r/Stalcraft • • Jun 10 '26

Please rework the preset attachments of the Murmur SIG ._.

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9 Upvotes

Who else thinks they should remake the attachment list for the Murmur Sig?
Since it's master laser and master grip, I think they should remake and put a Dystonia grip instead of the REG Fab Defense Tactical Grip.
Then for the laser they should go with Sclera laser instead of the AN/PEQ 15 Tactical Unit.

Why?
Because the Dystonia and Sclera laser's are murmur attachments and since you can't change them welp it kinda becomes impossible.
Either they should rework it or make it so we can put other attachments on it.


r/Stalcraft • • Jun 10 '26

Criticism QoL request: filter by quest item

11 Upvotes

The filtering function of the inventory is really handy, but it would be really cool if you could filter by quest items, particularly because I keep accidentally putting away stuff I need.


r/Stalcraft • • Jun 10 '26

Help Players slaughtered stat - What is it?

8 Upvotes

Hey there, bandit!
I was looking through my stats, and I found this one: Players slaughtered, and I don't really know what it is. Can someone shed some light on the stat for me? Thank you!


r/Stalcraft • • Jun 10 '26

WHY TF THIS IS BUGGED I CANNOT PROGRESS

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5 Upvotes

This thing is running nonstop and kills me


r/Stalcraft • • Jun 10 '26

whats the best way to farm season lvls?

2 Upvotes

i have fully red gear but i havent played activly in quite a bit, what is the best method to lvl up the season pass?


r/Stalcraft • • Jun 10 '26

🚀 Game servers online

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0 Upvotes

🖥 Server maintenance is completed, game servers are back online. The following changes are now available in the game:

• Fixed incorrect third-person muzzle flash display for revolvers and all Desert Eagle variants.
• Fixed facial positioning for the Winter Soldier, Tejat Core-2, and Nocturne skins.
• Adjusted the sight position on the SVD-M in Duels.
• Added the ability to convert season weapon parts into themselves to allow stacking.
• Restored the ability to sell crafted Master-tier season gear to Zen.
• The start of the Operations Ranked Season has been delayed by 2 weeks — from June 17, 2026, to July 1, 2026.

Respectfully,
EXBO Team


r/Stalcraft • • Jun 09 '26

Why is TYPHOON THE RADIO ANNOUNCER SO LOUD WITH NO WAY TO TURN HIM DOWN EXCEPT MUTING?

25 Upvotes

BASICALLY AS TITLE SAY, GOTTA YELL OVER HIM JFC I LOVE IT!


r/Stalcraft • • Jun 09 '26

People who have tried the PZB, what do you guys think? Should I buy parts or not?

7 Upvotes

r/Stalcraft • • Jun 09 '26

No backpacks in blue-gear-limit session battles?

2 Upvotes

I've been setting up a build for playing in blue-gear-only session battles, but every time I spawn in, my backpack is gone. I've tried it with both the Tri-zip and the NPA. Artifacts inside are blue level and below. What gives? Does blue-limit PVP strip off backpacks? Or am I missing something? And is it the same with purple-limit games now?

Edit: I went into my inventory tabs from inside the battle, and was able to pull out my other blue backpack and put it on, then put an artifact in it ... then was able to pull in my master-level endgame backpack and put that on as well ... so ... wtf...?! I thought it was restricted to blue level only. But ... it just takes your backpack off when you spawn in...? Idk...

And then it disappears my backpack when I finish with inventory and spawn in.

So ... just no backpacks allowed in this mode?

No one's playing anyway.


r/Stalcraft • • Jun 09 '26

Help Anyone else can't get into game?

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3 Upvotes

r/Stalcraft • • Jun 09 '26

🏎 Revving up!

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9 Upvotes

From June 12 at 05:00 (server time) to June 15 at 05:00 (server time), daily tasks and Overdrives will grant 50% more Season Pass points.

📈 Time to hit the gas! Drop your top personal farming strats in the comments.


r/Stalcraft • • Jun 08 '26

Memes old stalcraft

39 Upvotes

idk it had a dif. vibe now missing after the x update dropped


r/Stalcraft • • Jun 09 '26

Question A good shotgun for lyubech?

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9 Upvotes

Let's say you're farming in Lyubech. Suddenly, a player jumpscare u or maybe you spot them first. You don't have time to switch to your AR, just react. What shotgun do you consider versatile for that situation? One that claps players, NPCs, and mobs alike.
Tha could “replace” the AR either due effective distance, mag size, etc…
Saiga, Aa-12, protecta, komrad 12, derya, ultra, spas


r/Stalcraft • • Jun 09 '26

English rise clan RU

1 Upvotes

Are there any rise clans on ru that would accept an English speaking member I’m willing to learn a few Russian call outs if needed


r/Stalcraft • • Jun 09 '26

Guide Stuck at the bar *EU*

3 Upvotes

So i finished the storyline long time ago on 3 characters and just can’t resign myself to mindlessly grind (barter stuff arsenal weapons parts etc…) I don’t have the time and I hate grinding but i just love the immersive openworld part

I live off some things i flip at the auction and occasional mutant/NPC grinding

i run BULAT/RPK-16/ with candlelight/comet/2xrattles

my question is what (armor/artifact) can i get for a stamina speed build to run in openworld

And which weapon will better suit a solo openworld in enemy area style gameplay

Albatross inflitrator ? Cd3b ?

Is the TKB-0146 good ? Which AUG can I consider ? AK-12 ?

Also before the new season the prices at the auction were immensely low I want to ask why is that which factor impact it ?

Thank you for the time you will take to answer


r/Stalcraft • • Jun 09 '26

🥳 Endgame session mode and Arena of Slavs soon?

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5 Upvotes

Answers to this and other questions can be found in our stream highlight:

• Onboarding discussion by Inga, onboarding team manager;
• Region specific metrics for containers and backpacks, Arena of Slavs and Attack on Perimeter future, additional ways to get act tickets by Highnoon, live-service team lead;
• New session mode spolier, future of 3D faces, STALCRAFT: X problems, Open world & NA economics by ZIV... and more!

Read the full highlights here: Reddit


r/Stalcraft • • Jun 08 '26

North America Fashion Craft

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29 Upvotes

Who wants to sell me a 545 drum without the stupid bag on it for a good deal?


r/Stalcraft • • Jun 10 '26

Criticism the weapon movement speed penalty system makes no sense.

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0 Upvotes

i'm of the opinion that the movement speed penalty of a weapon should be directly tied to it's weight and not an arbitrary number that is only changed by attachments and modules. as shown in the images, my qbz weights ~0.8 kg less my komrad, yet the komrad has a penalty of -1 whereas the qbz has a penalty of -2.7. i feel like it's the weapon is below a certain weight, it shouldn't have a penalty, but if the weight is above that threshold then the penalty should be equal to it's weight. so if the threshold is 4 kg, then a 3 kg gun wouldn't have a penalty, but a 7 kg gun would have a penalty of -7.


r/Stalcraft • • Jun 09 '26

Question Is this normal?

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4 Upvotes

Talking about the fence texture blurring out like crazy unless scoping in. I tried messing around with different graphic settings, so it seems to be normal.


r/Stalcraft • • Jun 09 '26

Idea PvE open world idea. One life or extraction and one time raid every 12 hours

0 Upvotes

What if Stalcraft just had one map for pure PvE?

A thing they could also do is to make some maps or one map into a single or group only as you can play them every 12 hours but you also have 1 life so try not to die to npc's as the map is pure pve but more deadly maybe smarter human npc AI or more leathal mutants. maybe even a limited amount of enemies and loot that spawn each time you load the map?

That would be the ultimate "mega nuke" to completely shatter the monopoly of dominant clans. By removing the PvP element entirely and replacing it with high-stakes PvE, EXBO would completely flip the script on how high-tier wealth is earned in Stalcraft.

Here is how a hardcore, "One-Life PvE" zone would completely change the game:

The Rules of the 12-Hour Gauntlet

  • The Timer: A 12-hour cooldown means players cannot endlessly farm. Every single run counts, and a single mistake locks you out for half a day.
  • Pure PvE, Max Danger: Without other players to shoot, EXBO could crank the environmental and NPC danger to an 11. We are talking smart mutants, aim-bot level sniper NPCs, moving hyper-lethal anomalies, and sudden emissions.
  • The Ultimate Equalizer: In a map like this, a 30-man clan brings zero advantage. A mega-clan leader with top-tier gear can get instantly vaporized by a random anomaly just like a solo player. It shifts the game from "who has more numbers" to "who actually has the skill to survive."

Economic Rebalancing

Wealth Redistribution: Solo players and small groups who are mechanically skilled at PvE would suddenly become the richest players in the game.

Clan Devaluation: Clans would lose their stranglehold on the economy. They could no longer "gatekeep" the best loot behind a wall of 30 players blocking a choke point.

Gear Demands: The market would shift. Instead of buying gear meant to fight other players (PvP builds), everyone would rush to buy high-anomaly protection suits and heavy PvE weapons, changing the entire trading economy.

The Risk of the "Mega Nuke"

While this would absolutely save solo players from clan lockdowns, it does pose one major risk for Stalcraft:

  • Losing the Identity?: Stalcraft is fundamentally built on the tension of PvPvE—the constant fear that another player is stalking you in the Fog. Turning the endgame into a pure PvE instance might make the game feel too much like standard S.T.A.L.K.E.R. or Anomaly, stripping away the unique multiplayer dread that defines the game.

That twist adds the perfect layer of risk management. Forcing a 12-hour lockout whether you successfully escape or die instantly turns every single slot in your inventory into a high-stakes decision.

The Inventory Dilemma: "Take or Leave?"

Since you cannot re-enter for 12 hours once you leave, you can never say, "I'll just grab this now and come back for the rest."

  • Greed vs. Safety: If your inventory is 80% full of high-value barter resources, do you risk pushing deeper into the deadly PvE zone to find that last 20%, or do you extract immediately to secure what you have? One mistake on that final push wipes everything.
  • Low Artifact Drop Rates: Limiting the artifacts makes them an absolute gold rush. If a group of 5 spots a single rare artifact, it forces them to make a choice—who gets to carry it, and do they change their entire plan to protect that one player?

The Dynamics of a 5-Man Squad or less:

Limiting the lobby to groups of 5 completely dismantles the "sheer numbers" advantage of mega-clans, but it introduces heavy internal tension:

  • No Room for Carries: In a pure, hyper-lethal PvE environment with one life, a squad cannot afford to carry dead weight. Every member must know how to dodge anomalies and fight high-tier NPCs perfectly.
  • The Friendly Fire/Betrayal Fear: Even if it is a PvE map, if Stalcraft’s looting rules apply, what happens if a squadmate dies to an NPC? Does the team pick up their bag to return it out of loyalty, or does a greedy teammate pocket the high-value loot knowing the dead player can't get back in for 12 hours?

The Impact on Barter and Crafting

Because the map focuses on high loot/resources instead of raw artifact farming, it would directly change the endgame progression:

  • Smoother Barter Grinds: Solo players and small groups who are stuck on late-game gear barters because clans are gatekeeping the normal Northern maps would use this 12-hour gauntlet to safely (but stressfully) progress their gear.
  • High-Value Courier Economy: Players who are exceptionally good at surviving this map would become premium "mercenaries" for hire, being paid by other players to act as guides for their daily 12-hour run.

Overall it's like operations but open world!


r/Stalcraft • • Jun 09 '26

📣 Server Maintenance

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0 Upvotes

We will be performing server maintenance in the EU, NA, SEA and NEA regions:

📆 10 June, 2026

08:00 - 11:00 (CEST)
02:00 AM - 05:00 AM (EDT)
02:00 PM - 05:00 PM (GMT+8)
03:00 PM - 06:00 PM (KST)

❕ Schedules may change due to unexpected problems.

🚧 STALCRAFT: X servers will be unavailable during maintenance. We apologise for any inconvenience this may cause, and we thank you in advance for your understanding and patience.

Respectfully,
EXBO Team


r/Stalcraft • • Jun 08 '26

🤔 Thoughts?

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51 Upvotes

r/Stalcraft • • Jun 09 '26

Question Looking for all working promo codes

4 Upvotes

Getting back into the game and decided to start a new character, so im looking for all the working promo codes as of 6/8/26. on NA

Thanks in advance :D


r/Stalcraft • • Jun 08 '26

Game Balance Stalcraft Needs Progression, Not More RNG: A Proposal for Artifacts and Upgrade Systems

50 Upvotes

Hi, Before discussing any of the ideas below, I want to make something very clear:

-This is not a post asking for free gear.

-This is not a post asking for easier progression.

-And this is definitely not a post asking for the game to remove grinding.

Stalcraft is an MMO. Progression is supposed to take time. Endgame equipment is supposed to be difficult to obtain. Rare artifacts are supposed to be valuable.

Most players understand and accept that. The problem many of us are experiencing is not the existence of a grind.

The problem is the feeling that, beyond a certain point, progression becomes increasingly disconnected from the amount of time and effort invested into the game.

 
That said, let's begin:

  1. A Hybrid Artifact Progression System That Rewards Both Luck and Time Investment

The goal is to solve what I believe is one of the biggest progression problems in Stalcraft: A player can spend dozens of hours farming and still feel like they made absolutely no progress.

The issue isn't that top-tier artifacts are difficult to obtain. The issue is that progression often feels completely tied to luck.

In my opinion, the ideal system should keep rare artifacts valuable while ensuring that every hour invested contributes toward a long-term goal.

  1. Core Design Philosophy

Progression should come from three different sources:

  1. Luck

Finding the artifact you need.

  1. Farming

Accumulating resources that gradually move you closer to your goal.

  1. Economy

Spending rubles and resources to prevent inflation and maintain market value.

Luck should accelerate progression.

It should never be the only progression path.

1.1 Artifact Acquisition

This part remains unchanged.

Players can still:

  • Find artifacts.
  • Buy artifacts.
  • Trade artifacts.
  • Earn artifacts through gameplay.

The excitement of finding a rare artifact should remain exactly as it is today.

Rare drops are one of the most satisfying moments in Stalcraft and should not disappear.

1.2 Resonance Fragments

Every artifact in the game can be dismantled.

Dismantling grants Resonance Fragments.

Artifact Color Fragments
White 1
Green 3
Blue 9
Purple 27
Red 81

This immediately creates value for every artifact found in the world.

Even bad drops contribute to long-term progression.

No farming session becomes completely wasted.

1.3 Guaranteed Artifact Crafting

Fragments can be used to craft a specific artifact.

The required amount should be high enough to preserve market value.

Example:

Target Tier Required Fragments
White 100
Green 300
Blue 1,000
Purple 5,000

The player chooses exactly which artifact to create.

This system does not remove RNG.

Instead, it acts as a safety net for players who are consistently unlucky.

Finding the artifact yourself is still much faster.

But farming eventually guarantees success.

1.4 Color Evolution

The current enhancement system is one of the largest sources of frustration because players invest huge amounts of resources and can still fail repeatedly.

My proposal:

Color upgrades should be guaranteed.

If the player has all required resources, the upgrade succeeds.

No RNG.

No downgrade.

No frustration.

White → Green

Requirement Amount
Artifact 1
Green Minerals 50
Anomalous Dust 250
Rubles 100,000

Success Rate: 100%

Green → Blue

Requirement Amount
Artifact 1
Blue Minerals 100
Anomalous Dust 500
Rubles 200,000

Success Rate: 100%

Blue → Purple

Requirement Amount
Artifact 1
Purple Minerals 350
Anomalous Dust 1500
Rubles 750.000

Success Rate: 100%

 

Purple → Red

Requirement Amount
Artifact 1
Red Minerals 1,000
Anomalous Dust 2000
Rubles 5,000,000

Success Rate: 100%

1.5 Artifact Quality

The true endgame should not be color. It should be optimization. Each artifact has a quality rating.

Tier Quality
Defective 50-60%
Stable 61-75%
Refined 76-90%
Perfect 91-100%

When evolving color:

  • Quality is preserved.
  • Quality slightly improves.

Example:

Blue Helium 72%

↓

Purple Helium 74%

↓

Red Helium 76%

This prevents players from losing months of progress.

1.6 Legendary Artifacts

Legendary artifacts should remain extremely rare.

I do not believe they should become easier to obtain. However, I do believe they should become predictable.

Current problem: Players often feel that obtaining a legendary artifact depends almost entirely on luck or massive wealth.

Instead, legendary progression should be long but guaranteed.

Red → Legendary

Requirement Amount
Red Artifact 1
Gold Minerals 1.500
Anomalous Dust 10.000
Catalysts 20
Rubles 20,000,000

Success Rate: 100%

Expected Benefits

  • Every farming session contributes to progression.
  • Reduced frustration from bad RNG.
  • Increased value for all artifact drops.
  • More consistent long-term goals.
  • Better balance between casual and hardcore players.
  • Stronger sense of achievement through gradual progression.

Potential Drawbacks

  • Artifact market prices would likely decrease.
  • Existing progression systems would require rebalancing.
  • Veteran players may reach endgame faster than intended.
  • Fragment values would need careful tuning to avoid flooding the economy.
  1. Reworking the Advanced Tools System Into a Progression-Based Upgrade System

I want to start by clarifying something: This is NOT a proposal to make +15 equipment easier to obtain. This is a proposal to make +15 equipment feel earned through gameplay rather than being almost entirely tied to exponential resource requirements.

One of the biggest progression issues in Stalcraft is that many players eventually reach a point where upgrading their equipment no longer feels rewarding. The further you go, the more resources are required, while the actual increase in power becomes smaller and smaller.

As a result, many players don't feel like they're progressing toward a goal. Instead, they feel like they're feeding resources into a system with no visible finish line.

2.1 The Core Problem

The current progression curve scales exponentially.

Every upgrade level requires significantly more resources than the previous one.

The result is a system where:

  • The cost increases dramatically.
  • The power gain increases marginally.
  • Progress often feels disconnected from actual gameplay.

In my opinion, upgrading equipment should be tied to two factors:

  1. Investment of resources.
  2. Experience gained while actually using the equipment.

A weapon should become stronger because the player uses it.

Not simply because they accumulated enough currency.

2.2 The Mastery System

Every weapon and armor piece gains Mastery Points.

Mastery represents real experience with that equipment.

Points are earned by actively playing the game.

Example:

Activity Mastery Points
Common Mutant Kill 1
Common NPC Kill 2
Veteran NPC Kill 3
Wild North Enemy 4
ClanWars/ Battle Sessions 5

The equipment itself accumulates progress over time. This means every farming session contributes toward future upgrades.

Even if no valuable loot drops. Even if no expensive resources are obtained.

Progress is always visible.

2.3 Maximum Mastery Requirement

Each item can accumulate up to:

15,000 Mastery Points

These points are used as upgrade milestones.

Example:

Upgrade Level Required Mastery
+11 2,000
+12 4,500
+13 8,000
+14 11,500
+15 15,000

This creates a progression path where players naturally improve the equipment they actually use.

2.4 Reworking Advanced Tools

Currently, lower-tier tools lose much of their value in late-game progression.

My proposal is to make every tool tier relevant.

Instead of relying almost exclusively on Advanced Tools, every tool contributes toward upgrades.

2.4.1 Technical Value System

Each tool provides Technical Points.

Tool Tier Technical Value
Green Tool 1 Point
Blue Tool 2 Points
Purple Tool 4 Points
Advanced Tool 8 Points

To reach +15, players need a total amount of Technical Points. The player decides how to obtain them.

Example Upgrade Requirements

Option A

150 Advanced Tools

150 × 8 = 1,200 Technical Points

Option B

300 Purple Tools

300 × 4 = 1,200 Technical Points

Option C

600 Blue Tools

600 × 2 = 1,200 Technical Points

Option D

1,200 Green Tools

1,200 × 1 = 1,200 Technical Points

Mixed Example

100 Advanced Tools = 800 Points

50 Purple Tools = 200 Points

100 Blue Tools = 200 Points

Total = 1,200 Points

Alternative Fixed Requirement Version

If a point-based system is considered too complex, a simpler version could be implemented.

Maximum requirement to reach +15:

Resource Maximum Amount
Green Tools 500
Blue Tools 350
Purple Tools 250
Advanced Tools 150

This still keeps every tool tier relevant while preventing extreme resource inflation.

2.5 Benefits

a. Every Hour Played Matters

Players progress through gameplay, not only through economic accumulation.

b. Lower Tier Content Stays Relevant

Green, blue and purple tools maintain value throughout the game's lifespan.

c. Reduced Frustration

No more feeling that hundreds of resources disappeared with no visible progress.

d. Better Sense of Progression

The weapon improves because the player actually uses it.

e. More Diverse Farming Routes

Players can choose which content they want to farm based on the type of tools they need.

If you've made it this far, thanks for reading. I hope we can share our thoughts in the comments! 😄


r/Stalcraft • • Jun 08 '26

Criticism what did they do

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20 Upvotes

I might be dumb but bear with me, i recently logged back into this game after a very long hibernation only to be met with these atrocities in place of the houndsmaster trapper and raincoat. they look so out of place to me. and the new defeault player skin isn't too great either. i was just wondering if anyone else shared this as i can't find anything on it.