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STALZONENewsOpen world economy update
Community

Open world economy update

STALZONE · published 28 Sep 2026, 13:57 UTC

All newsPlayers around this dateRead on Steam

You’ve been waiting, we’ve been waiting, everyone’s been waiting, and finally, the time has come! An update to the open-world economy!

In this wall of text, we’ll tell you about the rework of rewards from events, caches, faction containers, protoartifacts, and even gear repairs.Important! Due to this update, old junk items may be removed and compensated with rubles. Details on this matter will be published separately on our social media.

Contents

• Faction North• Events• Outposts• Abandoned Installation, Arthunters and Scientists• Caches• Jackpots• Faction containers• South and Wild North• Protoartifacts• Proto-Discharge Cluster and Anomalous Rift• Gear repairs

Faction North

Events

Let’s start with the main thing. Right now, the rewards for clearing events in the Faction North don’t feel valuable enough. Some of the items seem more like junk than a reward for completing an activity in a more dangerous area compared to the South.To straighten things out, we’ll add new items for sale, while some existing items will receive more convenient characteristics: larger stack sizes, lower weight, and higher value.Thanks to this, your inventory will fill up more slowly, encumbrance will occur later, and it will become more profitable to take all the items after clearing events.And, of course, extracting with a full backpack of loot will become more profitable as well!

Outposts

Separately, we’d like to note that we will be changing Outposts rewards. Items sold to Arsenal will become more convenient, but the amount of Arsenal reputation that can be framed will remain at roughly the same level. 

Abandoned Installation, Arthunters, and Scientists

The contents of the Abandoned Installation, Arthunters, and Scientists events will also be reworked so that their rewards better correspond to the type of activity.

Caches

Right now caches are an extremely unprofitable and even dangerous activity that forces you to put your weapon away.Therefore, we will significantly increase the rewards from caches in the Faction North and revise the items that can be obtained from them. They will take up fewer inventory slots and weigh less.

Jackpots

We’ll also introduce a “jackpot” mechanic to make caches and NPC events feel less like chores and more like activities that can pleasantly surprise you. The logic is simple: the more dangerous the location, the higher the chance of getting a jackpot. This will apply especially to the gold NPC events.

Faction Containers

You’ve fought your way through half of the North and finally made it to the enemy’s home territory to loot a faction container? Enjoy your well-deserved bag of doritos…We’ll remove some of the junk items and increase the average income from faction containers.

South and Wild North

As for the South, we’ll separately put in order its existing loot pool so that it better matches the challenge of the area and doesn’t overlap with northern rewards.In the Wild North, loot will receive minor updates as part of the overall system so that rewards remain consistent with the progression: South → Faction North → Wild North.

Protoartifacts

Does anyone remember where those several legendary protoartifacts in their stash came from? Neither do we, because right now there is almost no location-based progression when farming protoartifacts: they can be obtained in the South at roughly the same rate as in the North.

Proto-Discharge Cluster and Anomalous Rift

Because of this, the northern Proto-Discharge Cluster and Anomalous Rift events remain unpopular, while exclusive and legendary quality protoartifacts have almost disappeared from the economy.We will introduce location-based progression for farming protoartifacts. Northern territories will become more relevant as a source of rare protoartifacts, but at the same time we will carefully monitor their value so as not to devalue the existing economy.

Gear Repairs

As the icing on the cake, we’re also planning to take a separate look at repair costs. And this isn’t about removing money from the economy.Right now, repairs don’t always seem logical: an armor of a higher rank can sometimes be cheaper to repair, gear of the same tier can have significantly different repair costs, and weapons of the same tier can have different operating costs depending on their caliber.We’ll review the cost and durability of gear and create a clearer repair calculation model that takes into account the gear type, tier, caliber, and other parameters.That’s all for now. If anything changes or new details emerge, we’ll be sure to keep you informed, so stay tuned for the news!

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