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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Recently I had help with fixing one of the major crashes that has been plaguing the mod, which is related to one of the artifact detector scripts and NPCs interacting with it in an unstable manner.


Aside from that, today I finished uploading all of the images that detail the changes I have made to every artifact in the game, and also the new artifacts that I have added. Next up is to write a unique description for each of them, and to place new spawn positions and anomalies on the game maps, (This will also require heavy all.spawn editing.)

Other changes being worked on at the moment are changes to actor satiety and food. The player will get hungry more often, though I'm constantly adjusting the satiety rate so that it isn't MISERY-tier. Ultimately I would also like to work on a system for making food spoil after several days, or contaminated when the player takes it into anomalies, which is far more sensible than simply increasing its price or making it rare. The end result of this hopefully, will mean that the player will have to stockpile food in the advent of an emergency, such as for example a blowout, and certain areas in the game will be difficult to procure food in.

Another thing on my table, which I have not fully started work on, is to merge in some new weapon models and add a few new weapons into the game, but I've left much of that work on hold until recently.

After these are done I can finally get to work on overhauling the armor damage system, which will be prototypical at first, and if that is successful, anatomical armor will be implemented. And of course a few other, minor changes.

Ultimately though, the next update could possibly be the last for this current build. I have plans to move onto bigger and better things with ZoA, which I see as being much different than how it is now in the future. Consider many of these features as a proof of concept for things I'd love to add to a more ambitious project.


MIRROR. release allspawn.7z

ZoA 1.07.2 Released

ZoA 1.07.2 Released

1 year ago News 8 comments

The new base version has finally released! Expand this post for links and more information.

ZoA Online Changelog

ZoA Online Changelog

1 year ago News 13 comments

FatalFunnel and I are now hosting our development changelog in a public Google document (open this post for more, ModDB doesn't allow links in the summary...

I am completely reworking the ammunition system.

I am completely reworking the ammunition system.

1 year ago News 1 comment

A while back I noted that I would work on changing boxed ammo into spawn item, and that it would add more space in the current ammo configs. One of the...

ZOA is 2 years old.

ZOA is 2 years old.

2 years ago News 4 comments

It has been officially 2 years since I released this mod, on October 31st, 2011, and it has gradually improved since then. Along the way I have had plenty...

Crash fix for af_podmena

Crash fix for af_podmena

1 year ago Patch 1 comment

This fixes the item drop crash related to af_podmena in bind_artefact.script by disabling that portion of the script. As a result, artifacts no longer...

all.spawn fix, July 25th, 2014

all.spawn fix, July 25th, 2014

1 year ago Patch 7 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

1 year ago Full Version 30 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).

Alternate Arm Textures

Alternate Arm Textures

2 years ago Players Skin 15 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 1,536)
Wędrowiec 2hours 19mins ago says:

Did you already implemented freeplay in the last release of the mod ?

+1 vote     reply to comment
basist66 Oct 4 2015 says:

is this for 1.0004 or 1.0006 will do too?

+1 vote     reply to comment
AgentMat Jul 29 2015 says:

I don't quite get this mod. I need a full AK-47 clip to kill a boar (which must have taken some amphetamine to run 3 times faster than me) while I'm getting one shotted by bandits with xray vision and instant reflexes. Misery 2.1 is a walk in the park comparing to this.

I was curious about the magazine mechanic, but I find it really tedious. You spend more time loading magazine than exploring the zone ! While I guess it's more realistic, it makes for a very boring gameplay.

The invisible and random anomalies are also a pain.

And the cherry on top, the speech from sidorovich playing each time you quickload (which happens very often :) ).

How do you play this mod ? Should I reduce the difficulty is there some magic trick to make the magazine mechanic interesting and not tedious ?

+4 votes     reply to comment
jpntdl Jun 28 2015 says:

after reaching the BAR for the first time, all saves after are corrupt CTD. up to 6 corrupt saves stretching back to the garbage.

using anti-grav suit, possible overload in my inventory?

+1 vote     reply to comment
jpntdl Jul 23 2015 replied:

great remake of SHOC classic. i havent played all the way through yet. in yantra. i just dont save in the BAR and all is good. occasional crashes but it doesnt disrupt game play; they are infrequent now.
use the hotkey saves esc-s
i have crashes saving/ currupt saves in BAR only
use esc-J to teleport into x-18 if you had a bug like me which wouldnt allow me to enter the lab.
.. teleport option is great!
money is a bit off. also got a anti gravity suit and a pebble artifact early in the game making me invincible... odd so i dont use the pebble.
looking forward to a more balanced economy and ballistics. i do love the Master settings which allows me to take at least couple bullets before death and not 1-shot deaths like some mods.
i do wish i could reload clips before running them out of bullets.
thanks for the great work!

+1 vote     reply to comment
DaxU Jun 26 2015 says:

the magazine system is pretty fun,but is there any way to disable those invisible traps?

+1 vote     reply to comment
jpntdl Jun 17 2015 says:

i figured it out, was not the mod. some how my gpu pci-e slot got changed to 4x instead of 16x.

enjoying learning this mods features!

+1 vote     reply to comment
reddfloyd Jun 15 2015 says:

Getting a BSOD whenever I turn Dynamic Lighting of any kind on. Tips?

Also, how to turn down headbob and spinning out of control?

+1 vote     reply to comment
Guest Jun 16 2015 replied:

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jpntdl Jun 14 2015 says:

anyone know why this mod is only using 51% of my GPU but im still getting low FPS (low 20's) ? occasionally it runs ok in the 50 fps, then it will drop off soon after. vid_restart fixes it for a short time.
plenty of ram
5870 ati
win7 64
default ati control panel (no aa) (no vsync)as well as in game settings.

+1 vote     reply to comment
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S.T.A.L.K.E.R. Shadow of Chernobyl
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Release date
Released Apr 25, 2013
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132 votes submitted.

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Highest Rated (25 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 by Your_Bff_Thomas

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Zone of Alienation mod
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