A compilation mod for the STALKER enthusiast, delivering top-quality visuals, mind-blowing audio, useful innovation, more fulfilling gunplay, and enhanced gameplay. What's M.I.N.E. Is Yours. Read More...

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Good day, S.T.A.L.K.E.R.s.

Swallowed By Life

As time weathers all things, so too did it erode my ability to work on this project. No, hold your breath, this isn't a break-up speech. Following some rough personal turmoil, I relocated to a new area, and whereas I used to work-from-home, I now have a regular office job like everyone else.

To be brutally honest, that is where most of the delays have been coming from. I have vastly expanded responsibilities at my job now that I am there in person.


There is good news, however. My divorce tried to kill this mod, and that failed. My moving across the State I live in tried to kill this mod, and that failed. And finally, my aging rig (which blew a power supply and had to have some other components replaced) tried to kill this mod, and that, too, failed.

To celebrate not being "dead", I decided I would grab a new CPU (one which I believe will be much better at handling the extensive work needed in this mod) and that would jump-start a wholly new perspective on development.

Whereas in the past I must admit that a lot of things were half-organized and mainly driven by, "when I had time", I think I want to try a new approach to the development. One that is overall more organized, more streamlined, and easier to get into (as a developer).

Since returning to an office environment, yes - I may have less time than I ever had before. But the *good* news is, I also now have a much, much, much finer appreciation for what some good organization, an encouraging word or two from all of you, and a desire to see this project make it across that hallowed finish line that eluded so many STALKER mods before this one.

The Holding Of Breath, and the Calm Before The Storm

All-in-all, you are all wonderful for sticking it out. The one thing I am constantly reminded of is that we are *all* survivors. We are all STALKERs, and we are all part of a community that loves to keep the "Zone" alive. Every one of us who still enjoys these games does so because STALKER gave us what many games today still haven't; and that's a massive experience where our very survival depended on our quick wits, our ability to survive on-the-fly, and a game that nourishes our very will to live.

What does all of this mean? It means that, "it's time to get back to the business of making one of the best Clear Sky mods out there".

Look for updates coming in the next few weeks, and this time - barring a tornado dropping on my house, a flash flood sweeping my neighborhood away, or a real-life nuclear apocalypse - I'm pretty certain we'll be able to share some of the latest and greatest from our work we've been doing.

With this in mind, I am armed with new tools, and a renewed zeal for crossing that fairy-tale finish line - I believe we will see the Zone in ways we haven't seen it before by the time I am able to make M.I.N.E. yours.

Very sincerely, with heart-felt thanks for your time and patience,
-"Doc" Blizzard

The Long Road Home

The Long Road Home

3 years ago News 5 comments

In an open letter, M.I.N.E. Lead Developer DrBlizzard discusses the future of M.I.N.E. development.

M.I.N.E. Project Update

M.I.N.E. Project Update

4 years ago News 4 comments

The M.I.N.E. team gives a brief update on the progress of the mod, keeping the community informed.

M.I.N.E. Development Resumes 09/15/2011

M.I.N.E. Development Resumes 09/15/2011

4 years ago News 4 comments

After a brief break to relocate hardware, the Team Lead, and his family to a new place, we are ready to begin continuing development of M.I.N.E.

M.I.N.E. Development Hiatus

M.I.N.E. Development Hiatus

4 years ago News 7 comments

M.I.N.E. development will briefly halt while the team lead takes a short break to relocate.

Post comment Comments  (30 - 40 of 235)
DrBlizzard Creator
DrBlizzard Oct 12 2012 says:

Ultra-brief update; I had to move during the "silent" time inbetween posts here.

I am now settled back in, and can hopefully spin out some media for you folks to feast on while I start hammering on this again.

Once again, thank you for being patient - your patience will NOT go unrewarded, I can promise you that.

+4 votes   reply to comment
SetaKat Oct 14 2012 replied:

Good to hear.

+1 vote     reply to comment
Cowlick035 Aug 24 2012 says:

It's been a few months without any updates, I'm praying this is still alive.

+3 votes     reply to comment
DrBlizzard Creator
DrBlizzard Sep 3 2012 replied:

I apologize to everyone for the lack of updates here. I have had some serious issues in RL which have had far-reaching repercussions on my free time.

M.I.N.E. remains in development, albeit at this point development is stalled until these issues are sorted. I anticipate continuing to produce previews and screenshots for the gang here who have been following us, as well as progress updates as I am able to find the time.

I apologize to everyone for the lax in development lately and ask for your consideration and understanding.


+2 votes   reply to comment
SetaKat Aug 29 2012 replied:

DrBlizzard is the main developer behind this. Last time I chatted with him, he was being weighed down by RL, but was slowly working on it where possible. I'll contact him again soon, see how he is.

+1 vote     reply to comment
KeeWiPonk Jul 8 2012 says:

Hey, this sounds very nice, Clear Sky seems to lake in Mods.

Could it be possible to enhance realism by removing the HUD minimap, and force the player to check the map with a Phone that the character would hold in the hand, like the detectors.

-1 votes     reply to comment
DrBlizzard Creator
DrBlizzard Sep 3 2012 replied:

It is entirely possible, however, the overall goal of M.I.N.E. departs significantly with most other mods in that we discard absolute realism in favor of more accessible gameplay; for example, increasing the weight limit to an unrealistic 80kg so you can carry more weapons since we've added well over 60 new weapons to the vanilla Clear Sky experience.

I have never, and likely will never, incorporate functions that provide more realism (and a corresponding jump in difficulty), in favor of additions that enhance the core mechanics of the mod; graphics, gunplay, and enhancement of the player in the world (new music, sound effects, etc.)

+1 vote   reply to comment
Iveaskedjeeves Jun 11 2012 says:

This mod looks amazing and I'm holding myself to buy clear sky until it's release (don't worry I have played the vanilla version forgot my old steam account that's why I have to pay again). I just have one question, the gun replacement sounds you have are they being used in the video or are they like the faction fronts sound replacement? just because i forgot what the originals sound like

+1 vote     reply to comment
DrBlizzard Creator
DrBlizzard May 31 2012 says:

To everyone who is continuing their support for this mod, I would like to give you our warmest "Thanks".

Currently, we are still working on solidifying the current build, removing bugs, and testing the mod to ensure there are no breaking points or easily identifiable "Crash To Desktop" (CTD) errors.

Presently, we have a smooth build and I am in the Dark Valley working with Freedom. There are NO issues so far!

I expect to be pushing forward into Agroprom and then Lake Yantar, where I will try to produce a video showing the current build and the features that are all working together.

A complete play-test in this build means we have accomplished a complete merger of all major components, and represents a significant milestone in our development process.

Look for an updated news article covering this progress, and additional video to keep everyone up-to-date in the future.

To everyone exercising patience, I want to say "Thank You" personally, as it means a lot to us to be given the time and focus that we need to make a quality mod that is both fun and as error-free as it can be.

Until next time, S.T.A.L.K.E.R.s!

+1 vote   reply to comment
N3uR0m4nT3 Mar 20 2012 says:

Looking good. Do you still accept feedback on weapons? If so, I've noticed that the zoom effect while looking down the sights is just slightly too heavy. Not much, just a little. I usually play with the crosshair off, so I use sights mostly to land hits on target, rather than getting a bigger picture.

Also I can't tell much from the videos, but armor should play an important role. Whether or not your weapon can penetrate your foe's armor should determine whether you're basically forced to go for headshots only or allowed to take them out quickly with a short burst to the chest.

+2 votes     reply to comment
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S.T.A.L.K.E.R.: Clear Sky
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