, I wanted it to be tough. I wanted it to stay that way. You’d have to install pouches first. Each pouch would give you a specific slot for a specific type of magazine. There wouldn’t be any simplifications like putting a propane tank in a 4x4 slot. In reality, you can’t fit a propane tank in a 4x4 slot. That’s supposed to be a combat bag. You could fit two magazines in there. So, roughly speaking, one by two, one by two. You could put them in your rig or in this bag. So, there are still these simplifications necessary to make it all playable. But overall, yes, you equip yourself, gather ammo, magazines, meds. It all feels real. But I understood that the game has now entered a somewhat mainstream category. Everyone knows Tarkov. Absolutely everyone. And many players from other categories are coming in. It all sounds so romantic, right? We’ve been making the game for 10 years. Oh, how cool! We don’t have investors. We earn on our own, do everything ourselves. But you still have to work. When will the player base run out? How many copies need to be sold? How many more copies can be sold? We don’t have a subscription model, we don’t have anything. Almost 10 years! This is a unique thing! Unique! Nobody wants to think about it, and nobody wants to talk about it. As soon as we make any changes: as soon as we add any skins for sale or new packs for sale, everyone immediately thinks we’re crazy—or I am. Well, me. Obviously, because I’m the face, people immediately try to throw everything at me. Nobody wants to think about, well guys, we’ve been working for 10 years. And all this needs to be economically feasible.** Interest in Weapons When did you become interested in weapons, and what do they mean to you? At first, I didn’t have any weapons at all. We would just go to shooting ranges, to the training grounds. We’d film everything, shoot. Then I realized I needed to get into it myself because I got hooked on weapon modification. I started collecting and looking into how everything works. And based on that, I made some changes to the development plans. I don’t see weapons purely as weapons, as a tool for causing damage or anything like that. It’s more about aesthetics. I don’t know, it’s just something that lives inside. It seems like every man, boy, has this love for guns. And, I don’t know, in me, it’s just expressed in this way, that I just like it. You just look at it, you enjoy it, touch it, and so on. Now, of course, lately I’m not as into it anymore. But there was a period, yes, for sure. Shooting for 2 hours once a week. Playing a game is something you can do all evening, progress through it. It can give you more pleasure. I still like narrative single-player games, you play through them like you read a book. You get a kind of artistic pleasure from them. Shooting is a different thing. Shooting is adrenaline, it’s, I don’t know, physical exertion and so on. A different kind of pleasure. So, it’s better to have both, roughly speaking. Do developers need to know about guns to make a good shooter? If we look at something more or less professional, we need to look at something like Squad, for example, or Insurgency. There it’s clear that the people involved know their stuff and want everything to be cool. Or like Ready or Not, for example. Specific knowledge is immediately felt, especially in terms of weapons. And now, as a rule, despite the fact that there are now a lot of consultants, a lot of YouTube guides, and games where you can just learn from experience, some shooters still come out, and you immediately understand that it’s unrealistic. Now everyone copies Call of Duty. They copy all the animations, essentially. Because it’s cool, fast, trendy, fun, youthful, and realistic enough. But again, from the perspective of real combat application of weapons, it’s not very realistic. But who needs it? The main thing is that it looks cool, and that young people play it. There’s another thing I often mention in interviews: if you’re upset about the games coming out now, I say: "Well, these games aren’t made for you!" Because games are made for young people, for the new generation. They don’t make games for boomers, they make them for zoomers. They’re made to appeal to completely different aspects, so to speak. And we, the old hardcore players, we’ll all be retirees soon. We’re all just waiting for this wonderful time when old school gaming comes back, hardcore. We’re kind of trying to bring it back. Because for me, hardcore games, old games, aren’t about difficulty, first and foremost, but they are games with so much in them that you can get lost in them and create a personality within the game. Like a second-life experience, something like that. I don’t know, like the old Ultima Online, or the first Deus Ex, or the first RTS games or turn-based tactical strategies, where you just died, and you couldn’t even save. Something like Commandos, that was cool! Or Rainbow Six, the first games, those were cool. That was cool! Airsoft and Level Design Do tactical shooting exercises or airsoft help in game design and level creation? Well, damn, what is tactical shooting: you stand there, shoot at cardboard targets. But airsoft, tactical airsoft, MilSim’s—that’s closer, actually, to these kinds of games. So, what is tactical shooting? How does it help with development, for example, in EFT? I have different gear, I can touch it, feel it, put it on, understand how everything works. Some new ideas come up. I can understand that, for example, with this type of gear, reloading will be inconvenient. Shoulder switching, how can that be done differently? Do you need slings or not? Even something as simple as pants and shoes—are they comfortable or not? Or different weapon manipulations, or directly changing body position, like tilting. All of that you can feel. And you can feel all of that dynamically, shooting real weapons. But it’s still a limited amount of information you can get. A lot more interesting information comes from team interactions, orientation in space, and overall tactical awareness. Ideas about how to create locations came to me when I played airsoft. When you’re in full gear with ballistic plates, weapons, fully decked out one-to-one (only with airsoft gear), running in a group of three in a semi-abandoned cinema, with flashlights and all the extra stuff—it’s very cool. This gives more information because, again, nowadays airsoft guns are gas blowback, you put this thing in, it imitates a muzzle flash. It feels very similar to tactical shooting, for example, when we trained and shot at various targets or practiced exercises. If we’re talking about how to improve the quality of developing these kinds of games: airsoft, understanding the gear, shooting real weapons, not drinking, not smoking, listening to your mom. That’s it! We even have airsoft enthusiasts here who still go to the woods to play “with the balls” every weekend—that’s what it’s called. They’ve got NVGs, thermal scopes—it’s insane! Their gear costs millions, and it's such an interesting hobby. But that’s not the point. Airsoft, however, is unlikely to have influenced the level design. Because, as a rule, our level design was born from real photographs. We just walked around: our Factory, basically, is a real factory. The Interchange, that interchange—it’s a real mall. The city, Streets of Tarkov—it’s basically a real city! The only thing we did was add narrative to it, and we made sure we couldn’t make all the buildings fully accessible. So we simplified them and created the game flow accordingly to the level design. We had to think about how to make the player’s paths interesting: so he’d go here, we’d have a quest here, something would be closed off here. We played around with various narratives, including some stories within the level design and environment art. The task for EFT locations wasn’t that difficult to understand—we just had to recreate reality. The Woods? Great! What would fit here? A sawmill! Perfect, let’s make a sawmill. OK, now we think, what do we do with the sawmill? It’s located here, like a clearing, all open—we need to add more woods around it. I remember I personally made the forest. It wasn’t something serious, where we sat down and thought about it deeply. It always starts with a simple hand-drawn sketch. And then people start refining it and making their own adjustments. But, as a rule, there wasn’t anything complex in the production of locations, especially in layout, grayboxing, and all that stuff, like, "we need to maintain some kind of crazy balance." The main thing was to maintain the balance of spawns and extractions so that everything would be more or less good. And practically every map layout started with a super simple hand-drawn sketch on paper! Equally spaced extractions, equally spaced spawns, “here we can have a school, here we can have a police station, and here we can draw something significant.” That’s it! Everything else came to life during the process. Head Animator Didn’t Come from Game Dev Did the head of Tarkov’s animation department, Kiba, work in game development? No, he didn’t. Yeah, he worked at a factory. He worked at a factory and thought it was a really cool job, he had prospects there. I don’t remember exactly what his profession was. There were some local events, like exhibitions. I don’t remember what they were called, I’ve completely forgotten. We presented Contract Wars, which was still single-player—we didn’t even have a network. We invited airsoft players, because he’s an experienced airsoft player too. The airsoft players had cool gear, we put them with guns at our booth. I remember he showed me some of his work in Ogre 3D (there’s an editor called that). He showed me his work, making some games. He’s into guns, into all of this. He liked the game because he played in tournaments for Contract Wars. I thought, we need him. But he didn’t know anything at all, absolutely nothing. I told him: “Come on, let’s go!” He asked his wife for permission, and that’s it, he started working with us. At first, he was doing modeling—I remember he modeled a PPSH for Contract Wars. Then he started doing animations, and now he’s already the head of the animation department. He understands guns, knows everything. More than I do, I’m sure. Pleasant Gunplay Is the pleasant feeling from shooting primarily created by animators? Well, not just them, because some animations—reloading, all those weapon handling, and switching mechanics—yes, that’s the responsibility of the animator. But the shots themselves, that’s procedural. All that recoil, that’s the programmers. It’s the responsibility of the gameplay programmer, the one specifically working on the recoil and shooting effects. Usually, I’d sit there with the programmer, and we’d work to make it more or less realistic and playable. Initially, the concept of recoil was completely crazy! You had to align the front sight and rear sight first, and then shoot. I even came up with a crazy system where, using the mouse and holding keys, you’d align the sights, and only then fire. If that were in the game now, I think only about 15 people would be playing it! It would’ve been fun to implement that concept in some real hardcore first-person survival game, where you shoot once every half hour. You’d find a shotgun, aim carefully, and fire manually. Because again, after shooting in real life, I realized that in the game, you aim easily, boom, and your front and rear sights are already aligned. But in reality, you have to aim, align the sights, and only then pull the trigger. Again, how you pull the trigger matters too. You can jerk it, and it will go left or right. I wanted to implement all these nuances in EFT, but I’m afraid it would have been unplayable. As a result, we introduced auto-recoil compensation and, overall, how long can you hold a machine gun in aim mode while standing? Not long at all! You can’t even lift it! I remember shooting with a PKM—it’s insane! First of all, shooting while standing is impossible, it pushes you back. And secondly, there’s nothing to grab onto! It’s just impossible. You can hold it with outstretched arms for, I don’t know, 10 seconds, and then you have no strength left. All this understanding of what it’s like in reality and how to make it better in the game came from direct experience. The coolest thing about shooting is when the mechanics work, using the special features installed on the weapon, and the sound. Sounds are a whole separate topic. We recorded all the sounds for real, blasting away in rooms, recording sounds with trauma pistols. We also traveled to shooting clubs, recording there, at ranges. It was interesting. There were no guides at all. Nowhere could you find a guide on "How to make shooting sounds like in Battlefield." You couldn’t! You listen to Battlefield and wonder how it’s done. Later, we figured out how they actually do it. Unity could never achieve what they do. But nonetheless, I came up with a whole system for rendering sounds through FL Studio. People are still using it, by the way. It's a cool thing. On Tarkov's Competitors Why are extraction shooters coming out more and more often, but there still aren’t any clear competitors on the market? I often see in various extraction shooters that are coming out now, they either completely copy us or simplify the concepts of Escape from Tarkov and extraction shooters to make the entry threshold lower or reduce the amount of suffering. But the point is in the suffering, on the contrary. The point is the dopamine you get from winning in a raid, roughly speaking, by surviving in a raid. That’s how it is, more or less. And another thing, we already have so much content, so much stuff in the game. All of this creates such a holistic picture, even though we don’t have an endgame yet. We're working on it right now, preparing various storyline quests and more. In some other extraction shooters, there’s not enough content. They launch the concept, which might even be a better version of EFT, but overall, it’s very monotonous: few locations, few loot items. To make a game engaging, you need to spend tens, if not hundreds, of thousands of man-hours. We've been making EFT for practically... how long? Dima, how many years have we been making EFT? 8 or 10 years now? The announcement was in late 2015. It's been a long time. We've been developing it for 9 years now. And it’s not that there’s no end in sight. Finally, the end is visible. But the volume of content is crazy! As I sometimes say in interviews, someday I’ll be able to reveal the budget of EFT, and it will be something incredible! Other companies are just trying to rush things, but that usually doesn’t work. Tarkov Unites Despite Everything Why, despite the periodic conflicts and disputes around Tarkov, does it still manage to unite players? I know for sure that Tarkov is important to everyone! Because whenever there’s a scandal, everyone starts talking about it! And to me, that’s a sign: “Damn, people care if they’re doing all this!” And they talk so passionately about me being an idiot?! So many people watched it, saying I’m an idiot. Well, hello?! Our community in Tarkov really loves scandals, loves drama. They have the opportunity to address me directly. Not face-to-face, but they can address it to someone, tag me on Twitter, add me there. Because they think I read all of it. Sometimes, yes! Sometimes they definitely cross the line, honestly. And not even in critical moments when there were some upheavals in the game, but just when someone gets banned. The main issue with haters is that many of them are banned players, and they are ready to do anything to destabilize you. Sometimes, of course, I do want to talk to such people. Sometimes they even want to talk to me too, yeah. They try to call me, and so on. Well, it’s kinda funny. Funny on the one hand, but on the other, of course, it’s not very funny. It all depends on the situation. If you’re sitting there in shock, overwhelmed, and then some guy starts writing to you everywhere, trying to get unbanned because supposedly they were banned for nothing, well yeah, your nerves can give in at some point. I don’t fully understand our community because sometimes it can be very harsh. Really harsh! Even cruel in some cases. How does it work? For the first five years, I didn’t understand how it worked at all. Because all these business practices, templates, management in game companies, they were never really applied to us. We always did it like this: we do something, something works, that means we did it right, let’s improve it. Let’s make it all more systematic somehow. And it all got better, better, and better. So, trial and error. And everything that worked became the foundation of our management paradigms, some kind of ideology even within the company. Again, if something worked, if it gave results, that means it was right. That means it works. So we won’t question it. We won’t refer to anyone. This is our thing; we’ll keep working this way. Something like that. Games that influenced Nikita Which game got you into development? It was a game that influenced me and led me to start working with modeling, texturing, sounds, and locations. I installed the Valve Hammer editor, the first one. I started making locations for Counter-Strike. I made our administration building, my ninth-grade city school, and another area for Counter-Strike. I remember I reworked the Assault map. When I was building those locations, I automatically started working with textures. Then, again, in order to find some examples of cool textures, I began disassembling, so to speak, unpacking various old, old games, looking at how everything was made. Well, yeah, that really got me into this direction. It was probably my first major experience in game development. Does being the face of the studio wear you out? Well, I don’t know. For some reason, I associate it more with, like, it’s my own project, my initiative, so to speak. That I’m responsible for everything that is being done in the company. And with the project, it’s my role and task. Especially in critical moments, to act as the spokesperson. Because, well, it’s hard sometimes, of course, yeah. It can be really tough at times. Even now, for example, I’m almost certain that someone is probably criticizing me harshly at this very second. Right now. And right now! And before, maybe I used to take it quite personally. Now, obviously, after many, many years, I kind of, well, don’t care much about it anymore. About what they think and all that. The haters, so to speak. I think it’s an important part, yes, of marketing too, PR, and all that. Like, I’m even doing this interview now because I saw the questions seemed interesting, and also I thought: "Yeah, it would be good to show up somewhere again." It's fine. Sometimes it bothers me. Sometimes doing streams bothers me because you understand that you need to say something fun in English and generally act like everything is great. But in reality, we’ve got crunches and madness going on here. Well, yeah, sometimes it’s tough, but overall it’s bearable. You can live with it. On writing music You write soundtracks for your games yourself. How did you start with music? Well, it’s a very old story. Basically, I have a musical education, and I was trying to write music back in 9th or 10th grade using all sorts of programs. I remember there was one called Dance eJay, a really ancient one. Music was part of my life in the sense that I was writing music for myself. I liked that I could sit or walk around and listen to music that only I had, music that was written just for me. And that was cool. I never let anyone listen to that music, never spread it anywhere. I just had it burned on CDs, and I would occasionally write new CDs for my Panasonic CD player. It was a long process, from ninth grade—how long has it been? 20 years, I don’t know. Then, at some point, I realized that music is a really good component of a project. I remember writing the soundtrack for "Street Wars," then for "Contract Wars." Then, I wrote the main theme for "Russia 2028," which later became the basis for the Escape From Tarkov soundtrack. And then I started writing soundtracks for EFT. EFT soundtracks are usually written in the same way: we need a trailer, so we need music. [Music] So I never really had a case where I wrote the music before the trailer. They always tell me: "Nikita, we’ve got a trailer. We need music." And I think: "Ah, come on! That’s not how it works! I can’t just sit down and write." So I start postponing it, postponing it, and postponing it. Then, I just sit down. Something takes over my hand, and I start writing. And in two days, boom, it's written. The last trailer track, the one that came out just now, for patch fifteen, I wrote in probably 3 hours, 3 and a half. Just like that—bam! And it's done, cool, I like it. By the way, I never thought that what I write is something special. It’s more like, I don’t know, just filler. Because all these emotions you're experiencing, you can somehow accumulate them into music. And together with the trailer, it all feels like a whole. It’s cool. I listen to a lot of stuff. If you take my playlist, or rather, Yandex Music or Spotify’s curated playlists for me, there’s everything in there. Rap, metalcore, classical music, jazz, synthwave... My God, indie... What was that? Time’s up? Let’s start over. I’ve got a lot of different music in there: rap, hip-hop, drum and bass, metal, rapcore, classical, jazz. Because I just love music. I love music. I remember writing dubstep when it was super popular. Hans Zimmer, obviously, with Modern Warfare—that’s a no-brainer. Metal Gear Solid, for sure. Unreal Tournament, of course, no doubt. A bit of everything. Music is like that. Especially in music writing, the more genres you’ve listened to, the more it shapes your ideas. Lately, I’ve been really into dance music. That’s why you can start seeing little hints here and there from modern dance music, melodies, or indie dance. Mods in Tarkov Will Tarkov become a platform for modding? We will have modding. We already have an offline mode, essentially. And we will add systems to it later. I don’t know when, but it's a cool thing. Mods are good! Modding is great for any game! Modding in EFT will also be great. Official EFT modding. Amazing! Nobody will ban you, everything will be fine. Mod away. But, of course, there will be some moderation system, obviously. Otherwise, there’ll be ponies running around with shotguns or bicycles appearing. Though, actually, it might not be so bad if bicycles do appear. I’ve seen these kinds of strange things, with these weird anime stuff. In Tarkov?! How did they manage to do that? Nobody knows. But, of course, we’ll be doing it. The modification system will be within the framework of the game’s concept. So, you won’t be able to insert CJ from GTA. Although, honestly, that would be pretty nice. Mods as Official Content Can mods become part of official content? Well, official mods, yes, of course, yes. Right now there are all sorts of mods, obviously not official ones. People often write in the comments: “Hire them!” Or like: “These guys made for free what BSG couldn’t do in 8 years!” I sometimes want to do this! But the specifics of game development aren’t as simple as they seem. People still think that I’m the only one making this game or what? We already have 200-something developers! Altogether, we now have over 350 people, probably. Serious things are happening. It’s not easy, it’s not easy. You can’t just… Some guy disassembled the game, which is actually a violation of the licensing agreement, by the way. He added something, it looks nice, it even works. But that doesn’t mean it will work within the entire ecosystem of the game. Or maybe it will work, but we don’t have time for that right now. We have a release plan, we have story quests. We’ve just added tripwires for you, to make your life even more fun, to make things even more painful for you! A person, of course, has the right to say whether we are doing the right thing or the wrong thing. Honestly, even a person has the right, in principle, to throw crap at me. I honestly don’t care. But if it makes them feel better, and as a result, they don’t direct that negative energy onto the street, or their family, and they become a little calmer—then I’m all for it, go ahead! Write comments, I don’t know, say whatever you want about me. In general, if it makes you feel better, then okay. But usually, most EFT fans are cool people, they support us. That’s the overwhelming majority of people. They think we’re cool, that we’re doing everything right. We love those guys who support us in every way. Because, again, if, for example, there’s a fan who has been following our work for many years and at least has some critical thinking, they’ll understand that no one has ever done anything like this! Again, because of the specificity of the game. A person who sat down to play in the evening, prepared for a raid for 45 minutes. Entered, got killed by a cheater. He’s like: “Ugh!” Spent another 45 minutes preparing, entered again—got killed by a camper. He’s like: “Ah, you!” Can I curse? Yes. I won’t. Anyway… And when there’s a person, whom you can sort of blame in person, by the way. Actually, no one has ever come up to me in real life and said: “Hey, you! What kind of crap have you made?” That would be interesting! I’d talk to them. I wouldn’t fight them, though. But that’s never happened. It’s clear: you die, you don’t get satisfaction, you spend a lot of time. Something crashes, there are inventory glitches from time to time. Of course, that’s unpleasant. Of course, after that, you don’t want to just relax. You might even want to bash someone’s head in! But then you win, and boom, euphoria! Killed Killa 100 times! And you look and think. What’s stronger? The destructive emotions when you want to dump on the developers and me. Or the positive emotions, when the person is just so happy that their soul rejoices. Of course, the latter! And let there be more such people, of course. But the nature of our game is not like that. Not everyone will leave happy, unfortunately. But for that, there is PvE. In PvE, you can leave somewhat satisfied, because, essentially, it’s a single-player with progress saved. You play, get some pleasure. And a lot of people, by the way, are playing in PvE right now. It turns out that a lot of people really want to play PvE, so that no one bothers them. Which, honestly, I don’t like! I want people to play PvP. Because that is, at least for me, confirmation that: “Wow! Damn, well done! Playing online, not afraid of anyone.” Battlestate Games Platform Your distribution platform is built around your own games, similar to how Steam was initially created for distributing Valve’s projects. Do you plan to push projects from other developers through your platform? Is there an idea of becoming a platform for developers from the CIS? There was no idea to make this platform specifically for developers from the CIS. But there is an idea to make it for the whole world as a platform for games like these! We have such plans. Hardcore games like these, where you suffer… No, not really suffer, but rather, where you can gain new knowledge or use your real-life knowledge to play the game more effectively! Essentially, it’s a platform where indie developers can work. Some kind of simulator, I don’t know, a hardcore car simulator where tuning is done not in the format of “you added something, and it gives you plus five speed,” but rather like in My Summer Car . Have you played My Summer Car ? Something like that, but with cool graphics. A simulator, basically. "A simulator of something"—there’s going to be that kind of a tagline. These are serious games, which can be very minimalist visually, but, for example, allow you to learn something new or use your existing knowledge and skills. In short, hardcore! The kind of games that not everyone plays, but everyone wants to play. Especially old-school guys who are still waiting for someone to remake the first Deus Ex . Yes, something for that niche. Games for those who want something intellectual and serious. Your Own Store Why didn’t you go with other stores? The main reason was that we didn’t want to give up 40%, plus we had the idea to figure this whole thing out and build our own infrastructure. To be completely independent. At that point, I was already tired of giving money, for example, to VKontakte. I just remember getting fed up with it, and I wanted to create something on my own. Reality and the World of EFT Don’t you feel like Tarkov is increasingly aligning with our reality? Yes, this topic has come up many times. People ask, “How did you know? How did this happen?” Honestly, I didn’t know anything. I just thought a lot about this topic and modeled what might happen in the future, considering the development of military technologies, potential conflicts, and such. How could things develop in the future? What will happen to big cities? For example, if there’s a siege system, a nuclear threat, and so on. I just tried to convey my thoughts through comments and guidance to the development team about what might happen. Of course, with some assumptions and artistic adjustments, so it wouldn’t look too dark and grim. The idea of simulating further disasters and chaos, which we’re now seeing happen everywhere, was always there. I understood where this could lead. Nothing good will come from it at all. So, we had to stop and introduce some more abstract, semi-mystical, semi-sci-fi elements. But still, there’s a narrative suggesting that things could have unfolded this way, and why not differently? Well, just because! The story of Russia 2028  doesn’t exist as a whole, written-out plot. The conflicts that will lead to a local nuclear conflict after EFT aren’t set where they are now. But one of them is in the Middle East, damn! And when things started spinning recently, I got a little uneasy because it’s all going to get worse from there. Worse and worse and worse. Nikita, let’s make the next game something positive... Nikita: Something positive, yeah? Well, yes! Bad Endings and Positivity in EFT At one time, I loved apocalypses, post-apocalyptic scenarios! I read an unreal amount of books. And post-apocalyptic films, for some reason, always appealed to me. This downfall of humanity, where everyone is equal, and the strongest survive, everyone dies. I don’t know why I liked it, but it always intrigued me. Not in the sense that I was ecstatic about it, but I found it interesting. When I was planning this world, in my world, too, the only option was: everyone’s screwed! Nothing good will happen! No matter how much you try, things will still go badly. I relied on that narrative for a long time because I knew that nothing good would happen. I love bad endings. I like bad endings. Have you watched the Raid  series? There’s a bad ending. Although, we revived it later. But here's the thing. At some point, I realized that, actually, there is a way out of this situation. There is a way! The idea that things could really get better is something I’m pursuing within the world of Escape from Tarkov  and Russia 2028 . There is a chance for a good future there. How do you understand this? Why, Nikita, can’t you just make a happy ending? The thing is, the world of EFT seems to live by itself. It feels like we are trying to fix this virtual world, this parallel reality. To do something there to create not necessarily a good ending, but some new hope, a beginning to bring something better. At least, now, I understand perfectly well that I can’t just make a happy ending. I have to make it so that it happens there naturally. To lead the story to a point where everything at least has positive prospects. And the main role in these positive prospects, the main driver of all of this, is the player! The player, through their actions, by escaping from Tarkov, has to create this metaverse where people want everything to turn out well. I’m just curious to see how players will complete the main quest. Because we will have many endings. And I’m just curious to see what people will choose, how they will play. For some reason, for Escape from Tarkov , this might be super-relevant, super-correct, and truthful information. Because you’ll have to put in too much effort and emotion into the game to just finish it and forget it. A person will try to choose something. Maybe not on the first playthrough, but later, they will certainly choose a path. And this path, in essence, defines you as a person in such a scenario that could happen in the future. If, in the end, most of the endings are good, then, first, it means that we have good people living in our world overall! And second, it means that in the world of EFT, there can be a good future too. Because sometimes I wonder about how we look at all of this and think, "How can we get out of this? How can we change all of this?" We need some miracle, some kind of miracle is needed. Maybe aliens will arrive, and we will all unite against them. Fight them or not. Or maybe something will happen that makes everyone say, "Oh my God, have we lost our minds? Let's not do this!" I don’t want it to come to that point. I want it to happen earlier. Games After Tarkov Will there be something like Russia 2028, or will you continue developing this concept? I don't know, honestly, I'm very tired of these military games. Specifically, I'm a bit worn out by them. In general, our veterans in the company are also getting tired. We now have fresh blood, they're all enthusiastic, they're all grinding, coming up with ideas. But I just want to release it all, get everything finalized. What's going to be next, I have no idea. I go through phases. Sometimes I have thoughts like, "I don't want to do anything anymore! I'm going to go fishing. I don't know, live in the forest." It all just fluctuates. Sometimes it's cool, sometimes it's exhausting, and I don’t feel like doing anything at all. But still, there are plenty of ideas on what to do, really! For sure, something will happen, 100%! I think about it sometimes, like I won’t do anything anymore, but no, no, no. By the way, a lot of people ask me, especially from the industry, when I start talking about how tired I am. They’re like, "What, you’re done? That’s it? Are you going to stop?" And I say, "No, no! I’m just tired right now. But in reality, of course, I’ll keep doing it, where would I go." I still need to manage to create something else interesting while I'm alive. I would really like to do a single-player game, honestly. Some sort of horror game, probably single-player. Or a remake of the first Deus Ex. If someone writes to me tomorrow saying, "Let's do it," I'll drop everything, goodbye! EFT closed, we’re making it in Unity with the same assets. No, of course not. The Impact of EFT Would you like to influence the future through art? Now this is turning into some kind of Nolan-esque theme here, that I'm trying to influence the future. But yeah, honestly, I would like to! Because when I was sitting and thinking through EFT, and when I'm sitting and thinking about the universe, which actually doesn't end with the events of EFT, it goes further and further, I just can't figure out: "How can we even escape from this situation?" It would take some kind of miracle for us not to destroy ourselves, to put it bluntly! And I'm trying to somehow, I don’t know, maybe redirect part of this into the game, in some way. It's hard to explain, really, what I'm trying to achieve. But I have a certain confidence that the existence of such a product, such a game in the world, is a good thing! Because maybe somehow, some person playing our game will rethink something. Maybe they won't project violence onto anyone as a result. Or somehow, it will play a role in their life simply because they will be enjoying the game, and feeling a connection to some world with certain professional qualities within the game, or something like that. Because I've seen EFT players. They are kind, good, decent people! I haven't seen any shady characters, all of them are solid, all are happy. Soldiers from different countries around the world. They all play, they all get along, shaking hands with each other. It’s damn cool when a game brings people together! There's probably a message in that too. It's very good that the game unites people. We don't restrict anyone at all, and we will never restrict anyone. Absolutely no one! If there was a way to avoid the different pings, it would be awesome if everyone could play within the same infrastructure. And there, for God's sake, if they argue, let them argue! But let it all take place in our world. Let all the violence manifest in the game, and as a result, people will just spend their time in it. That way, when they step into the real world, they'll have a clean feeling. Something like that. You can't clearly explain why and how this happens or what I believe in. But I just like it, at the very least, I've genuinely enjoyed it. When I used to participate in podcasts, I sat there with Americans, we all communicated on equal terms. It was cool! And we were all united by a love of weapons, a love of tactical games. There's no malicious intent whatsoever! We're just making a game, and we’re making it for everyone. And the more people play it, the more people enjoy playing it, and the more positive feedback we get - well, that's awesome. I think it's a success when someone comes up to you and says, "My life changed for the better because of your game." And how did it change? Well, you can listen to their story! Maybe they were depressed. A bunch of people have come up to me and said, "I was depressed, and EFT helped me cure my depression." How the hell is that possible?! I don’t get it, but it's awesome. Or PTSD! PTSD is also being treated: there are whole centers in different cities, in different countries, where soldiers with post-traumatic stress disorder play EFT as part of their treatment. Awesome! Incredible! It's just amazing! I never expected this to happen. But it works, it makes a difference, and I feel like it's amazing. It wasn’t all for nothing that we’re doing all of this. For some reason, we've established this paradigm that a game is fun, a game is for enjoyment, a game should bring you joy. "I came home tired from work or school, I want to have fun, just play, because it’s fun-fun, la-di-da." Why this paradigm? I, for example, want to immerse myself in a world and I want to experience things! I remember playing the first Metal Gear. I was so invested, damn! And it was hard, that game was tough. Not because there was a lot going on, but because it was hardcore in terms of gameplay! And there were no saves. You had to reload constantly. Plus, I was stressed out. I played the game and experienced stress! And that was awesome! I finished it. There was a happy ending. Like watching a movie. But the happy ending wasn’t that simple. It depended on how you played. There would either be a happy ending or not. But I played it again! In short, it was a completely different experience. What’s happening outside of Tarkov? Everything that happens in Tarkov, does it affect the rest of the game's universe? First of all, there will be a quest. It will be called "Blue Fire." It will explain this whole thing about the electromagnetic situation. At the beginning of the conflict, the world, in general, is in good shape. The problems are only in Tarkov and the Norvinsk region. The problems started there! The world, in general, is on the verge of something unclear, with some conflicts brewing. There are related events in different parts of the planet. But the destabilization, the first signal, it starts in Tarkov. And there, yes, the electromagnetic explosion occurs, which the cultists call "Blue Fire." And in general, the locals call it "Blue Fire" as well. That’s all I can say for now. Why doesn't the story of the Russia 2028 universe have a happy ending? Why does it seem like everything is doomed? It's very simple. We have a very large planet. We have many countries. We have many groups. Many groups of different types. When total decentralization happens, and deglobalization of the world occurs, when any kind of hegemony or control stops existing, people will start to settle their differences. It will be countries, religious conflicts, radical groups of all sorts, old grievances. People will just realize: "Oh! What now? A new world! Now it's once again the rule of the strong. Let's go!" And they will start fighting. Well, the second principle is an eye for an eye, a tooth for a tooth. That's usually how it happens. And they will fight to the last, until the land is scorched. That's just the unpleasant nature of humanity. People realize too late that they need to stop. But they will probably stop eventually. But I don’t believe this will be the end, of course. In my world, obviously. In my world, there will be no end. In my world, things are much more interesting. But that's the principle. Humanity is still like that—just give them freedom, and they will start sorting things out. It's simple: we can even take ten people in a room. Leave them to live in a bunker for six months—they'll end up killing each other. Because they will start to get jealous, get angry—someone is better, someone is worse, someone is prettier, someone is stronger, someone has more power, someone just irritates others, smells bad, breathes wrong. Everyone will start fighting! Who is the main character in Russia 2028? The character in "Russia" is just a regular guy who is, simply put, trying to survive. His brother is killed. And his brother belonged to a group of people, the Norvinsk brigade, who were doing something like what Jedi did—restoring the remnants of humanity within the Norvinsk region. And all of that was forgotten because they became outlaws. I have direct analogies with the Jedi because I really like the Star Wars universe. And there, things are more complicated. And the main character, to be honest, doesn’t really care about the world, because the Messiah is actually a different character in the story. Again, I can’t say more because that would be weird. The concept is a bit different. The main character, meaning you, essentially, are just caught up in the whirlwind of events and, so to speak, within the universe you were born into and grew up in. All your ideals start to crumble because you realize that behind simple survival, there is something more. There's a backstory to all of this, and there are certain groups of people who, one way or another, are involved in it. And you, out of curiosity, start to unravel it all. Eventually, yes, you will feel like a hero, thinking, "I can shed light on all of this. I can save the remnants of humanity!" Because you are young, hot-headed, and, essentially, dumb! And wisdom comes with age and time. Wisdom comes through hardship and living through these difficult moments, so you become stronger and more powerful. This will all be presented somehow. If it ever will be, I don’t know. But some of the echoes of all these plotlines are already present in EFT. And they will also be developed in the story quests. The same unknowns, the Unheard storyline. It's a very, very, very large piece of the story. One that seriously sheds light on everything that's happening. Moreover, it even has some kind of parallels with reality. As I said, much of the story will become clearer with the story quests when they are in EFT. On Creating Game Worlds How do you come up with your worlds? Damn, that's a tough question! I've never had a situation where I sat down and created something step by step. For me, things have always come from something else. For example, I start thinking about a core concept, start working on something for it, and then I realize: "Oh! Got it. Here’s a company that’s been created, here’s a faction that’s appeared." And it all starts branching out and getting more detailed. This is probably the most enjoyable part of game development, or of working in the media industry in general—creating your own worlds. It’s awesome! But then, when you start processing it and forcing it into the framework of production, whether it’s for a movie or a game, that’s when the pain begins. You can’t do it alone because the workload is crazy. You start bringing in narrative designers, producers, and scriptwriters. And then problems begin, because you need to convey your vision to them in its original form so they can make all the changes you need. And that’s where the pain starts! Because you start clashing with other people’s opinions... they are creative too! They start trying to change things, and you try to limit them. And it's good if they understand you right away! If they don't get you immediately, then all kinds of collisions start, and your idea begins to suffer. And then the pain only gets worse and worse. Because you need to implement all of it practically, either in the game or elsewhere. And at that point, there’s no pleasure left at all. Because you've already come up with everything, and now your task is to make it all into a visual form, into a game or some kind of product—whether it's a movie, a series, whatever. And here’s where the risk comes in: you can make a mistake! In your head, everything is perfect, on paper everything is fine, but you lack the knowledge or experience to implement it in a product, whether it’s a movie or a game. And this is where most big projects go wrong: you see a great idea, but the execution is crap. Or vice versa, the idea is stupid, but the execution is superb. That’s like 90% of projects in general—both in games and in film. It’s great if we notice that almost all games and many series nowadays are recycling. Either they are sequels to games that were once interesting, or they are reusing ideas that worked well in other projects. There’s very little originality, very few new worlds that truly grab you and create a new subculture. Very few cool new worlds. Again, for old-school fans—take the Fallout series, for example. Everyone’s like, "Oh, cool, Fallout! I play Fallout! Oh, oh, oh!" What's new? Absolutely nothing. Battlestate Games' Universal Mission You mentioned that Battlestate Games has a "universal mission." What do you mean by that? Of course, we have one. Absolutely. Yes, we have a mission, yes. Everything we do, it's all good. I believe that everything we do is right for our world. The more people who can play our games, the less negativity there will be. The more opportunities people will have to find energy, talents, and other qualities within themselves. And it's not at all about the fact that our game is a shooter where you run around and shoot everyone. No, I have a lot of examples of people who have been inspired by us and our project. They’ve found energy to engage in their own activities that have nothing to do with shooting or anything like that. For example, streamers whose lives have improved. Just regular people who want to make games. Or people who are passionate about certain things but lacked motivation—they somehow found the strength to do it all. And the most important thing, the most important thing is that people get dopamine. And dopamine is exactly the catalyst for all the good things we can do in life. It’s not at all necessary for the game to be about something kind or good. It can be something where you release destructive energy and, in return, feel joy, pleasure, and happiness. And that’s cool. And the more of that happens, I believe, the fewer irritated and angry people there will be in life. On the contrary, it’s actually been proven that even aggressive games make people calmer. Providence and Creativity Do you believe that sometimes creativity is guided by something irrational, like a form of providence? Almost as if someone or something gives you signs or guidance? Irrational providence? It’s as if someone outside of you gives you hints. I pay quite a lot of attention to all sorts of signs, to these subtle matters. I generally believe that twenty percent of magic must always be present. You can’t just rely on rationality, even if you’re a super professional, even if you are super, super meticulous, precise, a by-the-book kind of person. Meaning, you know exactly how everything should be done. You need to leave twenty percent for magic. It can always intervene. And this magic, you can’t just describe it simply. It’s not magic like, I don’t know, some kind of wizardry. It's something that, in the context of a particular task or along your path, can direct you, shift you, have some influence on you—who knows? Maybe it’s crazy, but I believe in it. When you feel like you’re doing something right, something that’s necessary, maybe for the Universe, for example, then what difference does it make what you believe in? If you believe in it, and it gives you strength, then believe in it. The most important thing is to believe in something! So I believe in this. And, overall, I’ve had many situations where there’s no other way to describe it but magic. Not that a door closed in front of me, or that I learned to fly. But events sometimes unfold in such a way that it would have been impossible to set it all up. It would have been impossible to foresee the outcome. And in those moments, you realize, "Damn, something strange is happening. It means I’m doing something right." Or someone is trying to explain something to me, to give me a hint. It happens. Especially when writing music for trailers, or in some important moments or events. You just feel as if something is helping, I don’t know. It’s just more comfortable for me to believe in it. Because again, it’s better for me to believe. I think for any ambitious person, it’s better to believe in something. Otherwise, it would be pretty tough, I think.

  • Game-Changing Updates You Need to Know

    Despite the skepticism of many, it seems that Battlestate Games (BSG) has genuinely entered a phase of optimization, bug-fixing, and improvements for Escape from Tarkov, in preparation for the final release (1.0). Also contributing to this positive change is the new Tarkov Community platform , which complements the in-game survey system for collecting player suggestions and feedback. It has been a long wait. For years, Escape from Tarkov players have been hoping for greater responsiveness from BSG towards the Community. However, perhaps the patience and resilience they have shown, as well as their passion for Nikita Buyanov's creation, are finally about to be rewarded . Below is a list of changes that have been implemented (Completed) or acknowledged by BSG and are currently in progress (Started), allowing you to keep track of the situation and stay informed. Paracord can now be placed in the Special Slot - Completed A long-requested feature that was recently highlighted by the Tarkov Community. Simple but highly impactful. Now, we can place the Paracord—necessary for certain extracts in conjunction with the Red Rebel Ice Pick melee weapon—into the Special Slot, preventing the risk of losing it upon death . Previously, players who wanted to avoid losing it had to store it inside the Secure Container, taking up two valuable slots that could have been used for other items. Notice: It was done in previous patches, but it's worth remembering that it's now also possible to store the ZiD SP-81 26x75 signal pistol  in the Special Slots , along with all reactive flare cartridges, such as the RSP-30 reactive signal cartridge (Green) , as well as the red , blue , and yellow ones. The ROP-30 reactive flare cartridge (White)  can also be stored in the Special Slot. Keys Container - Started One of the most upvoted suggestions on the Tarkov Community was immediately acknowledged by BSG, which has confirmed that it will be implemented. However, the size and capacity of this container have yet to be decided. Visit the X post by Sergei Domontovich, a Senior Game Designer at BSG, to thank him and answer his question about how many keys you think it should hold. Loot Buff - Started By popular demand from the Tarkov Community, the loot buff is now a reality! It may have already been in their plans, but this change was implemented immediately, increasing loot across all maps by approximately 20% (based on data miners' reports). Notably, the tag on Tarkov Community is "Started," which suggests that further changes are on the way . Bots AI Overhaul - Started As previously announced in another article on patch notes for Patch 0.16.1.3 , numerous changes and attempted improvements have been made to the AIs in Escape from Tarkov. Not everything has gone as planned, as some issues remain unresolved—such as AI interactions with doors and their ability to pass through them when closed, as well as through walls. However, certain aspects do seem to be functioning properly. I will soon be writing an article on this topic, as it is quite extensive. PvE - AI PMCs weapon durability increased - Completed Following a post on Tarkov Community pointing out that AI PMC weapons in PvE were always too damaged to be usable except in emergencies, YOWA, Lead of Game Design at Battlestate Games, responded: "PVE-PMC weapon durability 80-100% in start. We did this a couple of days ago. We will write more in the next patch. Thx for the feedback." Boss and guards loot durability increased - Completed After a post on Tarkov Community complaining that the weapons and armor of Bosses and their guards were too damaged and did not sufficiently reward players who managed to defeat them, YOWA, Lead of Game Design for Battlestate Games, responded: "All bosses have 80-100 weapon durability in start. The guards too. There were several guns and armors with lower durability, I raised them to standard. Thanks for the feedback." Stop the spin looting Scavs - Started A long-standing and very common bug (present for at least a couple of wipes): some Scavs spin in place while looting. This is not only visually unpleasant but also quite annoying in gameplay. YOWA, Lead of Game Design for Battlestate Games, responded, "In progress", indicating that they are currently investigating a solution to this issue. Player Scavs timing in joining raids - Completed Players frequently complained that Player Scavs could enter raids too early, causing issues for PMCs already on the map. As we know, this problem was recently resolved ( read the article about Scav Survey Report and Changes to know more). My Take As I have mentioned in other articles, I am very pleased with the shift in BSG's attitude towards the Community and the numerous changes and improvements made to Escape from Tarkov (and also to Arena). It is evident that, as the game approaches release, BSG aims to resolve as many issues as possible. Beyond the most well-known bugs, they seem more committed than ever to gathering player feedback and making adjustments to satisfy the community where possible. At the same time, it is also clear that BSG must defend their project from excessive changes that could distort their vision of what Escape from Tarkov is meant to be. This may be a source of frustration for some, but it is a necessary measure to prevent the game from transforming into something it was never meant to be—losing its identity and disappointing those who love its original features. Let me know what you think about this in the comments. There’s always something new to discover in Escape from Tarkov ! Stay up to date with the latest News , Tips & Tricks , and In-Depth Guides , by checking out our links or starting from our Homepage . New to the game or just looking for more insights? Don’t miss our EFT: Tutorial  section!

  • Tarkov.community: Player Power is Shaping the Future of Escape from Tarkov!

    A new community-driven platform called Tarkov Community has recently been launched, significantly influencing the development and direction of Escape From Tarkov and Tarkov Arena. While many initially believed it was an official Battlestate Games (BSG) initiative, the website was actually created and independently managed by a dedicated group of EFT Emissaries from the OCE region, known as the “Spicy Bush Team.” The portal was initially conceived as a way to track player suggestions, bug reports, and to facilitate direct communication between the community and developers . Despite being independently managed, Tarkov.community quickly attracted the attention and active engagement of Battlestate Games (BSG). Its community-oriented approach allows players to propose changes, engage in constructive discussions, and prioritize issues through a voting system . Recent community-driven changes implemented through feedback on the platform include adjusting the spawning times of player Scavs to 17 minutes into raids (excluding maps like Factory and Reserve), and removing the "Sawmill" map from Tarkov Arena . Additionally, discussions on the website led BSG to conduct an in-game survey to gather player opinions about weather conditions , especially regarding the rapid transitions between weather states such as sudden fog or heavy rain, though no direct changes have yet been implemented. Trentbraidner, one of the EFT Emissaries part of the “Spicy Bush Team” that created Tarkov Community clarified that the moderation and prioritization of issues on TC are handled independently by his team , aiming to provide an open and constructive space for player voices to be collectively heard through a voting system. Crucially, feedback and bug reports confirmed through direct communication with BSG are marked with official tags (Planned, Started, Completed and Declined), ensuring transparency, accuracy, and clear differentiation from community-driven ideas awaiting official acknowledgment. The posts on Tarkov Community can be filtered by these tags , allowing players to quickly identify topics of interest and clearly see which ideas have been accepted, are currently in progress, have been completed already or have been declined. Declined Developers feedback also provides valuable insights. For example, several suggestions like "PVE Clothes", "PVE needs to be reworked as a feature incomplete training mode," "Be able to customize PVE experience," "Increase Boss/cultist spawn chance in PVE permanently," have been Declined quoting a reply by appl3z0r, BSG Community Manager: "It's not possible to make mechanics in PVE different from PVP." This necessary uniformity between PvE and PvP was previously unknown and unfortunately invalidates many player suggestions and requests. Other responses provide valuable insights into the developers' philosophy and future plan s. For example, the suggestion to "Bring back the old PK-06" optic was declined because, as explained by BSG, "The PK-06 Is a shitty optic in real life, and Nikita wants to keep parity to that. The alternative is to use the Wilcox BOSS Xe." Another suggestion was asking to stop banning people for doing viewer kits was declined because "People are not bieing banned for doing viewer kits" also quoting Nikita that said "the principle is simple - if you will give millions of rouble price items and will do it often - you will get banned. if you want to just return gear from time to time - its ok" . This is a nice piece of information too, as many streamers stopped doing viewer kits being afraid of getting their viewers banned in doing so. Also many people were afraid to return kits to their friends that died in a raid, or to give gear in raid to less experienced friends in need of help. Clearly, it's also very useful to filter posts by the tags "Planned," "Started," and "Completed," to gather information on what BSG already intends to implement, what they are currently working on, and what has already been completed. Planned For example, we can see that "Provide more detailed after-raid combat statistics," "Lighthouse rework," and "Keys alternative – Lockpick / Breach" are all planned for the future. Completed Additionally, we learn that suggestions such as "Boss and guard loot should be full durability and good," "PVE – PMC weapon durability should not be the same durability as scav weapons," and "Paracord in special slot" have already been implemented based directly on community feedback. Started Regarding suggestions already in the process of implementation, there are interesting items such as "Buff the overall loot pool in raids," "No more spin looting scavs," "Complete Loot/Economy Rebalance," "Interchange loot Buff," "Fog and Weather," and "AI/bot/scav Visibility not equal to PMC visibility." Particularly noteworthy is the suggestion "Add container in stash & hideout for keys," which not only received a response on Tarkov Community but also had a follow-up post on X by Sergei Domontovich, a Senior Game Designer at BSG. He shared an initial concept for the key container and invited followers to provide input on how many slots it should include. BSG Responded and BSG Submitted The tags "BSG Responded," which highlight posts already addressed by BSG, and "BSG Submitted," indicating suggestions or bug reports forwarded to BSG for review, are also valuable for players seeking clear, official feedback. My 2 Cents This type of direct insight into developer intentions and decisions offers the community unprecedented clarity and involvement in shaping the future of Escape from Tarkov. The Tarkov Community platform marks a significant step forward in collaborative game development, empowering players with a robust platform to actively participate in shaping the game's evolution. In my opinion, this is another positive sign for the future of Escape from Tarkov, marking a clear shift from the past when BSG seemed less responsive to community comments and requests. It's one thing to submit a suggestion and not even receive a response. It's entirely another to receive even a rejection, but accompanied by a clear explanation of the reasoning behind it . There’s always something new to discover in Escape from Tarkov ! Stay up to date with the latest News , Tips & Tricks , and In-Depth Guides , by checking out our links or starting from our Homepage . New to the game or just looking for more insights? Don’t miss our EFT: Tutorial  section!

  • EFT: Arena Patch 0.2.8.0: Now Your Team is Always BLUE!

    Patch 0.2.8.0 for Escape from Tarkov: Arena makes several crucial improvements to Escape from Tarkov: Arena, addressing key issues like visibility, spawn fairness, and performance. While further optimizations and fixes are planned, these changes should already make the game more balanced and competitive. Whether you’re grinding ranked matches or jumping into casual fights, these updates should result in a smoother and fairer gameplay experience. Battlestate Games has released Patch 0.2.8.0 for Escape from Tarkov: Arena , bringing a range of improvements to map balance, visibility, and overall gameplay. This update aims to refine the experience by reducing unfair advantages , optimizing performance , and addressing long-standing issues like spawn camping and rubberbanding . Below, we analyze the most significant changes and how they impact gameplay. 1. Clearer Team Identification One of the most impactful changes in this patch is the introduction of consistent team colors in TeamFight, BlastGang, and CheckPoint modes. Allies will now always wear blue armbands , while enemies will wear red armbands . This eliminates confusion, ensuring players can instantly recognize friend from foe. Additionally, announcer voice lines will now match team colors, reinforcing clarity in communication during matches. 2. Map Adjustments for Better Balance All locations have been updated to improve clarity, performance, and gameplay balance. These changes include: Lighting reworks  for better visibility Performance optimizations  across all maps and hardware configurations Reduction of unnecessary visual clutter  to enhance player awareness Adjustments to in-game monitors  to optimize performance A specific tweak was made to Fort  to reduce early deaths in BlastGang mode. This aims to prevent attackers from gaining an overwhelming advantage by throwing grenades at Objective A at the start of the round. Additionally, Sawmill  has been temporarily removed from ranked, unranked, and custom matches for further rework. 3. Anti-Spawn Kill Measures in Last Hero Mode Respawning in Last Hero  mode has often been a frustrating experience due to immediate deaths after spawning. To counter this, a temporary buff  has been introduced upon respawn, which lasts for 3 seconds and provides: Immunity to all types of bleeding Health regeneration 50% reduced incoming damage However, the effect is removed immediately when the player fires their weapon, ensuring it doesn’t become an exploitable mechanic. The respawn logic  in Last Hero has also been improved to prevent repeated respawns in the same location or in unsafe spots where players can be instantly killed. 4. Anti-Spawn Camping Buffs in CheckPoint Mode To combat spawn camping, a new protection system has been added in CheckPoint mode. Players inside the main respawn zone will receive a buff that grants: Immunity to all types of bleeding Health regeneration 50% reduced incoming damage This effect remains active only while inside the main respawn zone  and is re-applied if a player re-enters. In secondary respawn zones , the buff disappears as soon as a player fires their weapon, preventing abuse. The respawn logic  in CheckPoint has also been improved to avoid repeated respawns in the same location or in unsafe spots where players can be instantly killed. 5. Optimization and Fixes Several quality-of-life improvements and optimizations have been introduced, including: Fixing rubberbanding issues , even when no packet loss or high ping is detected. Enhancing overall performance and clarity of maps, reducing unnecessary visual clutter, and optimizing object rendering. There’s always something new to discover in Escape from Tarkov ! Stay up to date with the latest News , Tips & Tricks , and In-Depth Guides , by checking out our links or starting from our Homepage . New to the game or just looking for more insights? Don’t miss our EFT: Tutorial  section!

  • Survey Day! Scav Survey Report and Changes to Scav Timer and Loadout + New Survey

    Today, Battlestate Games (BSG) has released a report detailing the results of the latest survey on Scav gameplay, how this mode is used, and how players would like it to work. Additionally, a new in-game survey has been launched, focusing on Seasons, Weather Effects, and Visibility and Sound related to them. If Thursday is widely known in the Escape from Tarkov  community as wipe day, patch day, or release day, Friday might just become Survey Day ! Indeed, today BSG has both published a report on the official EFT website summarizing the findings of the last survey about Scav gameplay and launched a new survey regarding how Seasons, Weather Effects, Visibility, and Sound should function in the game. The Report It’s safe to say that most players were impressed with the quality of BSG’s work on this report, with many commenting positively on the improved communication from the developers . In reality, this improvement has been happening for a while now, with more timely updates and greater detail about patch changes, fixes, and modifications. Regardless, this report is undeniably well done and shows that BSG has put in the effort to value the opinions of the community . Not only by studying the results, but also taking immediate action based on them. This, in turn, makes in-game surveys much more meaningful and encourages more players to participate and share their feedback. Key findings from the report: Selecting the raid time and location: 64.28% of players prefer to pick time and location, while 30.23% prefer random selection. Main objective as a Scav: 82.64% of players are looking for valuable loot or items for tasks and Hideout. PMC to Scav raid ratio: 40.86% of players play equally between a Scav and PMC, 43.02% play mostly as a PMC. Scav spawn timing: Most players prefer Scavs to spawn 15-20 minutes after the raid starts or near the end of the raid. Popular locations: Players prefer large locations with a variety of loot, such as Streets of Tarkov (15.33%), Reserve (14.62%), and Customs (13.04%). Playstyle: 69.02% of players prefer peaceful interaction with other Scavs and maintaining a positive standing with Fence. Penalty system: 37.33% of players think the penalty system is fair, 28.66% think it's too weak, and 19.47% think it's too severe for accidental kills. Scav starter equipment: 36.30% of players would like the Fence standing to have a stronger influence on the quality of equipment, 31.81% are fully satisfied with the current system. Wipe stage: 52.88% of players play as a Scav throughout the whole wipe, while 36.38% play mostly at the beginning of the wipe. The Surprises Keep Coming! The biggest surprise that excited the community the most was BSG’s announcement in the conclusions section of the report: Based on the results of the survey, we have adjusted Player Scav spawn times, who will now spawn no earlier than 17 minutes after the start of the raid on most of the locations, excluding Factory, Reserve, and low-level Ground Zero. But that’s not all. The starter equipment system has also been improved: from now on, higher Fence standing has a larger impact on the quality of gear. The information gathered will be used to further improve the Scav gameplay. This is big news , and the community is thrilled. Of course, given BSG’s history, some players still remain skeptical, but it’s undeniable that these improvements—combined with numerous bug fixes , quality-of-life updates, and optimizations (sometimes with mixed results)—are encouraging signs of progress. Here is the link to the original report posted by BSG on EFT official website . New Survey: Seasons, Weather, Sound, and Visibility Alongside the release of the report on the previous survey, BSG has also published a new in-game survey . Unfortunately, I wasn’t smart enough to save all the questions (!), so I can’t quote them one by one. However, the survey includes questions asking for player opinions on: The speed at which seasons change How quickly weather conditions change during a raid Preferences regarding visibility changes The volume of rain sounds It will be interesting to see the results, especially if they are presented in a report as well-structured as the one about Scavs. What do you think? Let me know in the comments! There’s always something new to discover in Escape from Tarkov ! Stay up to date with the latest News , Tips & Tricks , and In-Depth Guides , by checking out our links or starting from our Homepage . New to the game or just looking for more insights? Don’t miss our EFT: Tutorial  section!

  • EFT: Arena On The Epic Games Store Soon, and an Unreal Theory.

    The announcement made on March 4 on X has sparked significant discussion within the Escape from Tarkov community, generating a mix of reactions and intriguing theories about why the game is launching on the Epic Games Store instead of the more popular and widely used Steam. For years, fans have debated why Escape from Tarkov has never been available on Steam—a platform that could dramatically boost the game's visibility and make it more accessible to players. Nearly every gamer today has Steam installed on their PC for one reason or another. The platform offers excellent marketing tools, and its widespread adoption makes it an ideal marketplace for selling video games . However, Battlestate Games' decision to avoid Steam is understandable for at least three key reasons: Sales Commissions Steam takes a 30% commission on game sales . That’s a significant cut of the total revenue—one that BSG evidently prefers to keep for itself. Game Reviews Reviews are an essential tool for players deciding whether to buy a game, but they aren't always fair or reliable . Escape from Tarkov is a particularly polarizing title . First, it remains in beta and is still unfinished, with numerous bugs. Its hardcore nature makes it both difficult and frustrating. Additionally, the inevitable presence of cheaters has a much greater impact on EFT than in other games due to its punishing mechanics. Given these factors, EFT would likely receive an influx of negative reviews—many of which may not be entirely justified. Much of the criticism would probably stem from the game's steep difficulty curve and the frustration it causes . Since unhappy customers are more likely to leave negative reviews than satisfied players are to leave positive ones, BSG’s choice to avoid Steam is understandable from a strategic standpoint. Refund Policy EFT is often described as a game that players either love or hate— some try it for 10 hours and give up, while others sink hundreds or even thousands of hours into it. This alone explains a lot, but there’s another key issue: Steam’s refund policy allows players to receive a refund only if they have played for less than two hours. Beyond that limit, refunds are no longer possible. However, two hours is simply not enough time to fully understand and appreciate Escape from Tarkov. This, too, works against the idea of selling and promoting the game through Steam. Why Epic Games Instead of Steam? First and foremost, Epic Games takes only a 10% commission on game sales , allowing developers to keep a much larger share of their revenue. Second, Epic Games does not feature user reviews, eliminating the risk of unjustified or frustration-driven negative feedback. Only official reviews from gaming media outlets are available , ensuring a more balanced and well-reasoned critique—even when discussing the game’s controversial elements. The refund system on Epic Games is similar to Steam’s, so that remains a potential concern. However, BSG is likely willing to take this risk in exchange for greater visibility and the chance to attract a broader audience of potential buyers. Or maybe the commercial and promotional motivations behind BSG’s decision may not be the only factors at play. A Strategic Move? Unreal Theories In a recent video , NoiceGuy shared an interesting theory: Since Epic Games is the developer and owner of Unreal Engine , BSG’s move could be the first step in forming a partnership with Epic for future development support using their highly advanced and flexible Unreal Engine. While many of EFT’s development challenges undoubtedly stem from BSG’s inexperience—especially in its early years—it’s also possible that some issues are due to the limitations of Unity, the game’s current engine. Unity may be less versatile or adaptable, particularly for large-scale environments with 'numerous moving elements'. This theory gains traction considering that NoiceGuy directly asked Nikita Buyanov if this was a strategic move, to which the BSG CEO simply replied, "Yes". Escape from Tarkov on Unreal Engine? As much as many fans dream of this, the answer is no—it won’t happen. At least, not for Escape from Tarkov. Who knows? Maybe there will be an Escape from Tarkov 2 . Or perhaps Unreal Engine will be used for Nikita Buyanov and BSG’s ultimate project: Russia 2028 . Let me know your thoughts in the comments! And if you’re interested in news , tips & tricks , and in-depth articles on Escape from Tarkov, explore the sections of The Tarkov Central . Have any doubts about Escape from Tarkov? Use the search feature on this website to see if there's an article covering your question.

  • A Shooter Born in Heaven or Hell? Tips to complete the quest

    Completing the "A Shooter Born in Heaven" (SBIH) quest in Escape from Tarkov is a formidable challenge that tests players' sniping prowess and tactical acumen. This quest requires players to eliminate a specified number of enemy PMCs with headshots using bolt-action rifles across various maps. Insights from experienced players offer valuable strategies to navigate this demanding task successfully. To successfully tackle the A Shooter Born in Heaven quest , it's crucial to understand its specific objectives. Assigned by the Mechanic, this mission challenges players to eliminate 5 PMC operatives with headshots using a bolt-action rifle (no minimum range requirement as in the past) on each of the following maps: Woods, Reserve, Shoreline, Customs, Lighthouse, Streets of Tarkov, Interchange, and Ground Zero. This endeavor not only tests your sniping skills but also demands an in-depth knowledge of each map's layout and dynamics. Preparing to adapt your strategies and making optimal use of available equipment are essential steps toward completing this challenging mission. But don't despair; you don't need to be an impeccable marksman . With patience and perseverance, even mid-level players can successfully complete this mission. Let's explore some tips from those who have already conquered this challenge: Patience and Persistence:  Recognize that SBIH is a long-term endeavor. Patience is a key factor. Considering a raid as successful with a couple PMC kills, or even with a single one, can help manage expectations and reduce frustration. Map Knowledge and Spawn Points:  Understanding player spawn locations and typical movement patterns is crucial. Positioning yourself near these areas can increase the likelihood of encountering other players early in the raid. Weapon Choice and Loadout:  Opt for bolt-action rifles with high ergonomics to enhance aiming stability. Equipping a secondary weapon, such as an SMG or a pistol, can provide versatility in close-quarters combat situations. Integrate SBIH with Other Quests:  Instead of focusing solely on SBIH, carry a sniper rifle as a secondary weapon during other quest runs. Even a cheap bolt-action rifle, like the Mosin or the VPO-215, is good enough as long as you have decent ammo for it. This approach allows you to capitalize on opportunistic kills without dedicating entire raids to the quest. Adapt Playstyle:  Some players find success by playing more passively, setting up in strategic locations and waiting for enemies to come into view. Others prefer a more aggressive approach, actively seeking out gunfights. Experiment to find what suits your strengths best. Map-Specific Tips: Woods:  Utilize the expansive terrain to your advantage. Positioning near high-traffic areas like sawmill or scavenger camps can provide clear sightlines for long-range engagements. Customs:  The dense environment offers numerous vantage points. Consider overseeing popular routes and chokepoints to catch players off-guard. Interchange:  Focus on exterior areas where players are more exposed. Camping rooftops or overlooking parking lots can yield opportunities for long-distance shots. Lighthouse:  Be cautious of the high presence of skilled players and AI threats. Patience and careful positioning are key to securing kills without exposing yourself unnecessarily. Reserve:  Familiarize yourself with building rooftops, the Dome, and open areas. These spots often provide advantageous angles for sniping unsuspecting players. Shoreline:  The resort area is a hotspot for player activity. Setting up on hills or in adjacent buildings can offer clear views of incoming and outgoing traffic. Streets of Tarkov:  Given the urban environment, long sightlines can be limited. Positioning yourself on rooftops or high windows can provide the elevation needed for effective sniping. Additional Recommendations: Resource Management:  Utilize cost-effective gear to minimize losses upon death. Using affordable bolt-action rifles with basic optics ensures that each raid is not a significant financial setback. Learning from Others:  Watching experienced players can provide new strategies and insights. For instance, content creators often share their SBIH runs, offering valuable perspectives on positioning and decision-making. No Range Limitation: There is no longer a minimum range requirement for headshot eliminations (unlike in the past). This means you don’t necessarily need to engage in long-range sniping—if you're proficient with bolt-action rifles, you can land the required headshots even in close-quarters combat (CQC). For less experienced players, this quest offers a great opportunity to practice and improve bolt-action rifle skills. In summary, the "Shooter Born in Heaven" quest demands a blend of patience, strategic positioning, and adaptability . By leveraging map knowledge, selecting appropriate gear, and integrating the quest into regular gameplay, players can progressively achieve the required headshots and complete this challenging task. Video Tutorial Although I couldn't find any updated video tutorial for A Shooter Born in Heave quest, because since the minimum range requirement was lifted it's much easier and doesn't require to find the correct sniping positions, you can watch this video by fairTX : Tarkov Sniper: Shooter Born in Heaven (EFT movie) . It's more a cinematic experience than a video tutorial, but it can still give you an idea of the challenge and the kind of situations you'll have to deal with. Plus it's a superb video with brilliant editing! Share Your Experience How is your progress with this quest? Have you successfully completed it? If you have suggestions or seek advice, the comment section is waiting for you.

  • 28.02.25 - Technical Update (AI Improvements + Impenetrable Arms Bug Fix!)

    As announced yesterday by Battlestate Games, a technical patch for Escape from Tarkov was installed today, aimed at improving game client performance, enhancing AI behavior, and fixing several bugs—including the bug that prevented the thorax from taking damage when a bullet first passed through an arm. Additionally, the season has changed from winter to spring: goodbye, snow! At the time of writing this article, the patch is still being installed, so its actual effects on the game are not yet known . However, from the patch notes, we can see that once again, BSG is actively working to fix as many bugs and issues as possible, as well as improving game client performance. Performance Regarding performance, the less optimal technology of transparent object rendering  has been disabled on all locations, as it seemed to cause problems with game client performance . In patch 0.16.1.1, released on February 14, this less optimal technology  had already been disabled on Factory, Woods, and The Lab. Apparently, this previous change convinced BSG of the need to apply it to all maps . With the change of season, the snow will also disappear , which many believed was responsible for the game’s performance drops, though this has never been confirmed. Personally, I think the performance drops were due to the transition to the upgraded Unity 2022  graphics engine and other factors, such as the aforementioned less optimal technology of transparent object rendering . In any case, snow or no snow, let’s hope performance improves as much as possible . Illumination Rendering From a visual effects perspective, another interesting change is the optimization of the technology of flashlight and lamp illumination rendering . Lighting effects have never been Escape from Tarkov’s  strong suit. While in some situations the results can be visually appealing, the way flashlights render has always been less than optimal. Impenetrable Arm Bug Regarding the issue where the thorax hitbox would not receive damage if a bullet had penetrated the arm before hitting the thorax , it’s already great news to see that BSG is trying to fix this bug so quickly. Let’s just hope this time they actually managed to fix it—preferably without breaking something else in the process! AI Behavior Overhaul Last but not least, BSG's work on AI behavior improvements  looks very interesting and spot-on. The community is eager to see how these planned changes will play out. What can be said for now is that, on paper, BSG has identified some of the major issues and is showing that they are listening to player complaints and feedback . Thanks to these changes, AI enemies should now feel less like they have built-in aimbots, not be able to spot players through foliage, behave more naturally, and not attack players in excessive numbers as they previously did in certain situations—making looting nearly impossible and forcing players to flee, abandoning the area. BSG Improved Communication with the Community Finally, an open and transparent approach— something the community will greatly appreciate after years of poor communication from BSG regarding their goals, their development progress, and their lack of responsiveness to player feedback (though many will remain skeptical). In reality, improvements could be said to have begun last year when the recoil system  was finally fixed. However, the chaos and backlash caused by the controversy surrounding the Unheard Edition  and the debates it sparked had once again cast dark shadows over Battlestate Games' reputation. For several months now, BSG has been behaving well, demonstrating that they are listening to the community and doing their best (within their capabilities) to improve the player experience. Keep up the good work, Nikita! Below are the full patch notes. Patch 0.16.1.3 - 28.02.25 Changes Changed the in-game season to Spring; Disabled the less optimal technology of transparent object rendering. This change is aimed at improving the game client performance on all locations; Optimized the technology of flashlight and lamp illumination rendering; Added the ability to change DLSS Model Presets in raid. AI behavior improvements Readjusted the system of enemy detection for AI. Now, bots notice and lose sight of the target gradually, rather than instantly. The detection speed is affected by many factors: weather conditions, distance, angle to the target: The farther away the enemy is, the longer it will take to detect them; The greater the angle between the bot's view and the enemy, the longer it will take to detect them; The heavier the fog and/or rain, the longer the enemy detection speed and shorter the maximum enemy detection range; The visibility impact of fog and rain is negated if both the bot and the target are indoors; The detection speed is non-linear, and at very close ranges the impact of angle is much smaller than at farther ranges; Visibility reduction is combined from all of these factors. Adjusted the coefficients of enemy silhouette detection influence. The bot detects a standing target the fastest, then a crouching target, and a prone target the slowest; Adjusted the AI visibility depending on vegetation. Removed the ability to see the enemy through gaps in vegetation at medium and long ranges for all bots, including Bosses, except for Zryachiy, Birdeye, and the BTR. Now, bots will no longer see through gaps in trees and bushes, but if there is a space between separate vegetation, the bot will still be able to see the enemy. This system will be further improved in future patches to make it even more predictable; Common AI of all difficulty levels, Sniper Scavs, Raiders, Rogues, and Boss guards (excluding Bosses themselves) now always switch to single fire if fighting at long range. In close-range fights, the bot can switch to full auto if their weapon has this option; Reduced the distance at which bots relay information about an enemy. Previously, if a bot saw an enemy or lost contact with a previously spotted enemy, they would report it to other bots around them. This created too much AI pressure on the player, with groups of bots cooperating and attacking the player in cover. After this adjustment, the information relay distance has been reduced to 50 meters if the bot is not in a group. However, AI Scavs can group together, in which case the information is relayed to a farther distance; Common AI of all difficulty levels can no longer use suppressive fire. This ability is still available for Raiders, Rogues, and Bosses with guards. Previously, AI would use suppressive fire at an enemy behind cover. Accidental kills through thin cover with suppressive fire created the feeling that the AI always tracked the player through walls, which led to a mostly negative game experience; Increased the temporary AI accuracy loss when being hit by 30%; Bot spawn points can no longer be used too frequently. If a bot spawn point is not blocked by nearby players, but has been utilized before, it will have a continuously increasing availability timer; A singular player will no longer be the trigger for too many bot spawns. If a particular player is very successful at killing bots within a single raid, the system will no longer maintain a dynamic rate and create a constant influx of bots. A singular player can be the trigger for a random number of enemies, but no more than a certain value; Common AI of all difficulty levels, including Sniper Scavs, will no longer be the first to shoot at long range, even if they have detected an enemy. Now, if an enemy is detected at a very long range, the bot, being uncertain of their skills, will prefer to take cover and switch to a waiting tactic. However, if the player themself has detected the bot and attacked them, the bot will shoot back; Improved the AI positioning system. This change will help to improve their behavior in a group and reduce the number of situations in which bots are moving too close to each other or occupying the same cover. With this system, we will be able to fix bugs related to bots colliding with each other more efficiently. Fixes Fixed an issue where the Thorax hitbox would not receive damage if a bullet had penetrated the arm before hitting the thorax; Fixed numerous minor bugs related to bot behavior, movement, getting stuck, positioning, target visibility, and shooting; Fixed several issues that caused bots to pass through closed doors. The door interaction system will be adjusted in the future, and we will monitor the related issues if they arise; Fixed various issues with transparent geometry rendering and conflicts with various visual effects such as smoke, water, fire, and fog; Fixed the cause of a sharp sound when equipping headsets during strong wind; Fixed a 100% chance of arm fracture after failing a QTE in the Gym; Fixed the volume balance of bullets hitting the player; Fixed the incorrect reverb in some areas on Interchange; Fixed the cause of missing BTR Driver tasks for some players who have fulfilled all the necessary requirements in PvE mode; Fixed the cause of error 228 when dragging items in stash after upgrading the game edition; Fixed the cause of missing The Unheard Edition bonuses for some players in PvE mode; Fixed an issue with the NFM HJELM helmet not blocking damage to the back of the head; Transitions between locations in PvE mode will now take into account the online/offline mode the player selected before starting the first raid.

  • The Impenetrable Arm Bug is Back! (FIXED??? - UPDATED 28/02/25)

    In a recent video, streamer and content creator HyperRatTV revealed that the bug affecting bullet penetration and damage when passing through arms—which had been fixed in the February 21 patch—is back, albeit with some differences. 28/2/25 UPDATE: Today BSG released a Technical Update that should fix this bug. I will update here if the fix is actually working. Battlestate Games certainly has a knack for attracting some of the most controversial opinions. The Escape from Tarkov  community had just finished celebrating the numerous technical updates released by BSG in recent weeks—fixing various bugs and issues—thinking that the studio was finally turning a corner in resolving problems. However, almost immediately, BSG repeated one of its all-too-frequent mistakes: reintroducing old bugs while trying to fix new ones. In the February 21 patch, BSG had just resolved a major issue that disrupted bullet hit registration when passing through a character’s arms before reaching the chest. Previously, bullets would go through the arm but, upon hitting the chest, would only damage the armor without penetrating it to harm the body underneath. This happened even with high-caliber, high-penetration rounds that should have been able to pierce the armor and cause significant chest damage. Everyone rejoiced—but unfortunately, the joy lasted only three days. On February 24, HyperRatTV posted on X, reporting that the bug had returned . HyperRatTV also uploaded a demonstration video on YouTube , where, with the help of a friend, he conducted tests confirming that: A bullet that passes through a character’s arm hits and damages the armor but does not penetrate it to harm the chest , even if it’s a high-caliber, high-penetration round. No direct bullet damage reaches the chest—not even blunt damage. The only chest damage comes from collateral damage when the arm is blacked out by the shot. A bullet that goes through an arm on a character without armor  seems to cause no direct chest damage , despite there being no armor to absorb the shot. In effect, it’s as if the arm completely absorbs the bullet. Again, the only chest damage is the collateral effect of the blacked-out arm. "Abuse Canted Sight + B-25" For this reason, HyperRatTV referenced the Canted Sight + B-25 abuse in his post. By equipping the NcSTAR MPR45 Backup mount , which allows for a canted sight , alongside the Zenit RK-1 tactical foregrip on B-25U mount , the character holds the weapon at an angle, positioning the left arm in a way that covers the entire chest. Due to this bug, this positioning essentially turns the arm into an additional layer of armor (see the image above). Some Good News The only silver lining in all of this is that Daniel (@appl3z0r on X), Lead Community Manager & Coordinator of Sherpas and Emissaries for Battlestate Games, quickly responded to HyperRatTV’s post, announcing that the bug will be fixed in the next patch (see below). We wait (more or less) hopefully. Until the fix arrives,  either aim for the head, or use very high flesh damage ammo and aim for the legs or the arms. Center-mass shots are definitely not a good choice.

  • Escape from Tarkov: Patch 0.16 – All the New Features

    Santa Claus has brought us the long-awaited Wipe and Patch 0.16 of Escape from Tarkov!! Patch 0.16 introduces a series of significant changes, including seasonal events, gameplay improvements, new weapons, a revamped Customs map, new transit points between maps, and much more. Let’s take a look at the main additions. For a complete list of changes, I recommend checking the official patch notes for Patch 0.16 . However, I’d like to comment on the most significant changes introduced with this update. Revamp of Customs and New Transit Routes Customs has received a major visual and structural update : Improved textures and materials. New explorable buildings. Introduction of explosive propane tanks. UPDATE:  Personally, I definitely liked the changes. The map is now much more complex, and thanks to the new buildings and some other modifications (like the passage in the wall near the New Gas Station), the choke points have been almost elminated if not completely. This makes player movement less restricted and allows for more varied and less predictable paths. Additionally, the new buildings contain a large number of loot spots, containers, and rooms—all things to discover and learn to take advantage of, for us Customs lovers. The only issue is that with the map update and the addition of new buildings, textures, and elements (plus the Unity update), performance has noticeably worsened . FPS drops are significant, especially in certain areas of the map (for example, near the Crackhouse). Continuous Healing System Players can now heal all body parts in a single (long) action , following a predefined priority (severe bleeding, bleeding, fractures, and parts with the lowest health). This feature can be enabled in the settings so that pressing the medkit hotkey automatically starts the continuous healing process. Alternatively, if the option is disabled , you can initiate continuous healing by holding the medkit hotkey and scrolling with the middle mouse button to select the first option from the menu: “Full Treatment”. UPDATE:  I am currently using this feature in the disabled mode, selecting it from the menu when I need it. It seems to be the most flexible and functional way. Hidden Extraction Points New hidden extraction points, or Hidden Exfils , have been introduced. To activate them players need to find either "Notes" or "Minefield Map" (depending on which map you're playing) during raids. These items can be discovered in random containers, ranging from Scav bodies to filing cabinets and hidden caches. Once you find the code, your list of extraction points will automatically update to include these new hidden extraction points. To extract, the player must enter the correct area and activate the "Transmit Code" or "Transmit Mines" option (depending on whether the item to activate them is a Note or a Minefield Map) that will appear on the screen. Hidden extractions can be used by both PMCs and Scav players . QoL Improvements Escape from Tarkov desperately needs many Quality of Life improvements, and this is a big one . The priority window selection system allows players to select a container window and then CTRL+click  items directly into it, without having to drag and drop them one by one like before. Rejoice! And check the patch notes if you want more details and explanations on this new system . AI and Grenade Launcher Changes Advanced AI (Raiders, Rogues, special Scavs) can now use underbarrel grenade launchers, theoretically making them much more dangerous. UPDATE:  After several raids, I have yet to encounter an AI actually using them. The AI can now perform suppression fire , shooting multiple rounds in the enemy’s direction. UPDATE:  I have frequently noticed Scavs firing multiple times at the last spot they saw me disappear behind cover. By flanking them completely, I was able to catch them off guard while they were still firing in the opposite direction. AI can now flank enemies  and attack more aggressively. UPDATE:  The AI behavior has definitely changed. They now display more varied tactics, and in some cases, they behave realistically enough to be mistaken for real players . Flea Market and Hideout Changes One of the most impactful changes affects Flea Market access and Hideout progression: The Flea Market will remain locked for two weeks  from the start of the wipe. Hideout upgrade items must have the “Found in Raid”  tag, making progression more challenging. These changes have sparked significant debate in the EFT community. Many players protested, while others welcomed the change. I recommend reading my article on this topic , where I also discuss how to find FIR items more easily for Hideout upgrades. Game Engine Update The game engine has been updated to Unity 2022 . While this won’t bring immediate performance improvements, it theoretically provides developers with new tools to optimize and develop the game further. Any performance boosts will likely come in future updates ( hopefully soon! ). UPDATE:  A month later, we now know that this change caused a significant performance drop. Besides using the new DLSS4 , which seems to help (at least for those with Nvidia RTX graphics cards), we are hoping for the promised optimization patch to be released soon. Audio Update The audio system has been revised and updated with a new reverb system  based on environmental geometry. UPDATE:  A month later, we know that the new audio has several bugs and issues. Personally, I think the direction is good since I’ve noticed some very positive aspects, but it still needs a lot of improvement. Improved sound attenuation curves  and filtering effects based on vertical player positioning. UPDATE:  I’ve personally noticed an improvement in my ability to determine an enemy’s vertical position (whether they are above or below me) and the direction of incoming sounds. Unfortunately, there are still some major inconsistencies (some of which have been recently patched). Visual Recoil Changes This change worried many players, but it does not affect actual recoil mechanics . The modifications are purely visual , as stated in the patch notes. Winter Season Update All maps have been updated for winter , featuring snow everywhere , snowdrifts , and winter sound design . Beautiful. I love the winter setting in EFT. They also added a winter-themed Factory , which wasn’t present last winter. That’s all I wanted to mention and discuss. As I mentioned earlier, for the full list of changes, refer to the official Patch 0.16 notes . Let me know your thoughts!

  • EFT: Arena Free Weekend!

    Battlestate Games has announced that from the 21st to the 23rd of September, Escape From Tarkov: Arena  will be free to play for everyone. If you've been thinking about trying it or considering purchasing it, this is your chance to give it a go! IMPORTANT NOTE : If you play Escape From Tarkov  but have never played Arena , be aware of a current bug that can cause some players to lose part or all of their trader reputation after playing or even just launching Arena . Proceed at your own risk. To learn more about this bug, check out our related article (see the related articles section below). --- On EFT: Arena 's official website, we can find more details about the free weekend: In anticipation of this year's TwitchCon in San Diego, Battlestate Games announces the launch of the first free weekend in the Escape from Tarkov: Arena project's history. From September 20, 11:00 AM BST / 6:00 AM EDT to September 23, 11:00 AM BST / 6:00 AM EDT, players will have the opportunity to try out the competitive PvPvE first-person shooter with tactical team modes. EFT: Arena perfectly combines the hardcore mechanics of Escape from Tarkov and fast-paced gameplay of session matches. All previously distributed temporary access codes become invalid from this moment on. Battlestate Games is the developer of Escape from Tarkov, a hardcore realistic story-driven multiplayer online project that combines features of FPS/TPS, battle simulator, and RPG with MMO elements, and Escape from Tarkov: Arena, a competitive first-person PvPvE shooter with tactical team modes. Any inquiries related to Escape from Tarkov: Arena can be sent to arena@tarkov.com . Read the original post on their official website here .

  • Protect your reputation! Stop playing Arena (for now) - [UPDATED 25/9/24]

    While BSG has acknowledged the reputation bug and claims to have implemented a fix, the problem remains for a significant portion of the player base. The lack of a solution to restoring lost trader reputation has further fueled frustrations. Until a definitive resolution is in place, players are advised to avoid opening or playing Escape from Tarkov: Arena  to protect their trader progress . As you may know, with Patch 0.15 (last wipe), Battlestate Games implemented full data synchronization between Escape From Tarkov and Escape From Tarkov: Arena. This new feature has been well-received by many players, as it allows them to use Arena to boost their PMC in EFT, giving more meaning and utility to playing Arena. However, BSG has once again demonstrated limitations in their development skills, resulting in a highly frustrating bug that has caused many players to stop playing Arena altogether , and some to stop playing EFT as well. The Bug and its Impact The issue seems to stem from the way data syncs between Escape from Tarkov and Arena. When players partecipate in Arena matches, their trader reputation can be reset , reducing it to 0 with some or all traders (even for some EOD users who should start with 0.20 thanks to their account privileges). By resetting the trader reputation, the bug also affects trader levels  and the items accessible through those loyalty levels. Players who have spent significant time building their standings with traders suddenly find themselves back at level 1 traders . As you can imagine, finding themselves with a mid to high-level PMC but level 1 traders is game-breaking. Many have decided to stop playing EFT entirely or switch to playing only the PVE mode , at least for this wipe. Some players have also reported inconsistencies , where certain traders are reset to higher than 0 reputation, but still significantly lower than their previous levels. Several players experienced long EFT sessions where they gained substantial reputation, only to lose it completely after playing a few Arena matches. There have been additional reports of quest-related issues , where completed quests appear in both the completed  and incomplete  quest lists. To make matters worse, some players have found that just launching Arena  without playing a match is enough to trigger the problem. BSG’s Response On September 6th, 2024 , Battlestate Games (BSG) posted on Twitter that the issue causing the trader reputation reset had been fixed . According to the post, a technical client update had been released to prevent further occurrences of this bug. They also reassured the community that efforts were underway to restore the lost loyalty levels affected by the bug​. Or not? Despite BSG's claim of a fix, the bug appears far from resolved for many in the community. One Reddit user  shared how their trader rep reset again after BSG announcement of the bug having been fixed, forcing them to regrind it through tasks​. Last but not least, as of today, players who have already lost their traders reputation have yet to receive any compensation or restoration of their progress. Not All Players Are Affected Interestingly, not all players are experiencing the bug. The reason for this discrepancy remains unclear , as the bug seems to affect players randomly . Some users have encountered no issues when switching between Arena and EFT, while others face immediate reputation loss. It's not yet determined whether the problem lies with specific accounts, regional servers, or unique interactions between the two game modes. Stay tuned to updates from BSG, but for now, playing Arena is still a risky move. Personally, I won’t even launch Arena until there’s confirmation that the bug has been completely and definitively resolved. You can obviously choose what you want to do, but be aware of the potential risks. 25/09/24 UPDATE: the bug seems to be still there, and BSG has not returned the reputation loss to those that experienced it.

  • Flare extractions are bugged! You have been warned (UPDATED 05/10/2024 - they have been fixed)

    Since patch 0.15.2.0 and the start of the Mortars Event, many players have reported that the flare extracts at Mira Ave in Ground Zero and Klimov Street in Streets of Tarkov are bugged. We advise avoiding them until further communication confirming that they’ve been fixed. UPDATE 04/10/2024: Today BSG released a patch that claimed to solve the bug. However, the issue wasn't completely resolved. Read more below. UPDATE 05/10/2024:  it seems that after an initial problem the flare extractions are all been fixed and now work properly. Being consistent with oneself is usually considered a good thing, but in the case of BSG, their consistency in creating bugs while trying to fix others is quite frustrating and disappointing. With patch 0.15.2.0, some issues were indeed fixed and certain aspects of EFT were improved, but a major bug has been introduced. It seems that BSG has managed to bug and render unusable the two extraction points that require the use of flares to signal snipers not to shoot: Mira Ave in Ground Zero, and Klimov Street in Streets of Tarkov. Even with the proper use of flares, PMC attempting to extract are being riddled with bullets and inevitably killed by the infallible snipers who have those areas under surveillance. Despite the significant time that has passed since the appearance of this bug, BSG has yet to acknowledge the problem, and there is no official news regarding it. We recommend avoiding the use of these extraction points until a patch is released that announces the resolution of this issue. ----- 04/10/2024 UPDATE: today BSG released a patch that claimed to solve the bug mentioned in this article. However, the problem hasn't been fully resolved.  While the snipers no longer shoot at you, it's been reported that the extraction points themselves don't work. People don't have any countdown to extraction appearing, and the extraction doesn't occur. They can move around the extraction area safely and explore it, but they don't get extracted. UPDATE 05/10/2024:  it seems that after the initial problem reported in yesterday's update the flare extractions are all been fixed and now work properly .

  • Improve your FPS with Klemintime help - UPDATED to Patch 0.16

    While there are countless YouTube videos claiming to show you how to improve FPS in Escape From Tarkov, many unfortunately turn out to be mere clickbait, offering little verified or insightful information. In contrast, I believe EFT streamer and content creator Klemintime is doing a fantastic job, and following his instructions has helped me more than once. Making a video that explains how to boost a PC's performance—specifically, how to increase FPS and eliminate issues like stuttering while playing EFT—might seem simple. However, doing it well and in a way that's genuinely helpful for viewers is a completely different matter. After watching several videos from so-called experts, many of which were too short, uninformative, or even counterproductive, I thankfully came across a video by Klemintime that finally provided instructions that were not only clear and precise but also genuinely useful . He offered detailed explanations on how specific tweaks to settings in Windows, the BIOS, or the game itself would impact performance. From that point on, I began following his channel and found many other useful videos . It's evident that Klemintime is passionate about this subject, constantly digging deeper and frequently publishing videos with new tests and updates as things evolve. One thing I really appreciate about his content is the fact he explains what each setting does , and the abundance of practical tests , with before-and-after comparisons showing the effects of settings changes—extremely useful when deciding whether it's worth making adjustments. Equally important, he's fun to watch and entertaining enough even though the topics can be tedious, and his voice is easy to listen to, making the viewing experience all the more enjoyable. Below, you can find one of his latest videos, which thoroughly explains all the settings in EFT and how to improve performances in Patch 0.15. However, I highly recommend exploring his YouTube channel and checking out his other content as well. Enjoy watching, and may the FPS be with you! Patch 0.16 UPDATE With Patch 0.16 released, Klemintime released a new video reporting what he found out are the settings impacting on the performance of EFT. He also added another video as he also found some potential issues with the Hideout (again). See below. Be sure to check his YouTube channel regularly, as he frequently uploads new videos throughout the wipe, sharing potential optimizations to improve the game's performance. One standout is his detailed and well-crafted guide on using Process Lasso to boost FPS for CPU-bound setups .

  • Patch 0.15.5.0: New Features, Achievements Rewards, QoL Updates and Halloween Event!

    The latest Escape from Tarkov Patch 0.15.5.0 is up and it brings an array of gameplay improvements, quality-of-life updates, and the Halloween event. Let’s delve into the new features, rewards, and what players can expect from this packed update. Inventory Interaction During Matching: A Game-Changer One of the standout updates in this patch is the ability to interact with your inventory while waiting in the matchmaking queue. Now, players can organize their stash, list items on the Flea Market, and check on active tasks—all during the initial matchmaking phase. This addition saves valuable time, especially for players who like to clean up their stash, manage Flea Market listings, or get a quick overview of pending tasks while waiting to deploy. While the anticipated Hideout access during matchmaking didn’t make it into this patch , the stash interactions are a strong start. Achievement Rewards: Earn Once, Keep Forever This update introduces achievement rewards that carry over across wipes, which can be reclaimed with each new wipe. Players who earned multiple achievements from the Tarkov Mystery event will now receive a reward for each achievement. Additionally, the Master of ULTRA  achievement now grants the Adik Tracksuit, replacing the previous Stylish One  task requirement, making this popular reward easier to obtain. Pin and Lock Stash Items: the QoL improvements we all waited for After what felt like an eternity of "are we there yet?" and "soon"  moments, the long-awaited "pin" and "lock" functions have graced Escape from Tarkov at last! Here’s what you need to know: Locked Items : These are like the sacred relics of your stash, immune to accidental mishaps—no selling, no crafting, no deleting, no moving. They’re locked down tight! Pinned Items : You can keep these precious items out of auto-sorting's reach, yet they remain free agents for all other activities—sell them, craft with them, delete them, move them… if you dare. And the holy grail  of inventory management—the auto-arrange function —is now fully operational to keep your stash in pristine order. No more Tetris nightmares! Halloween Event: Labs, Zombies, and New Questlines Adding to the excitement, Escape from Tarkov  launched a Halloween event alongside this patch. Labs is currently free to access and has been overtaken by infected zombies, creating a tense atmosphere for players venturing into its corridors. These zombies move quickly and some are even armed with pistols loaded with AP ammo, so players will need to stay alert. For a deeper look into the Halloween event and strategies, check out the dedicated Halloween event article . The event introduces a taskline that begins with Jaeger and involves gathering samples of infected blood. Labs also features a new area that requires power to access, where valuable loot and quest items await players who dare to explore. This Halloween event is set to spread across maps, with the infection expected to escalate and potentially affect other areas by the weekend, adding another layer of challenge to the game. Unity 22: Why It Didn’t Make the Cut in This Patch Although Unity 22 was highly anticipated in Patch 0.15.4.0, which ultimately never saw the light of day, Nikita confirmed in the recent Tarkov TV  podcast that the engine upgrade didn’t make it into this patch due to technical hurdles. Despite nearing completion, the complexity of Unity 22—which impacts core aspects of the game’s foundation—led to the decision to delay its release until the New Year’s patch (0.16). For a full breakdown of the Tarkov TV  podcast and Nikita’s insights, you can refer to the Tarkov TV podcast article . This approach allows the team more time to refine the update and prevent potential issues that could disrupt gameplay. New Weapons and Attachments For those looking to expand their arsenal, the patch adds the MPS Auto Assault-12 (AA-12) shotgun, available in Gen 1 and Gen 2 models. This automatic shotgun has strong potential to shift the meta, particularly in close-quarters combat, where its stopping power and rate of fire can deliver significant damage. Pairing this shotgun with powerful ammunition, like Magnum Buckshot, could make it a go-to choice for players seeking a new way to dominate tight spaces. In addition to the AA-12, new bipod mounts and attachments for SCAR, G36, and AUG rifles have been added, meeting a long-standing request from the Escape from Tarkov  community. Players have been eager to see more weapons capable of mounting bipods to fully utilize the game's recently added feature that allows for weapon stabilization on bipods. Final Thoughts With an exciting blend of new features, achievement rewards, and quality-of-life improvements, Patch 0.15.5.0 has something for every type of player. The Halloween event brings fresh tension and rewards, while updates like stash interaction during matching and the improved pin-and-lock options provide new ways to streamline gameplay. With even more anticipated content on the horizon, including Unity 22 and a winter-themed New Year’s patch, Escape from Tarkov  continues to evolve in thrilling new directions.

  • Patch 0.16 Wipe Drama - UPDATED

    The recent Wipe brought the expected new features, but also some technical difficulties. As is often the case, the servers were overwhelmed, causing slowdowns, disconnections, and in some cases, loss of gear for players. Additionally, some users managed to access the Flea Market when it should have been disabled as per the patch notes, creating imbalances that further fueled the debate. Is this the worst Wipe ever? Wipe Issues On the first day of the Wipe, many players reported errors and bugs that resulted in the loss of items acquired during raids. Some even experienced a complete reset of their profiles, forcing them to start over. Furthermore, the ability for some users to temporarily access the Flea Market raised criticisms of perceived unfair advantages, as they were able to keep items purchased before its deactivation. According to the patch notes, the Flea Market was expected to remain closed for two weeks (to slow player progress), which makes its temporary accessibility during this period a significant oversight.  Some community members called for an additional wipe to restore fairness , but the BSG decided against it. These problems were exacerbated by difficulties in accessing the servers and, in some cases, the inability to log in at all. Battlestate Games acknowledged the issues and quickly got to work addressing them. Some of the difficulties were mitigated within the first hours, but this did not prevent the situation from becoming a hot topic among players. The Worst Wipe Ever I get it. I got issues too. Lost progress. Failed to connect... I had the full first day of the wipe experience (along with a lot of adrenaline, fun and some dopamine shots). EFT is a game known for its technical complexity and the massive amount of data it manages. Every wipe represents a kind of "global reset," where hundreds of thousands of players become active at the same time , putting servers and game infrastructure under immense strain. Harsher criticisms often seem to forget that these difficulties are not unique to Escape from Tarkov . Maybe it’s because I’ve seen hundreds of major patches and online game launches over the past 25 years, but it’s clear that problems like overloaded servers, unexpected bugs, and login issues are more than normal—they’re predictable. So while on one side I agree that the Flea Market was available was a serious oversight , that the many bugs at the launch of the wipe were frustrating and should have been tested and eliminated before releasing the patch, I also find it plausible that in some situations it's impossible to predict and fix every potential problem beforehand. This comes at the players’ expense, but if disruptions are limited and solved soon enough, it’s relatively acceptable. Avoid the Drama Trap It's understandable that some call it The Worst Wipe Ever . Undoubtedly, it does seem particularly bad compared to others. However, as with past controversies, some of the drama feels manufactured, designed to attract clicks, views, and cater to the frustrations and irritated reactions of followers, rather than genuinely addressing the severity of the situation. Personally, I find it more frustrating when issues are amplified by drama queens into exaggerated catastrophes for personal gain. This behavior sets a poor example and fosters unnecessary toxicity within the EFT community. Also, remember there are many who are just pissed off for the changes that have been made to the Flea Market (will open only 2 weeks after wipe starts) and FiR requirement for hideout upgrades, which are a completely different story and I will write about them in another article. So avoid the Drama Trap. Don’t let others’ criticisms dampen your enjoyment of the game, the excitement of exploring new content, or the unique experience of the wipe itself. Official Message from BSG In the meantime, today Battlestate Games released an official message thanking players for their feedback and for reporting issues encountered on the first day of Patch 0.16. The studio announced that technical updates will soon be released to address the following issues: Game client freezing when loading loot on Ground Zero Known synchronization issues between EFT and EFT: Arena profiles Raid progress in PVE ZONE not being counted Backend error after leaving a raid in PVE ZONE Game timer resetting to zero when playing as a Scav Known issues interacting with the Hideout Known issues visiting other players' Hideouts Unlocking Jaeger despite meeting all requirements Mechanic's "Getting Acquainted" task automatically failing if accepted before Patch 0.16 release Returning certain item icon visuals to the previous version 28/12/2024 UPDATE BSG has released two patches aimed at addressing the listed bugs and other issues. So far, it seems that most of the problems have been resolved. However, criticisms of the 0.16 patch persist, with opinions sharply divided. Some players believe this is the best wipe ever, while others insist it's the worst. This image, taken from a Reddit thread , perfectly encapsulates the situation. While some issues persist, it seems the major problem is performance. But there are discrepancies on this too. While a lot of players report drastic performance reductions, there are some (apparently also some with less powerful rigs) that report performance improvements! Another point of controversy is the updated sound . Some like it, some love it. I personally like it (so far), although it seems the volume of all effects is lower and when moving it's sometimes difficult to hear others' sounds. In some cases I got surprised how good results does the added reverb gives. Unfortunately, I also noticed the new system has bugs (weird noises) and the added reverb seem to cause weird effects with your own footsteps sound being reflected by walls and obstacles. Especially when using no headset (this while using Scavs, but I guess it's the same with the PMC). 01/01/2025 UPDATE BSG installed a technical update to fix more issues: Fixed an issue where the player has been teleporting in place without being able to move in any direction on various locations; Fixed all known issues where players transitioning between locations could enter a raid with players outside their group; Fixed an issue where kills from Aklys Defence Velociraptor .300 Blackout did not count towards progress of Punisher. Part 2 quest; Reduced the sales limit for 7.62x51mm BCP FMJ rounds to 100 (120 for owners of The Unheard Edition) per restock; Harris "S-BRM 6-9" bipods moved to Skier LL2; BT10 V8 Atlas Bipods moved to Mechanic LL2; NVG-57E night vision device added to Prapor LL1; Adjusted spawn rates for barter items in the pockets on Scavs and player Scavs; Adjusted spawn rates and conditions for armor and armored rigs on Scavs and player Scavs; Adjusted spawn rates for ammunition on player Scavs; Adjusted spawn rates for backpacks on Scavs. The long journey towards a stable and clean wipe continues. 03/01/2025 UPDATE BSG released another technical update : Fixed an issue that caused players to freeze when interacting with BTR; Fixed all known issues that led to incorrect playback or complete absence of environment sounds on various locations. 02/02/2025 UPDATE While some issues have been addressed through the above-mentioned and other technical update patches, many still persist. Even typically calm and neutral streamers—such as Pestily , who avoids outrage-driven content and does not chase views, likes, or subscriptions by fueling negativity—have condemned this wipe, reinforcing its reputation as the "Worst Wipe Ever." The problems have been numerous, starting with the previously mentioned failure to lock the Flea Market at the beginning of the wipe, which was a bad omen for what was to come. The most critical concern is undoubtedly performance. Compared to the previous wipe, performance has worsened for all players. While those with high-end PCs experience fewer issues, the problem affects everyone. My theory is that this drop in performance is primarily due to the update to the Unity 2022 engine . Unfortunately, rather than delivering the expected improvements, it has instead degraded performance. While some players had unrealistic expectations, those more informed knew that a game engine upgrade primarily provides new tools for developers , including those that could enhance performance in the future. However, immediate improvements were never guaranteed. That said, I did not expect such a drastic decline. On most maps, my FPS has been cut in half compared to the previous wipe. It’s worth noting that experienced game developers had already expressed surprise that Escape from Tarkov  was even running after the engine update, predicting far worse issues . Evidently, updating the game engine is far more complex and challenging than many (including me) assumed. Let's hope that the performance optimization patch promised by BSG arrives soon!

  • End of Halloween Event date and time

    Battlestate Games announced on their official Escape from Tarkov Twitter account that the Halloween event will conclude on Monday, November 11. Upon the event's end, all associated achievements and tasks will no longer be available, the hideout will revert to its standard design, and the special pumpkins containing treats will be removed. Players aiming to complete event-specific quests and earn related achievements should do so before the deadline. Many loved it, many hated it, but either way, the Halloween event is about to end . So, if you want to complete the questline and earn the achievement, there’s no time to waste because everything wraps up on Monday, 11/11. Personally, I enjoyed it. The only time it really made me angry was when I had found the quest item, killed a ton of zombies, and completed a couple of other quests on the same map, only to get killed by a zombie that teleported behind me and took me out. Unfortunately, these kinds of bugs are super annoying because it feels a bit like getting killed by a cheater—there’s nothing you can do about it, and it can ruin a raid that was going amazingly up to that point. Is it possible to complete the event in 3 days? In my opinion, yes, even if you don’t have much time to play , you should be able to manage. I don’t have a lot of time to play myself, and at first, the questline seemed too complicated. The zombies would easily kill me, and I thought I wouldn’t make it. But in reality, after an initial moment of discouragement, I learned some tricks to survive the zombie hordes and got used to their movements and combat style. I managed to complete the entire questline in around 15-20 raids, some of which were very quick because I’d just grab the quest item and exit immediately. If you need a hand, check out the article I wrote about the Halloween Event , which includes some tips and tricks to survive and complete the quests. Good luck!

  • 7k Cheaters Banned in a Month

    On February 21st, Escape from Tarkov's official account on X announced that approximately 7,000 cheaters had been banned in the past month with the support of BattlEye anti-cheat. Alongside the announcement, a file listing the banned accounts' names was attached. This significant ban wave has sparked a variety of responses within the game's community. It's always satisfying to know that 7,000 cheaters have been banned, and even more amusing to see their in-game names listed in a spreadsheet. However, this obviously does not mean the cheating problem has been solved . While some players have reported a temporary reduction in cheater encounters, the issue remains prevalent, and past trends suggest that banned cheaters usually return with new accounts. Community Responses The reaction from the Escape from Tarkov  community has been mixed. Many players have expressed appreciation for the developers' efforts to maintain a fair gaming environment. However, some community members remain skeptical about the long-term impact of these bans. Discussions on platforms like Reddit highlight concerns that while banning accounts is a step forward, it won't be sufficient to deter cheaters who can create new accounts and continue their disruptive behavior. Some players suggest implementing hardware bans or more stringent account verification processes to prevent repeat offenders. Additionally, there is ongoing debate about the visibility of cheating-related discussions within the community. Some believe that frequent posts about cheaters contribute to a negative atmosphere and may inadvertently promote cheating by increasing its visibility. Additionally, many players, convinced that almost everyone else is using cheats, may also be tempted to use them—either because they perceive it as normal or as a way to defend themselves or seek revenge . On the contrary, others argue that open discussions are necessary to keep pressure on the developers to address the issue effectively. My Take The impact of cheats seems to vary from region to region and from player to player; some report encountering cheaters in almost every raid, while others, myself included, encounter relatively few. Unfortunately, the problem of cheating is complex and unlikely to be completely resolved unless—an improbable scenario—it is criminalized in the legislation of all countries and actively prosecuted by law. An improbable scenario, not just because there are larger global issues, but also due to the very large revenue generated by the cheat market—likely substantial enough to influence political decisions in certain countries. This vast financial incentive drives the continuous development and sale (or rental) of cheating software. Entities consistently find new ways to exploit vulnerabilities in game code, making it an ongoing challenge. Even major gaming companies have struggled to eradicate cheating entirely , so it is unrealistic to expect Battlestate Games—while no longer a small indie studio, but not yet a multinational giant—to fully solve the issue. Additionally, the cheating issue partly stems from the unstable foundations on which Escape from Tarkov  was built when BSG was inexperienced in game design. This means there is a direct responsibility on the developers, though it is difficult to correct without rebuilding the game from scratch —an outcome that is highly unlikely. Adding to the complexity, Nikita Buyanov, the creator of Escape from Tarkov  and head of BSG, has stated that implementing a more powerful anti-cheat system would be too invasive and would significantly impact the game's performance . This presents a difficult balancing act between security and playability, limiting how aggressively the developers can enforce stricter measures. As we know, in Escape from Tarkov , falling victim to cheaters is particularly frustrating due to the nature of the game’s mechanics and progression system. Unfortunately, this is an inherent part of the game's design and cannot be easily changed. So in the end, all we can do is support BSG and hope they continue to invest as much as possible in the fight against cheats and their creators.

  • Boss Spawn Have Been Updated

    On February 19, 2025, LogicalSolutions , the Head Moderator for the streamer LVNDMARK_TV  and creator of the website   Tarkov-Changes , posted on X about changes to the boss spawn chances in Escape from Tarkov . As always, as the wipe progresses, Battlestate Games  adjusts boss spawn rates, increasing them to make it easier for players attempting to complete quests that require killing them in Escape from Tarkov. The image shared by LogicalSolutions on X shows the following spawn rate changes for bosses: The Goons:  Increased from 25% to 30% Killa & Tagilla:  Increased from 20% to 30% Glukhar, Reshala, Sanitar, Shturman, Kaban, and Kollontay:  All increased from 25% to 30% Additionally, the post also includes the spawn rates for: Cultists:   15% Partisan:   30% If you're hunting them too— good luck & good hunting! Below is the original post:

  • FAQ: Is it a good time to start playing Escape from Tarkov?

    This is a question I often see asked because many players worry about starting Escape from Tarkov  when a wipe is already underway , knowing that those who started earlier will be better equipped and have an advantage, or because they are afraid that they won't have any chance to beat the more experienced players they will encounter. The truth is that any time is a good time to start playing EFT because the learning phase is long, and in the beginning, it won’t make much difference whether you're at the start, middle, or end of a wipe —you’ll get killed many times, and not because others are ahead or have better gear. Of course, at the start of a wipe, the gear situation is more balanced among players, but that won’t be your main problem . Your challenge will be not knowing the maps, how to move, where to find loot, and so on. So the answer is always: yes, it’s a great time to start playing EFT because your first wipe will always serve as a learning phase (and like most players, you'll probably need more than one) . Take it slow, study the EFT Tutorial  I’ve prepared for you , which is packed with useful information and an effective learning method that will save you time and frustration. You’ll need patience and resilience because the beginning will be tough, but if you push through the initial struggles, I promise you’ll soon get rewarded (though the frustrations will continue—Tarkov is a place for tough men and women!). Encountering experienced players EFT doesn’t have a matchmaking system, meaning players of all levels and experience will share the same maps (with the only exception being Ground Zero— read more about it here ). This can be quite punishing for newcomers, making for a frustrating experience at times. However, it's also a feature appreciated by enthusiasts of this genre of "hardcore" games. In short, you will die a lot—but you’ll also learn a lot from encounters with experienced players. Fortunately, it's always possible to team up with more seasoned players. Many veterans are happy to help inexperienced "Timmies" and teach them the tricks needed to survive.

  • The New DLSS4 Rock! Try them now! (UPDATED 21/02/25)

    For almost a month now, the Escape from Tarkov community has been talking about and eagerly awaiting the arrival of Nvidia’s latest DLSS4, which promised great improvements. Now it's here! Let's talk about it. 21/02/2025 UPDATE : Today, BSG released a Technical Update that enables the selection of DLSS 4 with the new Transformer-based Model within Escape from Tarkov 's Game Settings. For this reason overriding settings through the Nvidia App as described in this article is no loger needed . Depending on your Nvidia RTX graphics card model, you can choose between Quality, Balanced, Performance, or Ultra Performance settings. (I have a 3080 Ti and can only select Quality or Balanced.) Choose the DLSS preset "K" to take advantage of the latest and best-performing model. While the ability to activate this preset via an override on the Nvidia App became available on January 30, 2025, some had managed to activate it earlier through various tricks , with excellent results. Before January 30, activation was rather cumbersome, but fortunately, this new feature is now available to everyone through a few simple steps that you can find in this Reddit post by u/AccomplishedRip4871. I’ve done it, and it was simple, quick, and painless. And the results are clear! I've read that some users have encountered issues, but reinstalling the Nvidia App seems to resolve most of them . In any case, the Reddit thread (second link) also provides additional suggestions and solutions. Disclaimer:  I admit that I am not an expert on graphic drivers—in particular, on upscaling, DLSS, or DLAA—so I apologize in advance if I make any mistakes or inaccuracies. My main goal was to deliver the information. If you’re looking for technical explanations, it’s better to refer to other more reliable sources (see the update below). UPDATE 03/02/2025: The excellent content creator Klemintine, renowned for his informative videos on EFT's graphic settings to optimize performance and image quality, has come to our aid and has just released a video on this topic . After reading the rest of my article, I recommend watching his video, which is full of technical details and video comparisons that demonstrate the effectiveness and benefits of these new DLSS4 drivers. Effects As is evident from the linked post— as well as from Klemintine video —the new DLSS4 indeed appears to bring significant benefits in Escape from Tarkov. The most noticeable difference is the quality of the video presentation, but I also noticed improvements in terms of FPS. Anti-Aliasing The most obvious change, once you enable the new DLSS4 without altering any other settings, is the image quality . The visuals become sharper, more stable, with fewer artifacts and less flickering, and the lighting is improved. The new DLLS4 does a much better job compared to the anti-aliasing implemented in Escape from Tarkov (TAA). Again, I have no idea how this works, but I can assure you that the difference is very visible —especially at a distance. This not only makes the maps more aesthetically pleasing but also provides a tactical advantage in spotting potential enemies far away. Here are a couple of images with sliders to see the difference between DLSS and TAA posted by u/AccomplishedRip4871 on Reddt. Keep in mind that the difference is more noticeable in-game when moving: Foliage difference (DLSS / TAA) Distant object difference (DLSS / TAA ) Video comparisons are available in the post I've linked above . FPS Even though I have a 30x generation RTX card (a 3080Ti), I noticed an improvement in terms of FPS and, most importantly, in the overall smoothness of the game . This makes me think not only of an increase in FPS peaks but also—above all—of greater stability . In particular, I've noticed a difference when aiming with a scope : there's no visible stutter. It's not a problem I often had, nor was it as severe as others have reported, but I did sometimes experience some decrease in smoothness. With the updated DLSS4 active, I am no longer noticing this issue. Regarding others, I’ve read that many were excited about the FPS boost, while some didn’t see significant changes. Evidently, it depends on the specs of the computer each of us uses, as well as the graphic settings and resolution at which you play. In conclusion, my advice is to give it a try , because activating the latest version of DLSS4 is extremely simple and requires just a few clicks, and the results are definitely excellent from a graphical quality perspective, while FPS improvements may depend on your machine. As I mentioned above, check the Reddit thread explaining how to enable the new DLSS4 Transformative Model  or watch Klemintine informative and clarifying video on YT . WARNING! Potential cause of BAN! Reports from the official Escape from Tarkov Discord suggest that using this override could violate the game’s Terms of Service . Moderators have warned players against injecting the new DLSS model, and there is uncertainty about whether Battlestate Games (BSG) will take action against users enabling it. Despite Nvidia officially listing Tarkov as a supported title for the override, BSG has not yet clarified their stance, and using this feature could carry the risk of possible bans . Until BSG provides an official statement, players should proceed with caution when enabling DLSS 4 features in Escape from Tarkov. As Klemintine  also highlights in his video, the fact that Escape from Tarkov  is officially listed by Nvidia as a supported title for the override makes me feel quite confident in using it. And I am using it. However, since BSG has not yet released a clear statement on the matter, I encourage you to be aware of the risk and make an informed decision before enabling it . This warning is outdated if you use the new game settings as mentioned in the 21/02/2025 update above.

  • 21.02.25 - New Technical Update Installed (DLSS 4 preset K selection available!)

    Battlestate Games has just released yet another technical update for Escape from Tarkov — the fourth in just a week! It’s clear that they are putting all their efforts into fixing bugs and improving optimization. Many players remain skeptical about whether this marks a real turning point for BSG, but I choose to be optimistic. (No, I'm not a true believer —I just prefer hope over catastrophism, or worse, conspiracy thinking.) I genuinely believe they are doing everything possible to address as many issues as they can in the shortest time . I’m well aware of EFT’s past— the monumental mistakes made by BSG (e.g., the Unheard Edition), and the many bugs and issues that have remained unfixed despite eight years of development and testing. Even so, so far, the facts support this perspective, and I hope I won’t be proven wrong. The most significant changes in this update—further fueling my optimism—is the revision of DLSS 4 model presets. If you've been following recent developments, you might recall that when BSG first introduced DLSS 4 support, they made the baffling decision to implement preset D—an outdated model based on CNN technology—instead of the more advanced preset K, which utilizes a Transformer-based model for superior performance and image quality. This choice left many players frustrated, especially considering how much of a difference preset K makes in terms of clarity and stability. Now, with this latest patch, players can finally select the correct preset from within the Game Settings without resorting to external tweaks. Given the community’s vocal criticism and the workarounds some had been using to force preset K, it’s great to see that BSG has addressed this oversight. Let’s hope this responsiveness extends to other long-standing issues as well. Here are the patch notes: ● Updated the NVIDIA DLSS 4 Model Presets; If you have previously changed the DLSS Model Preset for Escape from Tarkov via the NVIDIA App and are having trouble switching presets via in-game settings, please follow the steps below: Start Escape from Tarkov and enable DLSS in any mode; Launch the NVIDIA App; In DLSS Model Presets, select and apply any preset; Restart NVIDIA App and set the DLSS Model Preset selection to default; Restart Escape from Tarkov. ● Added an option to disable volumetric lighting in graphics settings. Disabling it will improve game client performance on all locations for players with low-end PCs. Volumetric lighting is enabled by default. ● Fixed the cause of hand freeze after fixing weapon malfunctions in certain cases; ● Fixed the inability to search certain containers in a raid; ● Fixed the sped up AI footstep sounds in certain cases; ● Fixed the money splitting into separate stacks when selling multiple items to traders; ● Fixed the ability to take two BTR Driver tasks at the same time; ● Fixed the ability to move your own PMC dog tag into a container; ● Fixed the cause of bullet damage not registering to ballistic plates in certain cases; ● Fixed the ability to remove the NSV Utyos machine gun from a stationary position; ● Fixed the missing first-person fold/unfold animations for Kedr/Klin SMGs; ● Fixed the missing sound of the BTR door closing on the first entry; ● Fixed the display of items available for display and customization in Hideout; ● Fixed the cause of hand freeze when interacting with underbarrel grenade launchers at the Shooting Range; ● Fixed the missing third-person animation for switching between sights; ● Fixed the ability to change character clothing when viewing the killer's profile on the raid end screen; ● Fixed the freezing Sako TRG M10 8-round magazines in inventory; ● Fixed the ability to kick-breach doors while prone; ● Fixed the display of a dead PMC's dog tag level in a raid.

  • 14.02.25 - New Technical Update Installed (UPDATED 15.02.25)

    While this continues to be the worst wipe ever due to the numerous bugs, issues, and performance problems we are all too familiar with, it seems that BSG is keeping its promise to work on fixing bugs and improving performance, as well as addressing netcode, lag, and desync issues. Plus a big surprise about DLSS 4. No one can say they are satisfied with how this wipe is going, and while I tend to be understanding with developers, I can't deny that this time there have been far too many problems . However, I believe that, in all fairness, we must acknowledge that BSG is releasing many technical updates with interesting fixes that also show their willingness to listen to the community and to actually fix what they can (although, as usual, in their own way and not always in a manner that fully satisfies players or effectively solves issues, often creating new bugs). From this technical update, we can see that they are trying to address the performance problems that started with the new wipe by working on the "less optimal technology of transparent object rendering"; they should also have improved rubber banding and packet loss issues, fixed the invisible (and soundless) BTR that was wreaking havoc on unsuspecting pedestrians in Woods and Streets of Tarkov, and resolved a series of other assorted bugs. DLSS 4 UPDATE! The big surprise In my opinion, it's very interesting (and surprising!) that BSG has already updated DLSS to version 4. Just a couple of weeks ago, EFT players could experience improvements by manually overriding DLSS to force the latest version in the game . The performance gains provided by the new DLSS 4 have likely attracted BSG's attention, and they have quickly moved to update it so that the override procedure is no longer necessary (see linked article). We all wish they were always so quick to react! UPDATE 15.02.25:  It seemed too good to be true, and indeed, regarding the DLSS 4 update, BSG introduced support for this technology but chose the outdated preset D, which utilizes the older CNN model, instead of the more advanced preset K based on the Transformer model. Many are asking themselves how they could make such an apparently silly mistake. Hopefully, they will correct this (significant) oversight soon. List of fixes and changes: ● Temporarily disabled the less optimal technology of transparent object rendering for Factory, Woods, and The Lab. This will significantly increase the game client performance on these locations. Similar adjustments for other locations, as well as the option to enable the technology will be added in future updates; ● Adjusted the server logic in order to reduce packet loss and rubberbanding during character movement; ● Fixed the cause of the BTR becoming invisible; ● Fixed the possibility of receiving double damage if the bullet penetrates the integrated neck armor and body armor; ● Updated Nvidia DLSS to version 4; ● Fixed the operation of vsync together with Nvidia Reflex if they were enabled sequentially during a raid; ● Fixed the incorrect display of a group member after spawning; ● Fixed the incorrect operation of the Cyclone Shakhin thermal scope; ● Fixed the incorrect display of large-sized items in special slots; ● Fixed the display of shooting targets in the Hideout while selecting a target style; ● Fixed the generator notification after visiting a friend's Hideout; ● Fixed the display of Prestige dogtags in the Hall of Fame zone; ● Fixed the display of posters in the Stash level 2 and 3 zone; ● Fixed the Hideout customization items being moved to other slots if there was no room in stash when they were removed; ● Fixed the uneven output of extracts on Woods where players were given the Outskirts exfil more often than others; ● Expanded the objective areas for the tasks Return the Favor, Safe Corridor, and The Huntsman Path - Secured Perimeter; ● Fixed multiple gear and clothing combinations added in Patch 0.16.0.0 that were causing clipping; ● Fixed the display of ammo in the AA-12 8-round magazine; ● Fixed the incorrect camera behavior when quick-reloading IWI UZI with a 25-round magazine; ● Fixed the Lantac BMD A3 adapter compatibility for Mk47 409mm barrel; ● Fixed the incorrect visual recoil for RPD and RPDN when using bipods; ● Fixed the display of ammo in the Magpul PMAG GL9 21-round magazine.

  • 18.02.25 - New Technical Update Installed

    Battlestate Games has released a new technical update for Escape from Tarkov . Here are the patch notes: Fixed the cause of error 1501 "already add max offer count" when interacting with the Flea Market. Fixed the cause of error 228 when moving items in stash after upgrading the game edition in certain cases. Fixed the inability to fully repair ballistic plates when using a repair kit. Fixed the inability to claim items transferred after gaining Prestige if they were pinned/locked in stash before transferring. It's encouraging to see BSG addressing these specific issues that have been affecting players. However, one can't help but notice the conspicuous absence of any updates regarding DLSS 4 and the implementation of the correct preset. In the 14.2.25 update , BSG introduced DLSS 4 support but, in a classic twist, opted for the outdated preset D, which utilizes the older CNN model, instead of the more advanced preset K based on the Transformer model. This choice has left many players scratching their heads, as preset K offers superior performance and visual quality. The community has been vocal about this oversight, yet it seems this latest patch doesn't address the issue. As explained in a previous article, for those eager to experience the benefits of preset K, some resourceful players have found workarounds to force the game to use the latest DLSS DLL and preset K . However, an official fix from BSG would be the ideal solution to ensure all players can easily access the improved performance and visuals .

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