The Zone of Alienation mod is an adaptation of the renowned AMK mod. It is built on top of a specialized variant of AMK that uses a magazine system. From this premise, it has expanded to aim to include the following:

  • Realistic ballistics.
  • An expanded arsenal of weapons.
  • Improved AI.
  • An expanded and embellished storyline, from the original Shadow of Chernobyl, while preserving the original core plot.
  • New levels.
  • New characters.
  • New quests.
  • An artifact detection system, and new artifacts, with old artifacts having altered properties
  • A realistic implementation of night vision, weight, sleep, and possibly weather even affecting the actor.
  • Many visual improvements over the standard SoC, and AMK. 
  • Vastly increased difficulty.
  • Optional freeplay with the ability to traverse every level of the game, and join any faction.
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Blog RSS Feed Report abuse Latest News: ZoA 1.07.2 Released

8 comments by TKGP on Apr 20th, 2014

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Readme - Changelog - Credits

It's been quite some time since the last update, so FatalFunnel and I are happy to bring you a new and improved full version of ZoA, and would like to thank you all for your patience throughout the process. The goal of ZoA 1.07.2 has been primarily to polish the rougher aspects of the mod; to this end many bugs have been fixed, text improved, and scripts optimized. However, there are plenty of new features and balance changes as well. For a full list of what's new, click the Changelog link above.

I would also like to take this opportunity to announce that I have decided to discontinue my contributions to the mod. It's been an entertaining and informative experience, but I feel that it's time to move on to other things. Big thanks to FF for allowing me onto the project, and to all the ZoA fans for supporting us.

Good hunting, stalkers.

Note: the old 1.07 base and Patch 13 downloads will be removed in a week, so if for whatever reason you want those, get 'em now.

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all.spawn fix, July 25th, 2014

all.spawn fix, July 25th, 2014

Jul 25, 2014 Patch 6 comments

Fixed a problem with the hotfix all.spawn being antiquated and lacking the level changers in the release version. The all.spawn used is now the release...

Zone of Alienation 1.07.2

Zone of Alienation 1.07.2

Apr 20, 2014 Full Version 25 comments

Zone of Alienation 1.07.2 (base version); this is a torrent file, see description for more information and DDL link (if you prefer).

Zone of Alienation 1.07 Patch 13

Zone of Alienation 1.07 Patch 13

Nov 20, 2013 Patch 18 comments

Patch 13 for Zone of Alienation 1.07. Requires the base version, which can be found below. See description for full changelog and hotfix.

Zone of Alienation 1.07

Zone of Alienation 1.07

Sep 25, 2013 Full Version 14 comments

Zone of Alienation 1.07 (not including latest patch)

Alternate Arm Textures

Alternate Arm Textures

Sep 21, 2013 Players Skin 14 comments

This is an archive of various different arm textures for each faction. Download it if you want to change how your arms look.

Post comment Comments  (0 - 10 of 1,484)
autisticg41413049097 Oct 11 2014, 1:41pm says:

When i try and open the zip file with Zzip i get incorrect command line error... not sure what im doing wrong lol

+1 vote     reply to comment
Raging_Asthma Oct 10 2014, 12:45am says:

I'm sure this might have been brought up before, but was it an intentional design choice to make all body armor out of paper?

This is most noticeable towards the end of the game when you're facing Monolith in the Red Forest, but it feels like no matter how high-end armor you are wearing, two shots can degrade that armor by almost one half.

I can understand that maybe it could be explained away that all monolith are using AP rounds or something. Or maybe this is designed to instill the idea of "don't get shot, ever" into the mind of the player. But when I'm wearing an exosuit in CNPP and a monolith completely wears down my armor with 5 shots from a sig p220 pistol, seems kinda silly no?

+2 votes     reply to comment
FatalFunnel Oct 13 2014, 4:13pm replied:

I've considerably increased the duration of armor in the game, but I've still maintained it at a low durability due to the fact that ceramic body armor shatters in order protect the wearer.

I already have some special types of armor in the game that degrade at a slower rate, and I could probably extend that to certain armor types being of a polyethylene-type construction instead of a ceramic type, which is both more durable, and lighter, at the cost of offering less protection.

It is intention that late in the game the degradation of armor becomes more problematic. I have other intended problems unique to journey past Red Forest Pripyat, particularly with an added trouble of finding edible food and medical supplies from dead Monolith fighters.

+1 vote     reply to comment
CZelednikov Oct 5 2014, 11:26am says:

I also believe that AKM and AK recoil should be much higher then AK-74 recoil... like MUCH higher. AK-74 has close to no recoil in real life, but in the game I find recoil of these two guns quite identical.

+1 vote     reply to comment
FatalFunnel Oct 13 2014, 4:17pm replied:

The 7.62x39 AKs used to have significantly more recoil in earlier patches. I could take a look at giving them new values.

I do not find them to be identical. The AK-74 has far less recoil, except for the folding stock variant, which has moderately less, and the AK-74M has the least.

+1 vote     reply to comment
CZelednikov Oct 14 2014, 4:23pm replied:

OK, just for making recoil difference clear -
Recoil energy of 5.45x39 is 3.39 J.
Recoil energy of 7.62x39 is 7.19 J.

7.62x39 rifles should kick around 2 times more.

Good luck with this awesome mod! :)

+1 vote     reply to comment
CZelednikov Oct 4 2014, 7:14pm says:

Also weapon stats in description in the game do not match with real numbers.

For example Fort 12 has 2 times bigger damage MP443 and much bigger then AKM according to ingame description(from what I saw in config files Fort 12 has same damage as MP443 and much lower then AKM).

+1 vote     reply to comment
FatalFunnel Oct 13 2014, 4:21pm replied:

Simply put, the damage graph is misleading, it only measures the hit_power value of the weapon itself, without taking its ammunition into consideration. The weapon damage is a multiplier of the bullet damage, and frankly I have thought of removing it from the game altogether to end this confusion.

They were designed with vanilla hit_power values in mind.

Every weapon in ZoA has had its hit_power changed, and not only that, but each of the various forms of ammunition for that weapon also have different k_hit variables, so even individual weapons in the game can have completely different damage depending on which ammo you use for them.

+1 vote     reply to comment
CZelednikov Oct 4 2014, 6:02pm says:

Very good mod exept few weapon bugs I have found so far:

-PB pistol has INCREDIBLY low rate of fire although in config file everything seems fine. RPM is fine but it seems it takes a lot of time to be ready to fire again since sights are messed up for a while after first shot.
-Double-barreled shotgun has bad aiming position, also visually the guy always loads only right barrel.

That's so far all I found from the beginning of a game. I'll let you know if I'll find others.

+1 vote     reply to comment
DazLitser Sep 30 2014, 9:00am says:

My game consistently crashes whenever I try to approach the rookie village after getting out of lab X18. The crash log is blank. I have applied the all.spawn patch before. Any help?

+1 vote     reply to comment
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Release Date
Released Apr 25, 2013
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120 votes submitted.

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Highest Rated (22 agree) 10/10

Oh my god I just want to sit in the bar and load magazines all day what have you done.

Nov 11 2012, 11:10am by Your_Bff_Thomas

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Zone of Alienation mod
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