Settlers · Fresh wipe August 6, 2026

Settlers presents ChernarusPlus 2.0

The country you think you know, rewired and cut in two. New lights, new dangers, new places your map doesn't show. This page spoils none of them.

The ground truth

Read the terrain

Bohemia's original 230 km² of South Zagoria, then months of hand-built work on top. The numbers below are real. Where it all sits is your problem.

Landmass

15 × 15 km

ChernarusPlus: coast, farmland, deep north.

Hand-placed objects

0

Custom structures and set-dressing added for 2.0.

Mods loaded

0

Curated for a Vanilla+ feel, not an arcade.

Survivors

0

First-person only. RP in the south, KOS in the north.

Tier zones

6+ unique

Loot ladder redrawn for 2.0. See below.

The Wall

15.4 km

Right across the country, six gates. A third of the buildings sit north of it, where KOS is allowed. How it works.

The map

The country, and the line across it

South Zagoria as Settlers runs it. The Wall is drawn where it actually stands and its six gates are marked, A1 to A3 and B1 to B3. That line is the border: settled land below it, KOS ground above it. Drag to move, hold Ctrl and scroll to zoom, or open it fullscreen. Whatever somebody scribbled out at sea is all the help you get.

Map of ChernarusPlus 2.0 on Settlers. The Wall runs west to east across the north with the gates A1, B1, B2, B3, A2 and A3 marked along it; everything north of the line is the KOS zone. Handwritten notes warn of the 300 m rule past the gates and of hidden islands, an oil rig, a bunker and traders that are not marked.
Settlers · ChernarusPlus 2.0 · 15 × 15 km Zoom 1.0×
Hold Ctrl and scroll to zoom
Jump to a gate

These six are the marked way through. Walk out of one heading north and you have 300 m before KOS applies, which is the only warning you get and the reason the gates have names.

The Wall Gate Settled Land, no KOS North of the line, KOS

Only the line and the gates are printed on the map. The two zones are not drawn on it: everything above the line is KOS ground once you are 300 m past a gate, everything below it is settled land.

Open full size

Whoever holds a gate holds the road, which is why every argument in this country sooner or later arrives at one. What a gate means for a fight is set out on the Wall. Everything the notes name is really out there, and none of it is marked: no coordinates for the islands, the rig, the bunker or the traders. Read about the concrete in the lore.

Dynamic lighting

When night falls, the lights come on

Nights on Settlers are properly dark. But the country isn't dead: street lamps hum awake at dusk, windows glow, village crossings pool with light. Beautiful, until you realize everyone else can see the light too.

Navigate by the glow

No in-game map markers out here. On a moonless night, a distant lamp line is the best compass you'll get.

Light is information

A lit street tells you where people go. It also tells people where you go. Use it, or skirt it. Both are choices.

Or make your own

Fires still cook, dry and warm. They also broadcast your position to everyone on the ridge. Organic RP starts at the fireline.

Custom areas

Places your map doesn't show

Settlers seeds Chernarus with hand-built sites: some vast, some a single room you'll walk past twice. A few made this page. Most didn't. No coordinates, no hints.

Somewhere off the coast

The Island Chain

OffshoreSettlementsWrecks
Worth the tripHigh
Cost of admissionThe crossing

A scatter of islets, piers and half-drowned wrecks strung off the shoreline: cabins on the rocks, boardwalks over the shallows, and more standing between them than the seabirds. Getting there is easy. Getting there unseen is the game.

Field noteOpen water has no cover in either direction. Whatever you carry out, you'll carry it across a very long, very visible stretch of blue.

New infected class

Something out there burns

A new kind of infected walks Chernarus in 2.0. Survivors who met one and lived agree on very little, except the smell of smoke, and that it never had to touch them to hurt them.

We're not publishing what it does, where it stands, or how many of them there are. You'll know it when you feel the heat.

Threat file · NB-ZClearance: none
Designation
Behavior
Damage type
Known locations
Advice
Don't stand still.

Side quest 01

Keys, registers & chests

Good loot doesn't fall out of trees in 2.0. Some of it sits behind locks. Old cash registers on forgotten counters, heavy chests stashed across the country, and two separate key chains between you and the loot.

Optional · repeatable · unforgiving Two key chains
Step 1 · Find a register key
Two chains, two stories. The register chain and the chest chain never touch: different keys, different hiding places, different payoffs. Where each one starts is yours to find out. We will say this: the first key is always the cheap one.

Side quest 02

Grow your own

The other road to getting ahead doesn't need a single bullet: a full cannabis pipeline, from seed to brick. It pays well. It also takes time, ground you can't defend from your loading screen, and nerve.

Optional · slow money · high blood pressure Seed to brick
Stage 1 · Plant
The infrastructure is the quest. Dry-posts and the press exist only at fixed, hidden stations out in the world. No recipe, no map marker, no "ask an admin". Finding them, and surviving other people who found them first, is the whole point.
Not a trader-city server

Then find the buyer.

There is a trader. That is nearly all this page will tell you. No trader city, no safe zone, no glowing map pin. Settlers doesn't do drive-thru economies. The road to the buyer is deliberately long, deliberately quiet, and it ends somewhere that takes real effort to reach, let alone leave.

Two more things, because we're feeling generous: the last stretch is guarded by things that burn. And the market pays for more than product. Rare finds have buyers too.

The economy

Loot is earned here

The spawn tables for 2.0 are tuned hardcore. Shelves are emptier, rifles are rarer, and the gap between "found on the coast" and "carried out of the deep country" is wide on purpose. If everyone has it, nobody values it. So on Settlers, nobody just has it.

The top shelf exists. It sits behind distance, tiers, keys, quests and other people. That PPSh in the video? Someone walked a long way in the dark for it.

Coastal townsScraps & starts
Deep countryWorth the boots
High tiersThe good rooms
Quests, keys & chestsThe stories
Exhibit AEarned, not found
Exhibit BSomebody bled for this

New tier zones

The ladder moved

2.0 redraws the loot tiers across the whole country: six zones plus a handful of unique cells that follow no pattern at all. The routes you know are cold. The old wiki maps are wrong. Good.

Tier 1Beach money
Tier 2Getting dressed
Tier 3Now it's a rifle
Tier 4Worth robbing
Tier 5Bring friends
Tier 6Tell no one
Unique██████

Where the lines run is not documented: not here, not on the forum, not in DMs. The heat map lives in your boots.

And the rest

Small things that change everything

Twelve mods, tuned quiet. No minimaps, no kill feeds, no floating names, just tools that make the world deeper and the roleplay easier.

A real kitchen

A full cooking overhaul: recipes, pots and meals worth sitting down for. Dinner is a social event again.

Handwritten notes

Pen and paper work. Leave a warning on a door, a trade offer at a crossroads, a last letter where you fell.

Working radios

Tune a frequency and talk across the country. Broadcasts, ambushes, radio plays: the airwaves are yours.

Bicycles

Quiet, fuel-free and faster than boots. The most underrated vehicle in the apocalypse.

Classic wheels

From a Defender to a '67 Impala: rare rides with real keys and real locks. Lose the key, lose the car. Guard both.

Fight from the seat

Shooting from vehicles works. A moving truck is cover, taxi and gun platform in one, for you and for them.

Locks & fortifications

Code locks, base building and fortification kits. Your stash is as safe as your architecture, and your secrecy.

Hands up, hands out

Surrender mechanics and give-and-take interactions make robberies, arrests and mercy actual scenes, not spray contests.

It gets messy

A gore system with consequences you can see. Violence on Settlers looks like a decision, because it is one.

Quiet quality of life

Earplugs for loud rides, autorun for the long roads, a working 3D map when you find one. Nothing that plays the game for you.

Your colors

Custom armbands for groups and factions, designed by the community and worn in the world. Get your custom armband.

A watch worth killing for

Somewhere on the server ticks a luxury watch that exists nowhere else. One of the rarest finds in 2.0. That's all you get.

Settlers · ChernarusPlus 2.0

Fresh country. Fresh stories.

Wiped August 6, 2026. Every legend on this server currently owns a flashlight and a bad feeling. Best time to land there has ever been. Come write your story.