The lobby is a room now
The menu scene used to ship with a camera, the interface, and nothing else, so every screen was drawn on a flat grey slab. There is a set behind the interface now: a floor with a pool of light where the operator stands, a backdrop far enough away that the frame ends in a surface, light shafts angled through the dark, and haze along the ground.
He is not a photograph either. He checks his weapon between screens, and the whole set drifts a couple of centimetres against the camera — so the crates in front of him travel further across the frame than he does.
Every screen, in one design
Home is a dashboard: your profile and loadout down one rail, the featured map and DEPLOY down the other, and the operator standing in the middle. The armory, the store, barracks, quests and settings were rebuilt to share the same type, the same spacing and the same colours. Buttons are cut at the corners instead of being rectangles with a one-pixel border, and the primary action carries chevrons.
The end of a match
It used to hand you two pieces of interface that had nothing to do with each other, or with the rest of the game. It is one card now — and the standings are on it, which they never were before: they only existed while you held Tab. Who finished where, with kills, deaths and score, and the score broken down into where it came from, so the total and the coins you earned are not numbers out of nowhere.
The armory tells the truth
The weapon pictures were square renders stretched across a frame three times their width, so every gun arrived soft, oversized and cropped — a pistol could show up as a grip and a trigger with the weapon itself out of shot. Every weapon is photographed at the shape it actually is now, and the whole thing is in frame.
That made something worse visible: the descriptions had been written from the weapon names, not the models.
- SCATTER was sold as a sawn-off shotgun while holding a six-shot grenade launcher
- PHANTOM and TOMMY had each other's weapons — one is a magnum revolver, the other a machine pistol
- BREAKER was called an assault rifle while being a pump shotgun, against its own gun type
- STRIKER was a "belt-fed support machinegun" and is a folding-stock 9mm SMG
- Every primary weapon claimed the same cartridge, including both shotguns and the launcher
Every description, class and calibre now matches the weapon in the picture, and the store and the loadout agree on what a weapon is. The magazine figure — one guess per category, telling both shotguns they held 30 rounds — is replaced by the real reload time.
And the small things you look at every session
- Daily missions on Home and the career figures in Barracks had their two lines a pixel apart, so each read as one smudged block
- The microphone setting ran its device name straight out of the control on Windows
- Dark weapons in the store had no silhouette against the case behind them
- The Audio and Controls tabs left a third of the panel as bare backdrop
Where this came from
Parts of this arrived across the last few updates and parts of it land here; 3.0 is the point where the whole front end is finished. Presentation only — nothing about gameplay, matchmaking or progression changed.
