Hello everyone, I need to inform you that in a few days the MASTER SERVER will be temporarily shut down for restructuring. What does this mean? First of all, this is not the end of CAMPS. It's a reset back to its original vision. It means that during restructuring it will be impo
Hello everyone,
I need to inform you that in a few days the MASTER SERVER will be temporarilyshut down for restructuring.
What does this mean?
First of all, this is not the end of CAMPS. It's a reset back to its original vision. It means that during restructuring it will be impossible to log in and try the demo.
Why is this happening?
There are several reasons:
Maintaining the server costs money, and currently there are no active players to justify those expenses.
I plan to rework the server architecture in the future to make it significantly cheaper to operate.
How long will it be offline?
The server will be temporarily shut down while restructuring takes place.
The project has been in development for more than five years, and over time it has drifted toward a more complex and resource-demanding direction. At this point, restructuring is necessary to move forward.
Some players mentioned that the early prototypes were more fun, while the current version has become too complex and demanding.
What’s next?
The server will return after refactoring, but the timeline depends on resources.
The plan is to eventually refactor it back toward its original, more fun and accessible concept.
(Here’s a look at one of the earlier concepts.) View game page
Hi everyone, It’s been a long time since the last update and for many reasons: extended Christmas vacation, loads of reworks inside the project, and a bunch of design shakeups. But one thing's for sure development never stopped . The project is going strong and evolving steadily.
Hi everyone,
It’s been a long time since the last update and for many reasons: extended Christmas vacation, loads of reworks inside the project, and a bunch of design shakeups. But one thing's for sure development never stopped.
The project is going strong and evolving steadily. Many new design decisions have been made to help the game stand out and shape its own personality.
One big change: the experimental sandbox mode Outland has been deprecated. Starting with this patch, the main (and only) game mode is called Conquest.
It’s still sandbox at its core, but now brings together all the tech and design solutions that have been building over time and that's something I’m proud of.
What's new:
Conquest Mode.
Alongside building your own camp (used for the future raid system, coming later), you can now gather resources and earn credits by playing Conquest mode, solo or with friends.
Conquest supports up to 20 players across 2 teams, but you can also play it solo against bots.
Game sessions last up to ~1 hour, or ~30 minutes in solo mode.
Weapons. (Weapons & Gear Cost Credits Now)
Spawning is no longer free, you'll now need to purchase your equipment each time you enter the battlefield.
Some new weapons have been added. While most still lack proper animations (working on it), the entire system now runs on an updated animation setup that allows for endless weapon variety compared to the old one.
Animations will be polished and tailored for each weapon over time, that’s for sure.
Factions.
There are currently 5 factions in the game, but only 2 are available for now. Each faction offers its own gear and weapon presets, with discounts on certain items when used with the right faction.
The rest will be added gradually as each faction depends on its full set of gear being implemented.
Building System.
Building now requires logistics. You’ll need to deliver tools and ammo to set up certain main camp structures.
To begin, place a Cargo Node pallet and deliver resources to it. Those resources are then used to build out your camp.
Heavy Vehicles.
Heavy vehicles are no longer bought with credits instead, they require in-game cargo resources. You can only produce them at a Factory, or at a Landing Pad (for helicopters).
As with buildings, you’ll need to deliver the required tools and ammo to the factory's cargo node to produce your desired vehicle.
Biomes.
Visuals have been improved across all biomes for better realism and atmosphere.
This may cost a few FPS depending on your setup, but optimization is a work in progress and will be improved with each iteration.
Known Issues:
Some weapons are still missing final animations and proper sounds but I’m doing my best to deliver quality step-by-step.
Minor animation glitches.
Some movements use placeholder sounds.
DEV INSIDE (Behind the Scenes)
A bit of insider info from development:
Upcoming Destruction System I’ve spent a lot of time working on a custom “HYPER Fracture” system that enables full destruction of structures and flora across the map, aiming to support a complete sandbox experience.
It’s a very complex system and still under active development, but you can already see it in action.
The main idea is that destruction is fully procedural and randomized, so the same building will never collapse the same way twice.
- Polishing and rework of weapon animations & sounds.
- Raid system for player-built camps.
- Performance optimizations.
Thanks for sticking around and giving the project time to grow. I know it's been quiet for a while, but some of the tech features just needed time to mature.
Don’t forget to wishlist and follow the game if you haven’t yet. Your support means a lot!
Greetings! What’s new: A character meta progression system has been introduced. There are currently 7 ranks , and each rank features a set of skills you’ll have to make moral choices between. At the moment, 32 skills are available. (The skill system is still fresh, so there might
Greetings!
What’s new:
A character meta progression system has been introduced.
There are currently 7 ranks, and each rank features a set of skills you’ll have to make moral choices between. At the moment, 32 skills are available.
(The skill system is still fresh, so there might be some bugs if something doesn’t work as expected, please report it here or in the Discord group.)
A lot of work has been done on the backend side as well.
Tracked vehicles have been significantly optimized, and new vehicle models are already being integrated.
Fixes:
Fixed missing interfaces on certain types of vehicles.
Fixed incorrect LOD behavior on environment objects.
Fixed melee kick while holding a weapon. (A perk is now required to break doors.)
Fixed a bug where bots would run away after losing sight of their target.
Improvements:
General optimization improvements.
Increased average speed of wheeled vehicles.
Improved inventory and character UI.
Various items are now added to the player’s personal inventory every day.
DEV INSIDE (Behind the Scenes)
A bit of insider info from development:
Alongside the main game, I’ve been building a global optimization framework. Recently, it got a couple of new modules I’d like to briefly talk about.
“GPU Tracker”
The first module is a fully automated track system for tracked vehicles. Its key feature is that all tracks on the map are drawn in just 2 draw calls, regardless of how many there are.
Another important aspect is Auto-Skinning, the manual track skinning is no longer needed.
Previously, integrating a new vehicle required manually skinning the tracks and attaching them to bones (a time-consuming and inefficient process). Now, the entire skinning process is automated, and the rendering and deformation of the tracks are fully GPU-driven.
The second major module is an alternative rendering method for huge numbers of static objects on the map.
Many of developers know about Unity’s Static Batcher, which merges static objects to send them to the GPU as a single batch, improving frame rendering time. It’s an important optimization technique. but it has limitations. To overcome those, I developed Hyper Batcher.
Below are the performance comparison results using Hyper Batcher:
Test
Unity Static Batcher
Hyper Batcher
Objects
~1000
~1000
Unique Materials
199
199
Unique Textures
199
199
Shadows
4 cascades, 1500m distance
4 cascades, 1500m distance
Batches
199
43
SetPass Calls
180
25
Shadow Casters
709
31
Render Thread
1.5ms
0.5ms
Without further comment that’s a massive performance boost.
A small GIF below shows that every object remains fully controllable despite the batching.
The new patch is already on the way, focused on improving the overall gameplay experience and can’t wait to share more soon.
Stay tuned, and thank you to everyone showing support with thumbs up!
Hi, Working on backend infrastructure upgrade, which may cause connection issues. Appreciate your patience and will have everything back to normal as soon as possible. Thanks for your understanding. Dev
Hi,
Working on backend infrastructure upgrade, which may cause connection issues. Appreciate your patience and will have everything back to normal as soon as possible.
Hi, As part of the character skill system extension development, the identity of in-game assets will be upgraded. This will require a rework of the personal storage backend. (all data may be wiped in the process.) Thank you for your understanding. Best regards,
Hi,
As part of the character skill system extension development, the identity of in-game assets will be upgraded. This will require a rework of the personal storage backend.
Hi, This is an urgent work-in-progress patch , primarily motivated by the required Unity security update. More details on the identified Unity vulnerability can be found here: This patch has been built on a patched version of Unity to address the security issue. Additionally, it
Hi,
This is an urgent work-in-progress patch, primarily motivated by the required Unity security update. More details on the identified Unity vulnerability can be found here: https://unity.com/security/sept-2025-01
This patch has been built on a patched version of Unity to address the security issue.
Additionally, it includes several fixes and improvements that will be fully announced alongside the complete patch.
Hello everyone! It’s been a while since the last update, and there are a few reasons for that. First of all, part of August was spent preparing for participation at Gamescom 2025 . In short, it was an amazing trip. I had the chance to meet many interesting people, attend a lot of
Hello everyone!
It’s been a while since the last update, and there are a few reasons for that. First of all, part of August was spent preparing for participation at Gamescom 2025.
In short, it was an amazing trip. I had the chance to meet many interesting people, attend a lot of events, learn new things, and just have a great time away from development. After the trip, it took me about a week and a half to get back into the workflow, so it took some time before I could dive into development again.
The important part:
There are 3 major reasons why the next patch took longer to release. All of them were planned and are essential components of the project. Here’s why:
1. Runtime Performance Optimization
This was a massive task that required a lot of time and effort. Many of you already know how important optimization is for me. One of my main goals is to ensure that the game is accessible and runs well on a wide range of hardware.
Since the project isn’t finished yet, I always try to leave a performance margin for future content as there will be plenty of that. For years I’ve wanted to build a toolset for automatic optimization, so that any new content (official or modded) won’t have a severe impact on performance.
2. Procedural Dismemberment
Long-time followers know the game has had dismemberment for a while. But the old implementation was clunky and required manual character preparation before it could work.
Now, unlike before, the new system is fully procedural. It no longer requires special rules or effort when creating clothing or other equipment. This makes adding new outfits and gear much easier.
3. New Inventory System + Extended Character Customization
Another huge task that took a lot of rework.
The new system massively expands customization possibilities. Characters now support over 25 customization slots, including different armor types.
Along with the new system, the number of available items grew from 45 to 250 (just clothing items alone!).
Why all this matters?
In the long term, this opens the door for UGC (user-generated content). Players will be able to create their own outfits, gear, weapons, and more. Thanks to these technical improvements, integrating new content, both official and community-made, will require far less manual work.
Fixes
GAMEPLAY
Fixed incorrect sounds on boats.
Fixed weapon attachment synchronization bug.
Fixed doors not opening correctly.
Fixed ambient sounds during day/night transitions.
Outland mode time now syncs with server time.
Fixed several visual bugs.
Fixed melee combat animations.
Fixed incorrect footstep sound positioning.
Fixed grenade throwing inconsistencies.
Fixed gear display on dead characters.
Many other small fixes and improvements.
Improvements
OPTIMIZATION
Significant performance improvements across all systems.
Reduced load on both CPU and RAM.
AI / BOTS
Bot accuracy tweaked for more realism.
Bots now react to gunfire and experience suppression from return fire.
Fixed cases where bots spawned on rooftops.
OTHER
Improved melee system.
Brought back the quick kick (middle mouse button), which can also break doors.
Increased clothing/equipment items from 45 to 250.
Outland Mode
Recently I made a short video explaining the Outland mode. This is one of the core gameplay loops, where players need to capture territories to accumulate resources and complete contracts to earn money.
The project is still in open alpha, essentially a technical demo for now, but steadily moving towards beta. The beta version will feature the complete set of core systems and finished gameplay loops.
A huge thank you to everyone who continues to support the project, your support means a lot.
Hello everyone! After a short vacation, work on the project has resumed with renewed energy. The current demo still has many rough edges, but stability is constantly improving. NEW: Added a new cargo vehicle (pickup). Added the ability to raid other camps. Added new built-in loca
Hello everyone!
After a short vacation, work on the project has resumed with renewed energy. The current demo still has many rough edges, but stability is constantly improving.
NEW:
Added a new cargo vehicle (pickup).
Added the ability to raid other camps.
Added new built-in locations (Airfield, Settlement).
Footstep sounds now always match the terrain.
Added a new section in the options: you can now enable or disable built-in and third-party modifications at will.
BOTS:
Improved bot behavior.
Slightly reduced accuracy for all bot ranks.
Bots now use weapon attachments and flashlights at night.
Credits are now awarded for each mercenary killed.
Wounded bots now receive a speed penalty.
Bot control commands have been restored:
C + LMB (Check area)
C + RMB (Take position)
C + MMB (Follow me)
TASKS:
Tasks (contracts) are now automatically assigned if the player has no current task.
The "Bounty Hunter" contract is prioritized for real players, then for bots.
The list of current tasks is now available in the main player interface.
FIXES:
Fixed an issue where the character did not experience effects during bleeding.
Fixed crosshair centering after weapon collision with obstacles.
Fixed a bug allowing players to jump over any wall if standing with their back to it.
Fixed errors when using vehicle weapons (shooting/reloading).
Fixed an issue that made it impossible to build or place mines on roads.
Fixed some errors in the location editor.
Fixed a bug where terrain would ignore the current biome settings, resulting in incorrect terrain generation.
Fixed incorrect armband color depending on the team.
Placement of mines is now visually clearer.
Captured enemies no longer participate in capturing locations.
Injury debuff effects have been adjusted.
Improved map and location generation algorithms, and fixed some bugs.
Improved optimization.
Huge thanks to everyone who continues to support the project, your help is greatly appreciated!
Hi fellows, Along with the latest patch notes, I have a couple of important updates to share with you. Project Milestone Now that most of the technical issues have been resolved and key milestones reached, the project is ready for its next major iteration, the one that will bring
Hi fellows,
Along with the latest patch notes, I have a couple of important updates to share with you.
Project Milestone
Now that most of the technical issues have been resolved and key milestones reached, the project is ready for its next major iteration, the one that will bring the intended and refined gameplay experience to life.
The project is making a significant step toward its main target concept. I’m fully committed to delivering the complete core game experience.
In other words, the project is transitioning from Alpha to Beta, and is steadily heading toward the Early Access stage.
Starting today, the login procedure may occasionally fail due to intensive work on expanding the backend.
Impact on the Current Game
DEMO Access
Unfortunately, access to the demo for new users is now restricted. This is an intentional and planned step.
During the summer, I’ll be heavily focused on finalizing the main game loop and overall project concept, which involves deep integration and major updates on the backend. Since I’m currently working with a single master server, I’ve had to temporarily disable demo access for new users due to the instability caused by continuous backend development.
Existing demo users will not lose access.
If you already have the demo installed, you’ll continue to receive new patches and can participate in internal testing. However, please note that the game may be unstable at times, and connectivity issues are to be expected while development is ongoing.
Latest Patch Notes
EDITOR
- Simplified the process of saving locations in the editor.
- Fixed issues with certain assets not being removable or replaceable in the location editor.
- Resolved multiple assets issues.
OPTIONS
- Added Anisotropic Textures toggle to reduce visual artifacts, such as gray or blurry zones near the camera.
GENERAL FIXES & IMPROVEMENTS
- Improved road types and road-building procedures.
- Fixed incorrect passenger seat positions in MH6 helicopters.
- Improved bot behavior and resolved several related issues.
- Addressed multiple backend issues.
- Fixed incorrect player count display in the server list.
- Fixed incorrect vehicle spawns in Outland mode camps.
CAMP MANAGEMENT
- Improved camp management system.
- You can now invite friends to your camp or join other camps to help defend them.
OTHER CHANGES
- Improved drone flight controller.
- Killing bots now grants credits based on their rank.
What's Next
The next patches will continue to be distributed primarily to the Demo game branch as usual. If you notice frequent updates, they’re most likely related to backend upgrade procedures.
Internal tests typically involve a small group of 2-4 players, which is usually sufficient for validating key systems and mechanics.
I do have plans for a broader playtest involving all available players. When that event is on the schedule, I’ll make sure to announce it in advance so you won’t miss the opportunity to join in.
The next public patch notes are planned for release at the end of this month.
Thanks to everyone who continues to support the project, I truly appreciate that!
Hi, Working on backend infrastructure upgrade, which may cause connection issues. Appreciate your patience and will have everything back to normal as soon as possible. Thanks for your understanding. Dev
Hi,
Working on backend infrastructure upgrade, which may cause connection issues. Appreciate your patience and will have everything back to normal as soon as possible.
Hi everyone, IMPORTANT: Playable locations are now UGC! Over the past two weeks, I’ve been working hard on implementing Workshop support and integrating UGC (User-Generated Content) into the game. It’s been a tough challenge, but the feature is now complete and you can finally ex
Hi everyone,
IMPORTANT: Playable locations are now UGC!
Over the past two weeks, I’ve been working hard on implementing Workshop support and integrating UGC (User-Generated Content) into the game. It’s been a tough challenge, but the feature is now complete and you can finally extend your game experience with custom-built locations!
There are plans to expand modding capabilities further, that's why this marks an important first step in that direction.
Fixes
Fixed an issue where player session statistics didn’t sync properly.
Fixed the spawn position of boats/watercraft now spawn slightly farther from the harbor.
Fixed a rare bug where leaving a game session could prevent you from connecting to another session.
Fixed incorrect surface based sound effects while driving vehicles.
Fixed a bug where the generated map was smaller than expected.
Corrected incorrect rotation of main camps when map size was too small.
Fixed an issue where road generation could corrupt map buffer data, resulting in sync errors during destruction events.
Resolved Z-fighting issues at road intersections.
Improved road rendering quality.
Contracts
Fixed missing penalty fee when failing a task.
Fixed an issue where the intel case didn’t spawn at the crashed helicopter after restarting the map.
Mechanics
FPV drone now has improved flight controls.
The helicopter HUD is back.
Helicopter flight dynamics were adjusted slightly.
Fixed an issue with actor shock effects.
And more minor fixes under the hood...
Workshop
The map system now loads custom made locations instead of prebuilt ones.
Fixed an issue with rotation angles leading to incorrect placement.
Fixed overlapping builder UI when switching between Sandbox and Soldier modes.
Editor tools have been improved.
Locations created in the Workshop Editor are now fully functional and can be shared through the Steam Workshop. Create your location using workshop editor, save it somewhere inside the CAMPS_Mods folder, and run the Outland server and your custom location will be added to the pool! You can load and modify existing locations from the CAMPS_Mods/Locations/ folder.
Added the ability to build roads inside locations.(Hold Left Alt to activate road-building mode.)
Connection types: "Main" and "Side" roads try to connect to the main traffic network and are prioritized accordingly.
Exit types: - "Internal" roads are used only inside locations. - "External" roads act as connection points to the rest of the map.
Workshop Access Clarification
🛑Demo version users cannot upload or subscribe to Workshop items. This is a Steam imposed limitation.
However: ✅ If you're using the Demo version and join a server that uses custom content it will still synchronize to your client. So you can still play on Workshop-based content.
If you'd like full access to Workshop tools and want to support development, consider becoming a Patron on Patreon. Every patron receives a Steam key that currently grants Workshop support.
Known Issue
I'm aware of the incorrect weight calculations when the player swaps weapons in the inventory. This issue is already being tracked and will be addressed in an upcoming patch.
Thank you all for your continued support see you in the next patch. (It’s going to be another big one.)
Greetings, It’s been a rough few weeks of coding and fixing all known issues. Most of the changes are not just about bug fixing, but also about architectural polishing and design. That means the project is becoming more scalable and getting more ready for rapid growth. I'm happy
Greetings,
It’s been a rough few weeks of coding and fixing all known issues. Most of the changes are not just about bug fixing, but also about architectural polishing and design. That means the project is becoming more scalable and getting more ready for rapid growth.
I'm happy to announce that most of the critical issues have been fixed in this patch.
Core
Fixed a bug where some textures were weirdly stretched over the whole screen.
Fixed a bug where the map was incorrectly generated for some players who joined later.
Outland
Added two new mercenary contracts: Secure the Perimeter and Search the Crash Site.
Camp Builder
Added a “Camp Mode” toggle to rotate and move the entire camp.
Added the ability to move and rotate already built structures.
Fixed misleading colors and visual glitches during build mode.
Other
Fixed a bug where tools and ammo were not being used when building inside locations or ordering a vehicle from the factory.
Fixed an issue with delivering the intel case in the Find Intel contract.
Fixed aiming issues on stationary weapons.
Polished tools in Sandbox mode.
Fixed issues with incorrect ragdolls.
Fixed a bug where falling from a boat would prevent a soldier from standing up while it was sinking.
Fixed a bug where attempting to reload a stationary weapon would invoke the function multiple times.
Fixed incorrect placement of cargo inside transports for players who joined later.
The deployment type of weapons is now accessible again and can be purchased from the camp laptop. (The animation isn't ready yet, but logically it's fully functional.)
Fixed a bug where the Territory Control task was completed upon location neutralization, rather than full capture.
Fixed an issue where taking a Bounty Hunter contract would count as successful even if the target was eliminated by others. Now the contract is simply canceled without a penalty fee.
I’m slowly but surely working on a new biome. It’s not there yet, but it’s on the deck and step by step getting ready.
As always, your feedback and reports are very welcome, join the Discord channel, bug reports can be submitted there as well.
Hi, Working on backend infrastructure upgrade, which may cause connection issues. Appreciate your patience and will have everything back to normal as soon as possible. Thanks for your understanding. Dev
Hi,
Working on backend infrastructure upgrade, which may cause connection issues. Appreciate your patience and will have everything back to normal as soon as possible.
Greetings, Before we get to the patch notes, I’d like to explain why multiple patches have been uploaded recently without any accompanying notes or explanations. The reason is simple: during development, it's not uncommon for systems to be reordered or for major backend or fronte
Greetings,
Before we get to the patch notes, I’d like to explain why multiple patches have been uploaded recently without any accompanying notes or explanations.
The reason is simple: during development, it's not uncommon for systems to be reordered or for major backend or frontend changes to occur. Many of these changes make the Steam version incompatible with the current framework version. That’s why hotfixes are often uploaded right away to keep the Steam version functional and running.
As I’m working solo, there’s little spare time to document every step or hotfix, especially while development is moving rapidly. However, as always, I prepare detailed patch notes at the end of each iteration so you won’t miss a thing.
Thank you for your understanding 😊
Fixes:
Credit transactions from users to camps are now secure.
Fixed transport and weapon purchases from camp tents.
Adjusted helicopter flight controls.
Adjusted tank driving controls.
Fixed incorrect aiming position when using scopes.
Fixed a configuration file compatibility issue that caused old users to fail to load any game mode.
Fixed an issue preventing cargo from being stored in vehicles unless they were perfectly upright.
Fixed an issue where soldiers stopped syncing after falling out of a vehicle.
Fixed map generation desync for players who joined a game in progress.
Fixed an issue in Outland mode where purchases didn’t actually consume credits.
What's new
- The CAMP build ability. You can now start building and upgrading your personal camp. To begin, use your resources harvested in Outland to place and expand your base.
Economy
- Cargo can now be deposited into your camp. Ammo and cargo crates can be delivered and stored. Simply bring them to the main camp in Outland mode to deposit.
Mechanics
- Vehicle Crew System: Each crew member now has a specific role within the vehicle.
Other
- Music references have been updated.
- The main menu map is now deprecated. In the future, all game scenes will be trimmed from the base project and loaded via embedded or external files, reducing disk space usage.
- The Map Editor is temporarily disabled while editor tools are polished and prepared for Steam Workshop integration.
Thanks for being interested in the project. You can always support the development by subscribing to the project's Patreon.
Please don’t hesitate to report any bugs you encounter.
Greetings! Fixes Meta > The ability to create a camp is now available to everyone by default and no longer requires a purchase. However, full construction functionality will be available in the next version. > Financial data and transactions are now secured. (Purchases, bal
Greetings!
Fixes
Meta
> The ability to create a camp is now available to everyone by default and no longer requires a purchase. However, full construction functionality will be available in the next version.
> Financial data and transactions are now secured. (Purchases, balance top-ups, transfers)
Other
> Fixed GPS and minimap bug.
> Fixed a bug where entering the "Camps" section made it impossible to connect to a server. (The game simply wouldn’t load)
> Fixed an issue with random loot spawning.
> Improved map generation system.
> Fixed bugs and improved the algorithm for generating minimaps.
> Completely reworked the lighting system.
What’s New
Animations
> Completely reworked animation controller and improved animation quality. This took nearly two and a half months of continuous work. At first, it seemed like a one-week task, but its complexity exceeded all expectations and estimates. The prolonged release of this patch is due to the unexpectedly complex process of developing the new animation controller.
> Improved shooting system and weapon handling. This also took significant time as a scalable animation system had to be built from scratch. Currently, only 4 basic weapon types are implemented, but more will be added in future patches along with the expanding arsenal. All necessary models are already prepared.
> Added diagonal sprinting.
> Improved base character stats.
> Aiming systems were completely reworked to enhance realism. (There aren’t many yet, but they’re now better.)
> Improved visual rendering quality.
> Improved bot behavior.
> Slightly improved melee animations and controls, making them more dynamic and responsive.
> Basic animations have reached a decent state, so expect continual improvements in future patches.
Dynamic Day/Night Cycle
> The project no longer relies on preset day/night states like before. Now the day/night cycle is controlled by in-game time, which the server admin can adjust through the console: The command time 0-24 sets the current time. Example: time 11 sets the time to 11:00 AM.
Optimization
> Major optimizations were made to characters, weapons, and vehicles. Compared to the previous game version, performance has significantly increased, allowing more concurrent players in a session. While it's still limited to 20 players, performance impact is greatly reduced. As development continues, the plan is to gradually increase this limit.
> Game startup time is now much faster.
> Some processes are now multithreaded, positively impacting performance. More systems will be parallelized in future patches to provide the smoothest experience possible.
Patch Summary
This patch is intermediate and does not yet move the game to the next version, as it excludes nearly all current game content like weapons and vehicles.
This is because the new character and animation controller require reworking weapon handling and vehicle interaction. Future patches will reintroduce these systems in a more optimized and polished state.
The most difficult part building an advanced animation controller is now complete. Onward!
If you willing support the project, subscribe to Patreon!
Hi, Working on backend infrastructure upgrade, which may cause connection issues. Appreciate your patience and will have everything back to normal as soon as possible. Thanks for your understanding! Dev
Hi,
Working on backend infrastructure upgrade, which may cause connection issues. Appreciate your patience and will have everything back to normal as soon as possible.
Salute, This is a news post to keep you updated on the current stage of development and what to expect in the upcoming patch, which I’ve been working tirelessly on. As I mentioned earlier, a lot of time is being dedicated to reworking the character animation controller. The previ
Salute,
This is a news post to keep you updated on the current stage of development and what to expect in the upcoming patch, which I’ve been working tirelessly on.
As I mentioned earlier, a lot of time is being dedicated to reworking the character animation controller. The previous one was just a placeholder, and now it’s time to replace and refine it.
Just a very brief overview of what's coming in the new patch...
Fully reworked player character. Characters can now be stripped down to nothing, making looting even more meaningful. Weapon handling, shooting, and many other control mechanics have been improved, adding realistic behavior and new possibilities. This was a massive task, but it was planned from the start and primarily enhances the gunplay experience.
Optimization. Due to extensive optimization work, the number of simultaneous players per match has been increased to 40 (without performance loss). This opens up new possibilities for game modes and will definitely be considered during the core game loop integration.
The game will also feature meta-progression and the main game loop. More details on this will be shared later.
This is just a brief list of what's coming in the next patch. I can't wait to finish at least an intermediate update.
If you'd like to support the project before release, you can do so on Patreon.
Should an intermediate patch be released when it's ready or push it to the end?
Hey everyone, I wanted to give you all a quick update on the next patch and why it's taking longer than expected. The main reason for the delay is the massive overhaul of the animation controller. Working hard to improve the system, but as with any complex feature, there have bee
Hey everyone,
I wanted to give you all a quick update on the next patch and why it's taking longer than expected. The main reason for the delay is the massive overhaul of the animation controller. Working hard to improve the system, but as with any complex feature, there have been multiple failed attempts along the way.
That said, development is still moving forward, refining the framework to ensure everything works smoothly, and aiming to show results as soon as possible. Your patience and support mean a lot, can't wait to share the improvements with you.
Hello, This is an intermediate patch aimed at ensuring the game works seamlessly with the updated server. New: The server-side has been significantly improved. This will enable the integration of all planned social tools for communication between players, camps, and event organiz
Hello,
This is an intermediate patch aimed at ensuring the game works seamlessly with the updated server.
New:
The server-side has been significantly improved. This will enable the integration of all planned social tools for communication between players, camps, and event organization.
Fixes:
Fixed a bug where dropping a weapon from the backpack also caused the weapon in hand to be dropped.
Fixed a bug where dropped weapons were invisible, although still visible through the inventory.
Fixed some nuances in bot behavior.
Other minor fixes.
As significant effort was put into revamping the server-side, there was less time for the main game. I am now returning to the development of planned improvements and necessary meta elements of the game.
Hello Everyone, Please be advised that this week, due to ongoing work on a new patch, there may be occasional connection and loading issues caused by backend upgrades and maintenance. Your understanding and patience during this time are greatly appreciated. See you soon!
Hello Everyone,
Please be advised that this week, due to ongoing work on a new patch, there may be occasional connection and loading issues caused by backend upgrades and maintenance. Your understanding and patience during this time are greatly appreciated.