Stalcraft: X will open an Open Test Server (OTS) focused on a new weapon customization system called Modules, with testing scheduled to run from October 15 to 17 inclusive. The event gives Master‑rank players a hands‑on look at how Modules will be earned, crafted, and fitted to weapons ahead of the full Operations release.
What the OTS includes
The OTS is an early preview server for major updates where players test experimental features and report bugs. This Module test runs a single Session Battle mode, 20v20 on the Colosseum map, and hands testers a stock of testing resources on login: 5,000 Core Inhibitors and five special‑quality Module Cores.
Who can join and how to access the test
All active players from global regions with gear at Master rank have been granted access. The developer warns the OTS may restart or stop during the test window to deploy fixes. Players using the EXBO Launcher who have been granted OTS access will see the server automatically appear. If you prefer Steam, the beta download option is visible to everyone but that does not guarantee entry; the team recommends using the EXBO client and links to a launcher guide for setup and troubleshooting.
Launcher and access instructions are available at the EXBO support guide.
Core mechanics, what Modules do
Modules are mid‑to‑lategame weapon modifications unlocked for weapons upgraded to level 15. They are intended to be a primary reward in the upcoming Operations mode and are currently granted for completed Session Battles on the OTS.
A Module is made up of three components: an Add‑on (a positive base property), a Concept (another positive base property, or a special effect) and a Deviation (a negative base property). Each component belongs to a category such as Accuracy, Control, Speed, Convenience or Anomaly, and the Module’s overall quality is set by the highest‑tier component it contains.
Currency and crafting
Key items in the system are:
- Core Inhibitors, a currency used to influence and reroll Module properties during creation.
- Module Cores, necessary to create a Module at the Noomachine crafting table.
- Quasi‑destructor, used to unbind and remove an installed Module without destroying it.
The Noomachine is available in the Bar during the OTS; the developer says it will later appear at faction bases in the North after Operations launch. Modules are created without extra material cost, but Core Inhibitors let players exclude property categories and reroll selected characteristics to reduce randomness.
Installing, removing and markets
Weapons that reach upgrade level 15 gain a Module slot in the modification menu. Once installed, a Module becomes bound to the weapon and each weapon can hold only one Module at a time. Modules can be removed by destroying them or removed intact using a Quasi‑destructor. Uninstalled Modules may be disassembled at the Noomachine to recover some Core Inhibitors; Modules disassembled there can be restored by paying the returned amount plus 50%. Destroyed, sold or equipped Modules cannot be restored. The in‑game Auction will permit sales of created Modules, transferable Quasi‑destructors and Module Cores.
OTS challenges and rewards
Players can pick up Module OTS tasks in the Event Hub to earn rewards. Completed rewards will be delivered to the main server and credited to the appropriate characters within 30 business days after the OTS ends.
Challenge | Reward |
---|---|
Create 10 weapon Modules of any quality | 10 Advanced Tools and 20 Advanced Spare Parts |
Create 15 weapon Modules of any quality | 10 Advanced Tools, 20 Advanced Spare Parts and 15 Morphines |
Create 20 weapon Modules of any quality | 10 Advanced Tools, 20 Advanced Spare Parts and 10 Alcobulls |
Kill 100 players with a weapon equipped with a Module | 10 Advanced Tools and 20 Advanced Spare Parts |
Weapon‑type kill milestones (pistol, sniper, shotgun, SMG, assault, machine gun) | 10 Advanced Tools and 20 Advanced Spare Parts each |
Join the conversation on X, Bluesky or subscribe to our YouTube channel and tell us what you find on the OTS.