Escape from Tarkov`s unexpected surge in popularity caught even its creators off guard. Designed as a challenging, hardcore experience, it was initially envisioned as a niche game for dedicated players. Since entering alpha in late 2016, it has remained exclusive to its standalone launcher, intentionally creating a hurdle for players outside of platforms like Steam, assuming many would find it too difficult to access.
Currently, the game boasts nearly 150,000 concurrent players, a number far beyond what could be considered niche. Its success has spawned a wave of similar games. Last year`s Delta Force, for instance, featured an `extraction mode` where players navigate environments, battling AI and other players to escape with loot while managing survival elements. Bungie`s upcoming title, Marathon, is also set in this emerging genre – a genre largely pioneered by Tarkov, even before its official completion. Tarkov`s influence is already shaping the landscape of game development.
Despite its demanding gameplay and early access issues like bugs and performance problems, millions are drawn to Tarkov for its unique hardcore experience. This trajectory mirrors the rise of PUBG: Battlegrounds, which in turn inspired Fortnite`s battle royale mode, eventually overshadowing PUBG in popularity. Now, many in the gaming world are aiming to replicate Tarkov`s success.
We spoke with Nikita Buyanov, the game director, to discuss the current state of Escape from Tarkov and future plans.
What aspect of the game are you most proud of?
That`s a difficult question. From a development perspective, I`m most proud of innovating and essentially creating a new game category: the extraction shooter. Tarkov was the starting point for this genre. We`re primarily focused on creating a game that we ourselves enjoy. For almost a decade, we`ve consistently delivered engaging content and remained leaders in the industry. This is significant, as many games quickly lose momentum, but Tarkov has endured, evolving alongside its player base.
Discuss the significance of the LATAM region launch and its pricing strategy.
Our goal is to make Tarkov accessible worldwide. To achieve this, we analyze server performance, monitor ping, adjust pricing for different regions, and expand into new territories. Launching in LATAM as a distinct region has been planned for a while. The launch was successful, judging by player numbers and feedback from players and streamers. This success encourages us to consider opening more regions in the future.
Can you share details about the latest game event?
We recently introduced `The Labyrinth` event, featuring the new boss, Shadow of Tagilla, in the role of the Minotaur. This event is inspired by Greek mythology. For us, events are more than just new quests or stat adjustments. Each event aims to create a unique experience and tell a new story, contributing to the game`s lore and offering fresh gameplay perspectives.
What are the immediate plans for Escape from Tarkov?
Currently, optimization is our top priority. We are actively working on bug fixes, with significant help from the community, especially through Tarkov.community. We pay close attention to player concerns and are dedicated to improving the game.
Do you have a long-term plan for exiting early access?
Yes, absolutely. We are progressing towards full release according to our internal schedule. Our current focus is on refining all aspects of the game, polishing details, eliminating issues, and enhancing overall quality. For example, we are currently focused on completing the primary story questline.
What advantages does the new game engine provide?
The new engine has simplified many technical aspects of development. It offers improved optimization capabilities, streamlines development processes, and enhances production workflows. It represents progress in terms of flexibility and efficiency, even if it`s not a complete overhaul.
What other optimization efforts are underway?
We are actively optimizing older code and systems. Techniques that were effective ten years ago can often be improved now. We are continuously seeking ways to boost performance. Since the beginning of this year, we`ve released 17 patches focused on optimization. While some fundamental changes would require extensive rewrites, we are balancing new content development with improvements to existing elements like maps, sound, lighting, and general performance.
The hardcore nature of Tarkov is appealing, but it can be daunting for newcomers. Are there plans to ease the learning curve?
The steep learning curve was intentional from the start. The initial difficulty is the trade-off for the deep satisfaction gained from mastering the game. I initially envisioned Tarkov as a niche title with a smaller player base. Easily acquired achievements often lack the same emotional impact as those earned through effort. However, we have released tutorial videos on our YouTube channel to introduce core mechanics and provide basic knowledge to new players so they don`t feel completely lost. The rest is intended to be learned through experience—watching guides, consulting other players, and trial and error. We also have a Sherpa system, where experienced players guide newcomers in raids, assist with early quests, and share their expertise. It`s inspiring to see such community support.
Are there plans to adjust the flashlight meta, which currently seems very powerful?
Yes, we`ve heard the feedback and addressed it in patch 0.16.5.0. The intensity of multiple flashlights now scales minimally, reducing any significant advantage. Though, I admit, the potential for creating a `spotlight` effect was somewhat amusing.
If you could revisit the launch period and change one thing to simplify development, what would it be?
Honestly, there are many things I would change. Back then, we lacked our current level of experience and didn`t anticipate Tarkov`s massive popularity. Looking back, I would definitely reconsider our server infrastructure and anti-cheat integration approach. We implemented some features that were complex to execute and, in retrospect, unnecessary. For instance, I might have avoided adding the Flea Market.
Are there plans to release the game on Steam?
We are considering various distribution options post-full release. The Arena launch on EGS is one step, and yes, Steam is certainly under consideration.
What measures are being taken to improve cheat detection and handle cheaters?
Firstly, we collaborate closely with BattleEye anti-cheat. Last year, we banned over 100,000 cheating accounts through BattleEye alone. We also employ internal tools, though we cannot disclose their specifics. These tools help us monitor for suspicious activities. We initially underestimated the extent to which players would delve into the game code to find exploits and vulnerabilities. We now implement traps in these areas and strengthen our defenses. It`s an ongoing, intricate process, and we`ve steadily learned and implemented more effective solutions.
What is your message to players experiencing worsened performance after the latest patch?
We are aware of these performance issues and are actively working on fixes and optimizations. My advice to players is to please submit detailed bug reports. Providing thorough reports is invaluable in helping us identify and resolve issues more quickly and effectively, ultimately improving the game for everyone.