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Despite the initial forecast for L.U.R.K.'s future. A certain sequence of events has coaxed L.U.R.K. project into reforming and re-engaging in development, addressing longstanding issues and design complaints that cooked with the community for months following the break in development.

Posted by holdenmcclure on Mar 12th, 2011

Despite the initial forecast for L.U.R.K.'s future. A certain sequence of events has coaxed L.U.R.K. project into reforming and re-engaging in development, addressing longstanding issues and design complaints that cooked with the community for months following the break in development.

Those who have been following the page may recognize this video. While it strongly implies the end of development, I'm happy to say that we've garnered the energy to get back in action again. I find it just as surprising as you might, but I won't get into the details regarding personal matters.

Those who's faith has trembled over the months in which L.U.R.K. has been sitting idle on the ModDB page, fear no more, because your complaints have been heard, and longstanding issues like overbearing bloom, recoil, AI detection, Economy, difficulty, and various other technical issues and design complaints have already or are currently undergoing treatment. Look forward to more updates regarding detailed coverage on those aspects and how they'll be changed in the upcoming build.

Now I've heard a lot of your complaints about the existing 1.1 build, but just as a reminder, you might want to make active use of the comments section on this article to point out any issues that you're worried about seeing resolved in any upcoming releases. This can vary from design to technicals, just be specific when specificity helps.

Check out a gallery of the new visuals in the images section, or look view them here:

L.U.R.K.: WIP ScreensL.U.R.K.: WIP Screens
L.U.R.K.: WIP ScreensL.U.R.K.: WIP Screens
L.U.R.K.: WIP ScreensL.U.R.K.: WIP Screens
L.U.R.K.: WIP ScreensL.U.R.K.: WIP Screens

You can also check out this video demonstration on Youtube, or download it here in full uncompressed quality:

Post comment Comments
Saint_Stan Mar 13 2011 says:

OMG!!! Who says good things come to an end!?!?! Welcome back!! :D

+11 votes     reply to comment
Lymphatic Mar 13 2011 replied:

Fervently Seconded

+1 vote     reply to comment
BurningSky93 Mar 13 2011 says:

Although LURK isnt my favourite SoC mod, Im still pleased to hear of its return.
Best of luck guys!

+1 vote     reply to comment
OnlySolus Mar 13 2011 says:

The underdog of SoC mods is back :)
Go L.U.R.K. can't wait for the new DL :D

+1 vote     reply to comment
Clear_strelok Mar 13 2011 says:

The greatest SOC mod is back. Yeah.

+8 votes     reply to comment
0rpheus Mar 13 2011 says:

On the cosmetic side:

*the colours in LURK 1.1 just don't look real, they're a bit overdone or...I don't know exactly what it is, but they just don't look believable (but judging by these new screenshots, you've fixed that problem, those screens look truly stunning!)

*I don't know about others, but my sky looks kind of segmented in 1.1, like, I can see many different "areas" in the sky with sort of "lines" between theme where the sky's colour should smoothly go over from one tone to an other, but instead it's in many different segments.

On a game mechanic side:

*The AK series of weapons are known for being the most reliable weapons ever, they take a lot of abuse and they still work without a problem. But in 1.1 my AK constantly jams. You should look a bit more into this matter and make the weapons more authentic and closer to how they perform in real life. Of course this is quite a tricky task because I don't think you have a warehouse full of weapons to test each one of them, but I believe at least some improvements can be made in this matter with info gathered from the internet.

Can't think of anything else at the moment. Best of luck to you and your team Holden!

+6 votes     reply to comment
digitalis Apr 7 2011 replied:

I agree with 0rpheus. It should by fine to repair colors of the graphic, less bloom (or HDR I don´t know) effect and possibility to use artifacts. Psi damage is to high and HUD is poor. Otherwise is LURK really awesome mod, so thank you for your great and hard work.

+1 vote     reply to comment
CariosusCaro Mar 13 2011 says:

I almost Died of excitement when I read this...
Welcome back my love <3.

+1 vote     reply to comment
lol3r_86 Mar 13 2011 says:

Its alive! Alive!

+3 votes     reply to comment
vsempizdetz Mar 13 2011 says:

So good to see this project revived! Congratulations Holden!

+2 votes     reply to comment
cunamo Mar 13 2011 says:

i don't play S.T.A.L.K.E.R. without L.U.R.K.

+4 votes     reply to comment
SlayerX3 Mar 13 2011 says:

Yes, YES !

My favorite mod still alive !

+2 votes     reply to comment
kuadziw Mar 13 2011 says:

This is the good news.

+2 votes     reply to comment
C-zom Mar 13 2011 says:

I'd love to see spawning made more dynamic/a-life oriented.

Weapon balance is almost fine tbh, except for recoil.

Bloom is an obvious problem.

Maybe cut out mutants too? We already have tons of non vanilla guns, so why not?

Cheers, can't wait for the new lurk. 1.1 was so close to greatness.

+2 votes     reply to comment
pievanian Mar 13 2011 says:


+1 vote     reply to comment
L0n3r Mar 13 2011 says:

Very glad to see this, Lurk isn' my favorite SOC mod (but very close) but it's great to see it returns! Maybe with next release it will be my n°1 pick, who knows?xD

+1 vote     reply to comment
HEADLESS-ZOMBIE Mar 13 2011 says:

This is the greatest news I have heard in awhile im so glad you are back!!!! The only things I think needed work was to put in all the guns that didnt make it like the aug and some others and to retexture a few too like the g36 and to fix the reciol and the bandit pistol snipers and finally the musselflash problems with the aks74 p90 and others. other then those few small things this mod is perfect.

+1 vote     reply to comment
HEADLESS-ZOMBIE Mar 13 2011 says:

oh and put the ak74m in please if it was in the game i never could find it so im not sure.

+1 vote     reply to comment
vessedeloup Mar 13 2011 says:

This mod was so close to greatness, without quite achieving it, it hurt.
Keep up the awesome work and you'll get to perfection!

+1 vote     reply to comment
Epidemic12 Mar 13 2011 says:

Thank you very much for returning to work.

Sorta curious about artifacts actually having an ingame effect other than just selling them.

+1 vote     reply to comment
DeltaForce95 Mar 13 2011 says:

Epidemic hit it already but please bring back the usefullness of artifacts its one of the biggest parts of stalker

+1 vote     reply to comment
Sclera Mar 14 2011 says:

This is great, good to see you're back in business man. I never finished an entire playthrough of LURK 1.1, and I haven't played the earlier versions at all, but since you want to hear our thoughts, here are mine (be aware that I speak only for myself):

· I'd like to see the zone 'come to life'; small freedom and duty squads having minor skirmishes in random locations, bandits ambushing stalkers in places that aren't the hangar or vehicle yard.

· I personally love the way LURK 1.1 looks, I think it sets itself apart from all the other mods and has a very distinct look and feel.

· Of all the STALKER mods I've played, I think LURK had the best ballistics/damage. I never shot a guy in the face just to wonder why he was still running at me.

Also, an offer: I've made music expansions for SoC and CoP ( ). If you would like the next LURK to come with an entirely new soundtrack, PLEASE get in contact with me because I would love to help (and I'd love to write some more music). Also, I've started working on overhauling the anomaly sound effects too, so if you want to freshen up the game in that area you can use those too.

+5 votes     reply to comment
ataru58 Mar 14 2011 says:

So happy to see my favorite mod come back. I can't wait for it's release. I'm one very happy commenter!

+2 votes     reply to comment
Fwiffo Mar 15 2011 says:

I'm so glad you're back to save us from a neverending torrent of kitchen sink modpacks. I'm sure you've already had a long read of your bug report thread on the forum.

I'll be happy if I don't turn into the predator at night or behind a bush, ammo gets a sensible weight rebalance (someone already posted a fix in the forum), and bandits stop being such master snipers with a lowly Makarovs that they abandon their AKs. :)

Don't feel pressured into adding back the old HUD or artifacts and don't think that another 200 guns and blowouts will shut the whiners up. They never shut up.

Keep it hardcore, you're the guys.

+2 votes     reply to comment
Sn1P3r_M98 Mar 17 2011 says:

You're back! Awesome! I can't wait to see the next version of this, it's already my favorite SoC mod.

+1 vote     reply to comment
Le_Smee Mar 18 2011 says:

God damb you Holden, this game has already taken enough of my life, now i have to play it all again/i'm so happy your back.

I only have one request to make, i know this isn't our mod, this is your mod, your work, your hours upon hours upon hours of work with no payment other than our gratitude, but much as you wanted to mod the game, some of us want to mod your mod, in no way is this meant as an insult, but i took great joy in the "optionals" folder, so any extras you can add to that with ease, would be hugely appreciated.

Also sooooo happy your back :).

+2 votes     reply to comment
Altheniar Mar 23 2011 says:

3 easy things.

-Psi damage regeneration.
-Ammo weing.
-Scopes, use PSO1 for rusian weapons

All are resolved on forums.

Hard things

-Skins of some weapons (like abakan)
-If you shot for a few lost the "0" of camera.
-All weapons need be more acuare.
-SVUmk2 (or his real name) I found it and need the info, non scoped version. Etc
-Some NPC´s die before you have time to retribe hin the secondari quest.
-Mutants and his inmortal life.

Other ideas.

-Imported new zones.
-Lurk for CoP
-Call redbull/moster/coca-cola and ask for a special edition, we´ll need and buy it.

PD: Sorry for my english

+1 vote     reply to comment
IcyToasters Mar 25 2011 says:

Great to hear this :)

Minor fixes that I can think of now would be:
- PSO scopes: They would be better changed them back to their vanilla reticule or modify them closer to their actual sight.

- ACOG scopes: The little arrow for aiming always seems huge.

- SUSAT scopes: Bring them back for the L85 and such!

+1 vote     reply to comment
Nerfwaffle Jun 23 2011 says:

this is going to be mindblowing... **** yeah, guys, favorite soc mod

+1 vote     reply to comment
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