Gameplay Changes & Added Features:
- Compass / Scan system has changed (Community request)While you can see your objective locations with yellow POI icons, now also you can see the objectives behind the walls, etc. without using scanning (without scanning can be changed). Environmental anomalies are still can be seen if the scan used, but can't be seen behind the walls.
- For the Safe Hold mission we added a countdown timer on top of the screen (Later, we will relocate this timer to the datapad). (Community request) This made it easy to track when the Cube would complete and the mission failed.
- Self revive. (Community request)
- Solo Play without Creating a Lobby. (Community request)
- Mission Difficulty options. (Community request)
- Color coding for anomalies as white for containable and red for aggressive enemies.
- We made NVG as default equipment. (Community request)
- We have added at least one reflex sight for every rifle and SMG as default. (Community request)
- Weapon inspect default key binding is moved to "I" instead of "G" and Frag Grenade throw default key binding is "G" (Community request)
- Mouse sensitivity and inverted mouse option added.
- Toggle options for aiming and leans have been added.
- The opening cinematic was removed from the start. (it's on our youtube channel) (Community request)
- Some of the environmental VFXs are removed (Community request).
- Mission map layouts have changed, with the revamp to our current mission-level layouts now you may choose more ways to go. And sync/split executions/approaches with your teammates.
AI
- Anomaly Soldier doesn't have snap headshot aims anymore.
- Anomaly Soldier won't try to start shooting from behind the walls.
- Anomaly Soldier reaction time is slightly decreased. (Depending on the difficulty)
- Anomaly Soldiers have different recoils (Depending on the difficulty)
- Anomaly Soldier sight and hearing ranges adjusted. (Depending on the difficulty)
- Anomaly Soldier's shooting through behind the bushes issue has been fixed.
- Anomaly Soldier Hit Points adjusted. (Depending on the difficulty)
- Increased the distance of AI's hearing to player sounds, and allowed them to react more accurately to player footsteps and gunshots. (Depending on the difficulty)
- Anomaly AI hitbox sizes have been slightly increased and Hit Points adjusted.
Fixes & other Features:
- Green Screen Glitch on AMD GPUs with DX12 fixed.
- Collision fixes on the maps.
- Motion Blur toggle added.
- FOV adjustment added.
- DLSS added.
- The key binding save issue has been solved and is more detailed now.
- The saving issue with the options is solved.
- The random full black atmosphere issue on the Too Late mission was fixed.
- Loading Screen issues fixed.
- Mag check icons visibility issue fixed.
- VSYNC has been improved.
- Graphic settings have been improved.
What's coming Next?
A Beta branch for those who want to test a patch or feature before it goes live! Firstly, our patches are getting bigger, and more complex. Also, as can be seen below content is already has started to change, and some gameplay mechanics are changing too as the community requests, so we will open a beta branch or a version of the game that can be downloaded separately for a patch to test before it goes live. So we can be sure it's working as intended, and as the community likes it or not. This one was another mistake that we made, perhaps launching with a playtest version first would have been better to align us with our community. And we don't want to continue making this mistake, so here we are. Whoever owns the game can just try with a click, no fishy catch. We will announce it when it's ready.What we are cooking right now and a rough list of what you get with the next upcoming patches?
- VOIP
- Matchmaking
- The end game screen has changed. Removed unnecessary information until their respective mechanics were added.
- In The Base of Operations we added another Gunsmith interaction zone (a table) for gun customizations in the Locker Room. (We have seen many players missing the Big Gunsmith next to the mission select computer, and they go firing range to make changes on their guns *sob*)
- Made some changes to AI behaviors. For example, when a player is in a bush Soldiers won't see them, and if not close enough to a player they can pass and go without a notice. (Not every single bush of course and not final, we will continue to work on this to make it more variable.)
- We started on rework for the Audio and made changes for better attenuations and occlusions. (Again, not final, we will continue to work on this to make it better)
- We made some collision changes to the environment models so bullets won't blocked right next to a wall or a model. (Still can be here and there, please report)
- We made VFX changes on the grenade, the explosion looks cooler.
- Anomaly enemy VFXs are reworked too. Removed the glitch effect on the Distrupter enemy.
- Increased Distrupter's core size for easy to shoot, and also changed its color from White to Red. (Generally, if some red things are coming to you, kill'em all! :) )
- New environment and enemy sounds have been added. And some changed.
- Door Mechanics. (Peeking, unlocking, or breaching with a Kick/C2/Crowbar/Battering Ram)
- Ballistic Shields (Yep, it's already on the wall of Gunsmith)
- FSR.
- New behavior for soldiers. They can crouch while shooting. (not everytime and the position where they are)
New Enemies
(Images below are still on WIP, not final) The Husks. If they see or hear a player, they run and hit melee, easy to kill but disturbs and annoys the players.



New UI Design
(Images below are still on WIP, not final)

Most Asked, wanted, requested, you name it!
We also started to work on a specific change and new features for the game that we have to list separately, Those are heavily requested/talked about by the community. Yes, we have started working on them!- Total overhaul for the gunplay and character movements.
- Extraction-type missions.
- Progression System.
