Fixed an issue where Weapon XP was not being awarded; This is an experimental fix implemented on the game backend. We are continuing to monitor the situation. If you experience any issues related to this, please let us know through any available channel. We apologize for the temp
Fixed an issue where Weapon XP was not being awarded;
This is an experimental fix implemented on the game backend. We are continuing to monitor the situation. If you experience any issues related to this, please let us know through any available channel. We apologize for the temporary inconvenience.
Hello, friends. Right now I am focused on developing POLYGON // - a new version of the project with large-scale maps, vehicles, and a full-fledged destruction system. Developing a game of this level requires serious resources. I continue to work as an indie developer and handle m
Hello, friends.
Right now I am focused on developing POLYGON // - a new version of the project with large-scale maps, vehicles, and a full-fledged destruction system.
Developing a game of this level requires serious resources. I continue to work as an indie developer and handle most of the tasks myself: programming, networking, optimization, destruction systems, vehicle mechanics, and much more.
But to accelerate development, bring in specialists, pay for servers, and maintain technical infrastructure, I need additional support.
I have also published an extended version of the development diary dedicated to the destruction system.
In it, I go into much greater detail about the technical implementation, network synchronization issues, CPU optimization, and all the difficulties I faced during development. The post includes a large number of videos with tests and prototypes.
In addition, the first look at the new character has already been published on Patreon.
Hello everyone :) It’s been almost two years since I announced the new installment of Polygon. Since then, I’ve maintained radio silence. Not because the project was frozen. And not because I had nothing to show. The reason is simpler: I didn’t want to present the game in a “raw”
Hello everyone :)
It’s been almost two years since I announced the new installment of Polygon. Since then, I’ve maintained radio silence.
Not because the project was frozen. And not because I had nothing to show.
The reason is simpler: I didn’t want to present the game in a “raw” state.
Polygon // is being built entirely from scratch.
A new foundation. New systems. A new architecture.
In the early stages, it didn’t look like a step forward, It looked like a step backward.
And I didn’t want it to feel like a downgrade compared to the first game.
My goal has always been to move toward a larger-scale experience, but the original Polygon had limitations that made that impossible.
So I made the difficult decision to start over. No shortcuts. No legacy solutions.
It was important for me to reach the point where the project no longer looks like a rough prototype, but begins to show its true direction.
And I feel that moment has finally come.
This is the first entry in a new development diary series, where I’ll be talking in detail about the core mechanics of Polygon //.
Every instance of destruction is generated procedurally. There are no pre-recorded animations and no predefined patterns.
The shape of a breach depends on the impact point, force, and conditions at the moment of the explosion. Because of this, each match unfolds differently.
You can create new paths where none existed before. Or deny your opponent their usual route.
Destruction becomes a tactical tool — one that directly influences the battlefield.
In most shooters, moving objects and physics calculations are processed on the client side, meaning on your PC. The server mainly handles state synchronization between players to ensure proper interaction in multiplayer.
However, with this approach there is always a risk of desynchronization: the server and the client may interpret the same event slightly differently. As a result, you can end up in a situation where, from the player’s perspective, the aim was perfect, but the hit was not registered on the server.
In Polygon //, server-side physics became the foundation of the destruction system. To ensure determinism and absolute synchronization of destructibility, all critical logic was moved to the server. This guarantees that two different clients always receive an identical simulation result, regardless of their performance or local conditions.
Existing off-the-shelf solutions did not meet the needs of Polygon //.
Most of them are either too performance-heavy or, more importantly, not designed for proper network synchronization.
A significant amount of work went into developing a custom solution focused on high performance and stable multiplayer behavior.
As a reference for quality and scale, I relied on the approach implemented in The Finals, which represents one of the most advanced destruction systems in the modern gaming industry.
I am sincerely grateful to the developers of The Finals for publishing their development diaries. The publicly available technical insights and breakdowns of their solutions significantly helped me in designing and refining the destruction system architecture for Polygon //.
The following video showcases very early development footage of The Finals that is publicly available.
Destruction is one of the key steps in the direction Polygon // is moving toward.
It’s not just a visual feature or a one-time experiment. It’s a foundation for scale, dynamism, and unpredictability in combat.
Work on this direction is ongoing, and there is still a lot to improve and refine.
In the upcoming dev diaries, I’ll cover other aspects of Polygon // — technical solutions, gameplay mechanics, and how the new installment is taking shape step by step.
Developing a game of this scale is a long and costly process.
Polygon // is being built almost entirely solo, and every new mechanic requires time, resources, and an enormous amount of work.
If you’d like to support the development of the project, you can do so on Patreon. Your support directly helps accelerate development and move the project forward.
It truly makes a difference.
Your feedback is extremely important to us. We’re open to your questions and suggestions.
Please leave your comments and share your thoughts in our Discord.
CHRISTMAS PASS In honor of the celebration of Christmas,, we are excited to delight you with a special Christmas Pass, which grants access to 18 weapon skins, 5 charms, and 1 unique character skin! SNOWY DISCOUNT Moreover, during the Christmas event, enjoy a discount of up to 35%
CHRISTMAS PASS
In honor of the celebration of Christmas,, we are excited to delight you with a special Christmas Pass, which grants access to 18 weapon skins, 5 charms, and 1 unique character skin!
SNOWY DISCOUNT
Moreover, during the Christmas event, enjoy a discount of up to 35% on the purchase of Crowns, which opens up even more possibilities to enhance your gaming experience.
GIFT UNDER THE CHRISTMAS TREE
And that's not all! In honor of the holidays, you will receive a 50% boost in experience and credits, allowing you to reach new heights and explore new horizons in Polygon
This is a small patch to fully implement Sandstorm Night and fix a few bugs. Work on 0.8 is now fully underway. New Features Added Sandstorm Night Conquest and King of the Hill as permanent maps Added a new error message when you are on an outdated version of the game Bug Fixes F
This is a small patch to fully implement Sandstorm Night and fix a few bugs. Work on 0.8 is now fully underway.
New Features
Added Sandstorm Night Conquest and King of the Hill as permanent maps
Added a new error message when you are on an outdated version of the game
Bug Fixes
Fixed the battle button only creating NA lobbies
Fixed incorrect collisions on the Sandstorm Mosque
Fixed jets and helicopters not spawning on Sandstorm Night
Low Gravity Event This weekend only, play on the brand new Sandstorm Night map in LOW GRAVITY! Sandstorm Night has a permanent dust storm, significantly reducing visibility throughout the map. This map is currently being tested for the duration of the event, let us know how you l
Low Gravity Event
This weekend only, play on the brand new Sandstorm Night map in LOW GRAVITY! Sandstorm Night has a permanent dust storm, significantly reducing visibility throughout the map. This map is currently being tested for the duration of the event, let us know how you like it. When the Low Gravity event ends, we will release Sandstorm Night fully into the game.
Added blood type patches: AB POS, AB NEG, A POS, A NEG, B POS, B NEG, O POS, O NEG
Improvements
Significantly improved team rebalancing at the end of the match. Matches get rebalanced based on the previous games score.
Coming Up, 0.8
We are already hard at work on the next content update. We don't want to give an exact timeline yet as its subject to change but we aim to release it as soon as possible. This update will include a new map and gun, we'll leak some more details when we are ready on the Discord. See y'all in 0.8!
An event has started in Polygon, introducing a hardcore mode that reduces the maximum health to 60! To activate hardcore mode, select the corresponding modifier when creating a server. 🕒 The event will run until November 10.
An event has started in Polygon, introducing a hardcore mode that reduces the maximum health to 60!
To activate hardcore mode, select the corresponding modifier when creating a server.
An experimental event is launching in Polygon , increasing the maximum number of players on the Valley (Conquest) map from 32 to 64 ! Get ready for massive battles , non-stop action , and pure chaos on the battlefield. 🕒 The event runs until November 3 — don’t miss your chance t
An experimental event is launching in Polygon, increasing the maximum number of players on the Valley (Conquest) map from 32 to 64! Get ready for massive battles, non-stop action, and pure chaos on the battlefield.
🕒 The event runs until November 3 — don’t miss your chance to experience the mode at full power!
💬 P.S. This player limit increase is part of a test. Performance issues on the client or server side may occur during gameplay.
Welcome to the Halloween Update! With this update, the time of mysticism, riddles and, of course, incredible rewards will come. THE HAUNTED SHIP Prepare for a chilling journey aboard an abandoned vessel where Halloween takes a sinister twist. Under the cover of mist and the cold
Welcome to the Halloween Update!
With this update, the time of mysticism, riddles and, of course, incredible rewards will come.
THE HAUNTED SHIP
Prepare for a chilling journey aboard an abandoned vessel where Halloween takes a sinister twist. Under the cover of mist and the cold glow of moonlight, every corner holds mysterious stories and eerie surprises.
What mysterious pumpkins have appeared on the ship? Who knows what secrets they might be hiding…
HALLOWEEN PASS
Immerse yourself in the Halloween atmosphere with our unique "Halloween Pass". Similar to the Battle Pass, this special pass provides access to exclusive rewards with a distinctive Halloween spirit. Collect them all and rise to the next level!
TRICK OR TREAT!
HALLOWEEN BOOST
Earn extra bonuses by fighting the dark forces and becoming a hero in this horror night.
From October 26 to November 10, each match will bring you an additional 100% of credits and experience! This is your chance to use the magic of Halloween and raise your skill level to a new height.
Join our Discord. There you can find news about the game faster, get quick help with any problems, and also take part in various contests with in-game rewards.
You can also support us on Patreon and get unique rewards, including an exclusive skin for weapons, as well as information leaks from development and early access to game updates.
The update improves the game's Russian localization. Translations have been corrected, phrasing refined, missing interface lines added, and text readability enhanced. The game is now clearer and more comfortable for Russian-speaking players. Join our Discord . There you can find
The update improves the game's Russian localization. Translations have been corrected, phrasing refined, missing interface lines added, and text readability enhanced. The game is now clearer and more comfortable for Russian-speaking players.
Join our Discord. There you can find news about the game faster, get quick help with any problems, and also take part in various contests with in-game rewards. You can also support us on Patreon and get unique rewards, including an exclusive skin for weapons, as well as information leaks from development and early access to game updates.
We're super excited to introduce our first Balance Update for y'all today. This update will shake up the overall strategy for both regular games and competitive matches in the PCL. Accompanying those balance adjustments are a handful of bug fixes and other improvements. For a con
We're super excited to introduce our first Balance Update for y'all today. This update will shake up the overall strategy for both regular games and competitive matches in the PCL. Accompanying those balance adjustments are a handful of bug fixes and other improvements. For a condensed list of patch notes, check the bottom of this announcement.
Balance Adjustments
Our goal with the following balance adjustments are not to make the game "more balanced". Instead, we are aiming to refresh the meta by shifting the balance, creating new and refreshing strategies for players. Starting on January 1st, there will be a new Balance Update every 3 months to match each new POLYGON Competitive League season. Each Balance Update, we will be nerfing some of the stronger guns, and buffing some of the weaker guns to create a new meta.
G36C
Our goal is to completely remove the G36C from the competitive meta. Its been at the top of the food chain for way too long, though we're sure it'll eventually find its way back to the top in a future meta. This however, is not that time.
(-) Reduced damage from 25 -> 24
(-) Reduced rate of fire from 750 -> 725
(-) Reduced bullet velocity by 10%
(-) Reduced mobility from 107 -> 105
AK12
While the AK12 wasn't overpowered, we wanted to knock it down a bit to give way for new guns in the meta. It's power is still within the same range as some of the other 'balanced' guns like the M16A4 and AK74M
(-) Decreased rate of fire from 650 -> 630
(-) Decreased mobility from 105 -> 100
ASVAL
We want the ASVAL to fit a niche role as a fast paced assassin like weapon. Quick, silent, and finally deadly. We believe this buff, while not making it super strong in all maps, will finally give the ASVAL a place in the meta.
(+) Increased damage from 24 -> 25
(+) Reduced tactical reload speed from 2.85 -> 2.73
(+) Reduced empty reload speed from 3.35 -> 3.07
(+) Increased magazine capacity from 20 -> 25
(+) Increased mobility from 104 -> 107
AK47
We're giving the AK47 a big damage boost, especially for headshots. Additionally, there's some extra recoil to compensate, and some extra movement speed. The AK47 is finally good again, and especially rewarding for high skill players.
(+) Increased damage from 31 -> 32
(-) Increased recoil from 25 -> 28
(+) Increased mobility from 100 -> 105
(+) Increased headshot multiplier from 2 -> 2.2
(+) Increased rate of fire from 600 -> 615
SCAR-H
The goal with the Scar is to nudge it in the direction of meta. We want to increase its power at high level play, and make it better at range.
(+) Increased headshot multiplier from 2 -> 2.25
(+) Increased bullet velocity multiplier from 1 -> 1.05
(-) Increased recoil from 27 -> 30
M24
To go along with the cycle animation fix from last patch, we wanted to make the M24 feel a bit cooler to play. With this one change, headshot collaterals will finally kill. This mostly guarantees a kill any time you hit a headshot with the M24. Time to get clips!
(+) Increased headshot multiplier from 2 -> 2.55
Holographic Sight
Our goal is to provide a proper middle ground between scopes like the ACOG and small sights like the Red Dot. The Holographic Sight will now give a noticeable amount of magnification, without being a long range scope. Keep in mind, sights in POLYGON don't use a realistic magnification, rather they change the FOV of the camera.
(+) Increased the FOV magnification of the Holographic sight from 80 to 70
Cargo Balance Adjustments
Cargo has been a staple in the POLYGON Competitive League since the beginning. But, it hasn't been the most balanced battleground. With these small changes, we hope to make the map a little more balanced for both sides, by reducing the amount of angles in certain powerful positions. While this more than likely won't "fix" the balance of the map, it should be a step in the right direction. Let us know what you think!
POLYGON Competitive League Leaderboards
Ever wanted to play against the top rated players in a competitive environment? Join the PCL and queue up for ranked! We now have the PCL Ranked Leaderboard in the main menu to flex your ranking on to the entire POLYGON Community. The next PCL season will begin on October 1st, it will feature new rewards (skins, patches, and more) as well as a revamped ranking system. Join the POLYGON Competitive League!
Additionally, the Pro League standings are now displayed in the main menu!
Added the POLYGON Competitive League leaderboard to the main menu
Improvements
Decreased the amount of time you are blocked from new actions, like shooting and sprinting, after throwing a grenade
Adjusted the M16A4 shoot audio to be a little deeper
Lower Arm hits now deal full damage rather than 93%
Increased the damage grace period after death from 1 second to 1.5, you should see fewer "no-regs" after death. We'll be monitoring the effect of this change.
Slightly increased opacity of the borders
Stamina no longer decreases when jumping at slow speeds
Cargo balance adjustments
Significantly improved the hit registration of grenades
Bug Fixes
Fixed the wall climbing exploit
Fixed an issue where changing player skins was not working properly
Fixed some incorrect collisions on Storage
Further fixed the rechambering cancel bug on M24
Fixed a bug that caused reload animations on pistols to cancel
Fixed more bugs regarding to changing teams and re-enabled the Change Team button
Fixed the display name of the Pirate patch
Fixed a bug that caused a single bullet to sometimes hit a player twice (this was the cause of the M24 one shot body issue)
Balance
Nerfed the G36C, worse time to kill and worse at range
Nerfed AK12, slightly worse time to kill, slower movement
Buffed the ASVal, better time to kill and faster pace of play
Buffed the AK47, more damage overall and faster movement
Buffed the ScarH, more rewarding headshots and better at range
Buffed the M24, far more damage on headshots to allow collateral kills
Increased the FOV magnification of the Holographic sight from 80 to 70
What's Next?
Our next update will take a bit longer to come out than the last few. We don't want to give out all of our plans just yet, but we expect 0.7.10 to take us about 1 month. It will feature some cool map adjustments, including Crash Site King of the Hill. Stay tuned!
Hey y'all, quick hotfix today for a few of the bugs from the last update. Thanks for reporting the bugs you found. Stay tuned for more! Improvements Adjusted the distance culling of Valley King of the Hill Added error popup when changing teams fails Added a short cooldown for cha
Hey y'all, quick hotfix today for a few of the bugs from the last update. Thanks for reporting the bugs you found. Stay tuned for more!
Improvements
Adjusted the distance culling of Valley King of the Hill
Added error popup when changing teams fails
Added a short cooldown for changing teams
Removed invisible wall blocking the garage roof on Valley King of the Hill
Bug Fixes
Fixed a bug that caused the player to teleport through map borders
Fixed m24 cycling animation getting canceled by sprint
Fixed squad members being able to swap teams
Fixed players being able to swap to a team that's already full
Fixed friendly player markers being invisible after changing teams
Fixed some floating trees on Valley King of the Hill
Valley Added King of the Hill game mode Pushed spawn borders 20 meters further Added more exits to the main base Adjusted main base spawn locations Added more cover outside of the main bases New Features Added a system to kick AFK players. A player is AFK if he has not done any a
Valley
Added King of the Hill game mode
Pushed spawn borders 20 meters further
Added more exits to the main base
Adjusted main base spawn locations
Added more cover outside of the main bases
New Features
Added a system to kick AFK players. A player is AFK if he has not done any action in the last 3 minutes
Added a region select option when creating a server
Added a disable chat setting (currently in the Controls Panel)
Added Discord Rich Presence to display the map you are currently playing in and your KDA
Added a Change Teams button in the escape menu. If the other team is full, you're in a squad, the match is about to end, or your team has more players, you are unable to change teams
Improvements
Added a progress bar to indicate how much spawn protection is remaining (TIP: If you shoot, spawn protection ends instantly!)
Added the current map name to the top left of the scoreboard
Bug Fixes
Fixed player marker blocking the capture points on the spawn screen, preventing the player from spawning on an objective
Fixed a bug that caused ricochet bullets to be displaced on extreme angles
Fixed certain sounds ignoring player audio settings (including the fly overs on Sandstorm)
Fixed a bug that caused servers to duplicate on the multiplayer tab
Fixed incorrect collisions on Sandstorm A site
Grenades now reset when the game restarts
Fixed a bug that caused spacebar to not deploy the player
Fixed a bug that caused the player to stop sprinting when bumped by another player
Possibly fixed a bug that caused the enemy death icon to pop up when respawning
Fixed the main menu character skin not updating after selecting the default skin
Fixed a bug where switching weapons too fast caused it to not swap weapons
Flood lights on Metro and Cargo no longer make the player light up when standing at the light source
Fixed some UI elements disappearing when aiming
Known Issues
Certain trees on Valley have incorrect shadows
Escape doesn't always work to go back in UI
Sprinting always cancels the M24 bolting animation
Certain scopes can see through transparent materials
Many translations are incorrect or missing
Grenades sometimes don't work as expected
Watches and sights are sometimes left floating around the map
A Note On Localization
We've noticed while creating some of the new features in this patch that the localization in POLYGON leaves a lot to be desired. We are aware of this and will be working on improving the translations very soon. Please bear with us, we apologize for any weird, missing, or inaccurate translations.
Hey everyone, TheF16 here, As I mentioned a little while ago in the POLYGON Discord Server , I've been in contact with Nodaryn, who is thankfully doing well, and, while he won't be returning to developing POLYGON currently, he has granted myself and River access to resume the gam
Hey everyone, TheF16 here,
As I mentioned a little while ago in the POLYGON Discord Server, I've been in contact with Nodaryn, who is thankfully doing well, and, while he won't be returning to developing POLYGON currently, he has granted myself and River access to resume the game's development.
We've formed a new volunteer team and are already hard at work bringing you new content, bug fixes, and quality-of-life improvements. We're still getting comfortable with the project and workflow, but we've already begun our efforts.
Today's Patch and What's to Come
This brings us to today's update. We've released a small patch with a few fixes and some experimental changes. You can find the full list of changes at the bottom of this announcement.
Moving forward, our goal is to release a series of smaller patches before any major content drops. Our first priority is to stabilize the game, fix some of the more frustrating bugs that a lot of us have experienced, and implement some long-awaited quality-of-life features. Once the game is in a better state, we'll begin working on our first content release.
Our Commitment to Transparency
Transparency is a huge priority for us, especially considering the state it has been in the past. We plan to share almost everything we're working on with the community, saving just a few things for a surprise. To keep you updated, River will be hosting Weekly Dev Streams on Twitch every Saturday
The streams will include some POLYGON Competitive League (PCL) content followed by a dev stream. We encourage you to join the chat to see what we're working on, ask questions, or share suggestions.
A New Focus on PCL
Speaking of PCL, as many of you know already, this has always been a community driven project that has tried to provide additional content for more dedicated players to enjoy. Going forward, me and River will officially start working on providing even more content for these players, starting with synchronizing our balance patch updates with PCL's start of the seasons. We hope all players that have liked PCL so far, will keep enjoying it with a fresh experience.
CHANGELOG (08/14/2025) Update 0.7.7.1 #433
New:
Created a brightness slider that goes from 0.5 to 1.5 (1 default)
Objective and Base icons now fade out when aiming down sights
Fix:
[EXPERIMENTAL] Increased opacity of the red map borders
Increased footstep volume across all surfaces by .15
Zoomed the minimap out by double
Bug Fixes:
Fixed an issue that causes small sights to be obstructed by powerful lights
Killer health is now properly updated on the kill camera UI
We're excited to keep working on POLYGON and hope we can achieve all of our goals. If you have any questions or comments, drop them in the discussion below, or on our Discord. We'll have more to tell you soon!
Welcome to the Halloween Update! With this update, the time of mysticism, riddles and, of course, incredible rewards will come. THE HAUNTED SHIP Prepare for a chilling journey aboard an abandoned vessel where Halloween takes a sinister twist. Under the cover of mist and the cold
Welcome to the Halloween Update!
With this update, the time of mysticism, riddles and, of course, incredible rewards will come.
THE HAUNTED SHIP
Prepare for a chilling journey aboard an abandoned vessel where Halloween takes a sinister twist. Under the cover of mist and the cold glow of moonlight, every corner holds mysterious stories and eerie surprises.
What mysterious pumpkins have appeared on the ship? Who knows what secrets they might be hiding…
HALLOWEEN PASS
Immerse yourself in the Halloween atmosphere with our unique "Halloween Pass". Similar to the Battle Pass, this special pass provides access to exclusive rewards with a distinctive Halloween spirit. Collect them all and rise to the next level!
Attention, collectors: for a limited time, you have the opportunity to purchase last year’s Halloween watch!
TRICK OR TREAT!
HALLOWEEN BOOST
Earn extra bonuses by fighting the dark forces and becoming a hero in this horror night. From October 27 to November 10, each match will bring you an additional 100% of credits and experience! This is your chance to use the magic of Halloween and raise your skill level to a new height.
OTHER CHANGES
Fixed tree foliage display when MSAA is enabled;
Join our Discord. There you can find news about the game faster, get quick help with any problems, and also take part in various contests with in-game rewards.
You can also support us on Patreon and get unique rewards, including an exclusive skin for weapons, as well as information leaks from development and early access to game updates.
Hi everyone, This update focuses on fixing numerous bugs across all maps in the game. A huge thanks to Wolf for the hard work on improving the game! Storage Day/Night Fixed an issue where many objects had incorrect collisions; Fixed an issue where many objects were mis-placed or
Hi everyone,
This update focuses on fixing numerous bugs across all maps in the game. A huge thanks to Wolf for the hard work on improving the game!
Storage Day/Night
Fixed an issue where many objects had incorrect collisions;
Fixed an issue where many objects were mis-placed or mis-aligned (ex. doors, walls, etc.);
Map Floor has been fully remade to fix collision attributes;
Border has been reworked to polish the map;
Empty buildings have been reworked and added some filling objects;
Weird placed objects around the map have either been replaced or removed;
Map has been reworked a bit to change some object placement, visuals, textures and more;
Crash Site Day/Night
Fixed an issue where the Diner building had a seen through ceiling;
Fixed an issue where some foliage was either floating or overlapping with other objects;
Fixed an issue where some windows were not aligned properly;
Fixed an issue where some vehicles were floating;
Fixed an issue where some windows were bulletproof;
Fixed an issue where some objects were overlapping;
Fixed an issue where some objects had broken textures;
Cargo
Fixed an issue where some objects had black shaders generated over them;
Fixed an issue where you could cap the capture point from Top Red Container;
Reworked some of the collisions to allow more and easier control over parkour;
Sandstorm Conquest/KingOfTheHill
Fixed an issue where some stairs were seen through;
Fixed an issue that caused players to get stuck in one of the trucks;
Valley Day/Night
Fixed an issue where the ammo and healing boxes on the East Spawn did not work;
Fixed an issue where you could see through a fence and players couldn’t shoot you back;
Fixed an issue of some objects having incorrect collisions;
Fixed an issue where some foliage was floating mid air;
Metro
Fixed an issue where some of the pillars could be seen through;
Fixed an issue where some parts of the ceiling could be seen through;
Fixed an issue where some parts of the ceiling were missing;
Fixed an issue where the arching pillars had incorrect collisions;
Fixed an issue where some objects were mis-aligned;
Fixed an issue where some objects had incorrect textures;
Fixed an issue where some objects had incorrect collisions;
Removed unused objects and effects that were outside of the map;
Removed some of the ground rubble collisions that caused the player to be stuck on a pixel;
While we continue to work on improving our maps and fixing bugs, we can’t do this alone. If you find a map bug or anything else, please contact us via a Bug Report (Support Ticket) via our Discord server.
You can also support us on Patreon and receive unique rewards, including an exclusive weapon skin, development leaks, and early access to game updates.
NEW Basic game statistics have been added: Total kills; Total deaths; Kill-to-death ratio (K/D); Total assists; Total headshots; Headshot percentage of all kills; Shooting accuracy; Assists are now displayed on the in-game scoreboard; CHANGED AS "VAL" received changes in characte
NEW
Basic game statistics have been added:
Total kills;
Total deaths;
Kill-to-death ratio (K/D);
Total assists;
Total headshots;
Headshot percentage of all kills;
Shooting accuracy;
Assists are now displayed on the in-game scoreboard;
CHANGED
AS "VAL" received changes in characteristics:
Damage increased from 23 to 24 units;
Shooting range increased by 20%;
Reload speed increased by 15%;
Reserve ammo increased from 200 to 240 units;
FIXED
"Terminator" skin for Desert Eagle displays incorrectly;
Some weapon charms display incorrectly;
Join our Discord. There you can get news about the game faster, receive quick assistance with any issues, and participate in various contests with in-game rewards.
You can also support us on Patreon and receive unique rewards, including an exclusive weapon skin, development leaks, and early access to game updates.
Changed: VSS received a full rework: Damage increased from 34 to 42. Rate of fire increased from 400 to 470. Muzzle velocity increased by 25%. Magazine capacity reduced from 20 to 10 rounds. Fixed: Weapon charms could not be changed while playing on a server; Fixed: Position of s
Changed: VSS received a full rework:
Damage increased from 34 to 42.
Rate of fire increased from 400 to 470.
Muzzle velocity increased by 25%.
Magazine capacity reduced from 20 to 10 rounds.
Fixed: Weapon charms could not be changed while playing on a server;
Fixed: Position of some watches on the character's wrist;
Fixed: Display of the "Derick" weapon charm;
Fixed: Changing the volume of sound effects did not affect the sound of the Glock 17 shot;
Fixed: Corrected the name of the angled grip;
Join our Discord. There you can get news about the game faster, receive quick assistance with any issues, and participate in various contests with in-game rewards.
You can also support us on Patreon and receive unique rewards, including an exclusive weapon skin, development leaks, and early access to game updates.
Hello everyone! We are excited to present Update 0.7.5 , featuring new functions, improvements, and fixes to enhance your gaming experience. We also have important news about the future of Polygon. Let's start with the changes in this update: BATTLE PASS SEASON 4 Welcome to the n
Hello everyone!
We are excited to present Update 0.7.5, featuring new functions, improvements, and fixes to enhance your gaming experience. We also have important news about the future of Polygon. Let's start with the changes in this update:
BATTLE PASS SEASON 4
Welcome to the new Battle Pass season - The Art of War. This new season includes new weapon skins, wristwatches, VIP status, and Crowns. Additionally, it introduces brand new cosmetic content for Polygon, including character skins, patches, and weapon charms. This Battle Pass will be the most content-rich in the game's history. Don't miss the chance to express your uniqueness on the battlefield!
AS "VAL"
The game has been updated with a new assault rifle - AS "VAL". This perfect combination of high rate of fire, mobility, and stealth will make your enemies nervous whenever you appear. With the "VAL," you can effectively and silently eliminate targets, instilling fear and panic among opponents.
NIGHT CRASH SITE
The Crash Site map has received a night version. Prepare your flashlights!
STYLE
New cosmetic items, including character skins, patches and weapon charms have been added to the game. Character skins affect only clothing and do not impact external equipment (helmet, plate carrier), allowing you to always identify your enemies by their appearance. You can obtain new style items in the new Battle Pass season and purchase them through the in-game store.
CROWN PURCHASE DISCOUNT
For a limited time, you can get a discount of up to 35% on Crown purchases. Don't miss the chance to get the new Battle Pass at a great discount!
OTHER CHANGES:
NEW
Added a new weapon module - "Angled Grip";
Added tactical reloading. Now, during incomplete reloading, the round in the chamber will be preserved, allowing you to make an additional shot (e.g., 30 -> 31);
IMPROVEMENTS
Optimized storm performance on the "Sandstorm" map;
Some shaders in the game have been optimized;
NOW FOR IMPORTANT NEWS:
Today, I want to share important news about the future of Polygon. This announcement requires an honest conversation because big changes are coming, and I want to be transparent with you.
Reasons for the changes:
Hi, guys, My name is Nick, and I am the main creator and lead developer of the game. When I started developing Polygon, I was very inexperienced in game development, especially in first-person shooters. But I had a dream: I always wanted to create a truly large-scale shooter. However, I knew that first, we needed a stable foundation for the game, so I focused only on infantry battles. But the dream never went away.
Update 0.7 finally gave the game the necessary foundation, and about a year ago, I began looking towards my initial goal. To fully realize my goal, I needed certain tools, and the release of Unreal Engine 5 provided the necessary technologies for this.
Few people know that I am a big fan of Battlefield 3/4. The existing "Metro" map proves this, as it is a partial copy of the original version. Initially, Polygon was planned as an analog for Battlefield. This was supposed to include large-scale maps with many players, military equipment, destructibility, and other elements characteristic of the Battlefield series.
So, I made a serious decision to start a new path, a new story. For some time now, I have been developing something more global than the current Polygon. I think we can call it Polygon 2 (PG2). And yes, it will be a new game because I don't want to break the gaming experience of players in the current Polygon. Of course, there are those who do not share my vision and may not want such colossal changes. Therefore, the current Polygon will maintain its position of close-range infantry battles.
What will change?
Everything.
Classes will be added to the game: Assault, Support, Engineer, and Scout. Each class will have its unique feature, significantly impacting gameplay. This will also make the game more team-oriented.
Military equipment will appear in the game, from ATVs to tanks and combat helicopters.
You will be able to influence the game world with a destruction system: a building will collapse like a house of cards after C4 detonation, and fallen trees will serve as defense against the enemy.
We are creating completely new maps for PG2. Current maps will NOT be transferred to PG2 because they simply do not fit the new requirements.
We could list all the changes for a long time, but we'll leave that for future announcements.
Unfortunately, at this time, the gameplay is in such a state that I cannot show it. But I can demonstrate some of the changes that PG2 will receive.
We decided to start development by recreating one of the most popular maps. We strive to achieve maximum accuracy, maintaining 95% of the original scales and the location of all objects. The goal is to show the intention to move in a direction that will be familiar and understandable to every player.
I will reiterate that this is a super early version of development. The map still lacks numerous objects, visual effects, and other elements.
Now let's talk a little about the style of PG2. As you may have noticed, the graphics in PG2 will become more realistic, and at the same time, the game will receive a new feature - pixelation. This will preserve the game's stylization while adding many missing details that we would like to see in the game.
PG2 will receive an arsenal update. Numerous types of assault and sniper rifles, SMGs, and LMGs are in development.
Such items as C4, claymores, smoke grenades, and other tactical tools will also be added.
We want to give you a completely new experience compared to the current version of the game.
Implementation timeframe:
At this moment, we don't have exact dates for completing all plans. But this is definitely not a quick process. We hope to move to the first public playtests by the end of the year. Your patience and support during this period will be extremely important for us.
What will happen to the current Polygon?
We will continue to release new content, such as the current update, but we will have to divide our time between developing two games simultaneously. Therefore, the interval between updates may increase. But of course, the game will NOT lose support even after the full release of PG2.
We hear you!
Your opinion is very important to us. We are open to your questions and suggestions. Please leave your comments and share your thoughts in our Discord.
That's all the news we can share with you for now. We will continue to keep you updated on the development of PG2.
Thank you all.
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