Time itself has frozen here along with every breath. This is a world of white silence, ruled by fierce frosts and blinding blizzards. Thanks to custom shader settings, the ice and frost on abandoned machinery look physically tangible. Survival becomes a fight for every breath of warm air.
The classic spirit of the Zone, where eternal autumn reigns. Here you will see no rays of sunshine — only a heavy leaden sky, endless rains, thunderstorms and oppressive drizzle. Deep corrosion and thick fog create the atmosphere of old-school S.T.A.L.K.E.R.
A rare moment when nature tries to reclaim what is hers. Bright summer sunlight illuminates what is usually hidden in darkness. You will hear birdsong and the rustle of lush greenery swallowing the ruins of civilization.
To install the build you need 220 GB of free space: 80 GB for the installer and 130 GB for the build
Download the official Build Trinity installer (TrinityInstaller.exe) using the button below
Run TrinityInstaller.exe, select your preferred interface language and installation directory
Click the install button and wait for the installer to finish. If 7-Zip is not installed, the installer will install it automatically
After installation, the main game folder will be named Anomaly_build_TRINITY — do not rename it
The installer will automatically install all the latest fixes and updates; follow the news for future updates
Download the Patch and Fix Installer
Select the path to your build folder (Anomaly_build_TRINITY)
The installer will ask if you have installed the global patch. If you have not downloaded the global patch, answer NO — it will install all patches and fixes for you. If you have installed the global patch, answer YES — it will install only the necessary fixes
Wait for the installation to complete
All patches and fixes are available in the Telegram channel
Clear: More sunny days — this is the Zone's true summer.
Variable clouds: Appears more often than in other seasons.
Overcast: The Zone never fully lets go, even in summer.
Rain & storms: Unlimited — heavy and sudden downpours.
Fog: Rare in summer — brief and fleeting appearances.
Emissions: The system automatically switches to pre-storm state.
Tension: The sky turns ominous even before the siren sounds.
Meteors: More clear nights means meteors appear more frequently.
Distant lightning: Flashes on the horizon in the actual direction of the storm.
Persistent haze: Two layers — atmospheric haze and dust veil.
Night fog: From 01:00 to 03:00 — short summer night.
Calm leaves: From 10:00 to 19:00 drifting slowly in the heat.
Evening leaves: From 18:00 to 21:00 thermal wind lifts them higher.
Midges: In swamps — Zaton, Amber, Marshes — from 09:00 to 20:00.
Fireflies: From 18:00 to 05:00 in clear and variable weather.
Humidity: Conveys the summer atmosphere of swampy locations.
Summer mornings: Clear and bright — the essence of the season.
Dust storm: Dust veil activates during rain and thunderstorms.
Hot air: A wave of hot air during summer storms.
Whirlwind: Appears on the horizon every few minutes — far from the player.
True elements: A summer storm feels different — more intense.
Underground: Dense underground fog and dust, as always.
Leaves stay outside: Midges and fireflies remain outdoors.
Indoors: Light dust effect of stale air.
No seasonal changes: Summer stays outside in any location.
Clear: A rarity in the Zone — sunny days are limited in frequency.
Clouds: Variable and overcast weather alternate naturally over hours.
Rain: Duration from a few to many in-game hours.
Thunderstorm: Six main weather types with 10–20 unique presets each.
Fog: The most unsettling type — the sky becomes thick and heavy.
Siren: The system automatically switches to pre-storm state.
Atmosphere: The sky turns ominous before an emission or psi-storm.
Meteors: Visible on clear nights from 22:00 to 04:00 in open locations.
Distant storms: Lightning on the horizon unfolds in the real direction.
Persistent haze: Two atmospheric layers — smoke haze and dust veil.
Night fog: From 00:00 to 04:00 a third, denser fog layer.
Leaves: Drift during evening hours (17:00–20:00) in open locations.
Fireflies: Torchbugs appear from 17:00 to 05:00 in clear weather.
Dust veil: Activates during rain and storms from graupel.
Hot fog: During thunderstorms an effect is added that emphasizes tension.
Turbulent leaves: During storms leaves move chaotically.
Dynamics: Every storm is unique thanks to the variety of variants.
Bunkers: Atmospheric particles are replaced by underground layers.
Underground smog: Several levels of dense dust fog in laboratories.
Indoors: Light dust effect conveys the stuffy air of enclosed spaces.
Locations: Leaves and fireflies do not appear underground or indoors.
Auto correction: The system adjusts brightness depending on weather.
Night scenes: Custom parameters for the R4 renderer.
Underground: Separate brightness settings for enclosed spaces.
Atmosphere: Time of day and location affect scene rendering.
Climate: Wind, rain and night drain body heat.
Sun: Direct sunlight is your free heater.
Water: Wet feet are a direct step toward meeting your ancestors.
Heat: Find fire. It's what separates you from eternal sleep.
Movement is life: Running speeds up metabolism. Standing still in the cold is lethal.
Armor: Only exoskeletons and SEVA suits have proper thermal insulation.
Artifacts: "Crystal" or "Eye" will keep you warm even in the harshest cold.
Metabolism: A well-fed stalker resists cold much better.
Hot food: Eat immediately after cooking — only hot food warms from within.
Indicator: Red icon — hot; yellow — warm; no color — ice cold.
Stimulants: Tea and vodka are Plan B. But alcohol only gives a temporary effect.
Symptoms: Chattering teeth, shaking, frost on the helmet — find fire urgently.
Resistance: Frostbite threshold — 4000 units. Effects are long-lasting.
Illness: Fever: stamina zero, health fading.
Recovery: Bed, blanket, sleep. Antibiotics won't hurt.
Manual labor: Find a tree or stump and swing at it. No magical firewood appearance.
Hit accuracy: 10 solid strikes — and a bundle of firewood is in your hands.
Tool wear: Every strike wears down the weapon. Repair your axe and choose the right tool!
Level surface: 5-point terrain scan. Fire cannot be lit on a slope.
Time: 5 to 10 in-game minutes to set up and light a fire.
Area clearing: Old fixtures and abandoned campfires are removed (if enabled in MCM).
Tomahawk: Worst choice — enormous wear.
Tourist axe: Average reliability for ordinary stalkers.
Heavy axe: Minimum wear, maximum output.
When you've gathered enough wood, the PDA signals: "You have gathered enough wood for a campfire". Time to rest.
Survival tip: Keep an eye on your axe condition! If you bring it to a critical state during woodcutting, it may become unusable in combat at the worst possible moment.
Standing upright: Maximum visibility — enemies will easily spot your silhouette.
Crouching in grass: Visibility drops dramatically — you become part of the landscape.
Visibility gradient: The lower you crouch, the less chance of being detected.
Adaptation: The enemy needs time to acclimate to your position.
NPC factions: Snipers spot better, scouts watch more actively, garrison troops are less alert.
Mutant types: Pseudodogs sniff through grass, but bloodsuckers rely on vision.
Time of day: Night is 40% better — enemies are less attentive in low visibility.
Wind: Tailwind carries your scent further — be careful.
Success: Green PDA icon — grass has hidden you from the enemy.
Alert: Yellow icon — enemy is searching but hasn't found your exact position.
Detected: Red icon — enemies found you, need to move or shoot.
Notifications: Optional PDA alerts for camouflage status changes.
Stealth distance: Adjust from 20 to 150 meters depending on difficulty.
Stealth multiplier: From 0.5× (nearly impossible) to 2.0× (too easy) — choose your level.
Grass height: The mod takes into account vegetation density in each area.
In-game menu: All settings available directly in MCM without reloading.
Ambush: A sniper hidden in grass is a lethal weapon in the right hands.
Silence: Stealth in grass + silenced pistol = trouble-free mission.
Breakthrough: If detected — attack from position or find next cover.
Group tactics: Several stalkers in grass will spread the enemy's fire.
Dogs: white, red, brown, bull terrier, black
Pseudodogs: variant A and B
Cats: five different color variants
Choose companion and name — through the MCM menu
Call / teleport — summon companion to you
Dismiss — remove companion from the world
Patrol — designate a guard point
Ignore threats — passive mode
Attack target — designate a specific enemy
Fetch item — pick up loot from the ground
Automatically follows the player, runs or walks depending on distance
Teleports nearby if left behind and out of sight
Sits / lies down next to player in calm moments
Attacks the actor's enemies, ignores friendly NPCs
Does not trigger anomalies — protected from Zone traps
Point at an item with your gaze — the pet will run and bring it to you
If no item specified — collects all items within 20m radius
Ignores bolts, artifacts with rank and items with can_take = false
HUD notification about delivery status
The pet's name set in MCM is displayed above its head
Tag fades gradually with distance (configurable)
Can be shown even without HUD (separate option)
Companion state saved between sessions — patrol, target, loot
On level change — automatically transferred to the new location
Changing pet type in MCM — automatically replaces current one
Cordon — stalker medic near smart terrain 5_7
Dark Valley — stalker medic + shelter for wounded
Garbage — stalker medic and mechanic in their corner
Amber — mercenary medic (night shift)
Machinery Graveyard — bandit medic
Jupiter — bandit and ecologist medics
Zaton — mercenary medic
Outskirts — stalker and mercenary medics
Dynamic smart covers — shelters spawn via script on first load
At Garbage a workbench (vise) spawns for the mechanic via separate script
Integration via DXML — dialogs added without overwriting original files
Spawn state saved via alife_info — NPCs do not duplicate between sessions
Override of se_smart_cover via metatable for compatibility with other mods
The medic in Dark Valley has unique dialogs and tasks for the player
Quest requires bringing a medkit (itm_drugkit) for the wounded
After completion — task closes with a separate completion dialog
Dialogs added via DXML to character dasc_trade_mlr
animpoint_stay_wall — stands near wall (Dark Valley, Zaton)
animpoint_sit_normal — sits in natural pose (most medics)
animpoint_sit_low / sit_high — sitting variations for mechanic and medics
Each NPC is tied to a specific smart terrain of their faction
Player's items are transferred to a stash at the death location
Loss of rank and reputation — percentage configurable in MCM
Equipment degrades — weapons, armor and other items lose condition
Player respawns with partial health and cleared radiation
Possible money loss — chance and percentage configurable
Option to forbid nighttime respawn — time automatically advances to morning
Default — backpack drops at death location, marked on PDA
RF Detector — items go into a hidden stash, only findable with RF detector
Hidden Stash — stash hides nearby, but PDA marker given immediately
No Loss — all items returned without loss (easy difficulty mode)
If killed by a mutant — a new pack of mutants may spawn at the death site
If killed by a stalker — a squad of the same faction appears waiting for you
Ambush chance and type determined by weighted randomness from spawn tables
Each enemy type can be enabled or disabled separately via MCM
All factions supported: Stalkers, Bandits, Monolith, Army, Freedom, Duty, Sin, UNISG and others
Separate loss chance for weapons, armor, artifacts, helmets, tools and other items
Options to keep equipped items on death
Ignore list for bolts, knives, PDA, bandages, medkits and key items
Option to include or ignore rank in loss calculation
Hardcore mode: forced save after respawn
Stalker looter — takes items to inventory and is marked on PDA
Mutant looter — eats food, mutant meat and belts as "bait"
Tarkov looter — 1% chance: enemy breaks out a random weapon part
Looter can be marked on the map for revenge
Support for item_parts — degradation by weapon components
Support for arszi_psy — reset mental health on respawn
Support for magazine_binder — pre-disassemble magazines before death
Timer system (demonized_time_events) for correct stash spawn
Death in water: no item loss — separate handling logic
New event: The blood moon is a separate event alongside emissions and psi-storms.
Sky: The horizon floods with crimson light, and a bright red moon rises over the Zone.
Dynamics: The event occurs naturally, without a fixed schedule.
News: The dynamic news system will warn you about an approaching blood moon.
Unique types: Several zombie variants created exclusively for this mod — found nowhere else.
Model author: Exclusive zombies designed by Hades@DK personally for RE:D Moon.
Spawn: The undead appear specifically during the blood moon event.
Behavior: Zombies sense your presence and move toward you relentlessly.
Waves: Relentless waves of undead pursue you throughout the entire event.
Aggression: Zombies deliberately target the player — sitting it out won't work.
Intensity: Pressure builds with every wave — survival becomes a true test.
Tactics: Move, shoot, survive — standing still is as good as death.
MCM support: Customize the event — frequency, intensity, spawn parameters.
RE:Bound: Install alongside RE:Bound Encounters for additional features.
Shelter system: In safe zones zombies will not pursue you during the blood moon.
Compatibility: Designed as part of the RE: mod ecosystem for Anomaly.
Equipment: Always take firewood and an axe. Do not allow critical hypothermia!
Heat sources: Warm up regularly by a campfire — it is your main chance to survive.
Sleep: A rested body resists cold better. Sleep is essential for a stalker.
Treating a cold: Use specialized medications, but not excessively — too many drugs accumulate toxins.
Food: In winter conditions food only warms when hot. Cook only as much as you will eat at once.
Drug intoxication: Can be cleared in three ways:
Drinks: clean water, hot tea or detox drinks
Medical means: sorbents (activated charcoal) or antidotes
Time: stop the drugs and let your body rest
Limb condition: Press H or open inventory
Laser sight: B
Change reticle: Z
If weapon jams, quickly press twice: F
Check toxins: ⌫Backspace
Quick strike: V
Quick device switch — arrow keys on the right side of keyboard:
↑ Geiger counter | ↓ Anomaly detector
← Radio receiver | → Activity detector
No need to run to every character! Tasks can be taken remotely via PDA if the character is within your action range.