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MicroProse Partnership & Firing Range Tech Demo Out Now!

[h2]As is customary at this point:[/h2]
Kept you waiting, huh?


Yes, it's finally here, the demo you've all been waiting for is now available for you to download, along with it the announcement of our partnership with MicroProse!



Those who are fans of our game no doubt know them well; our partnership with MicroProse has been instrumental in getting this demo out to you, and they're giving us their full support in helping us realise our vision and making Afterconflict the best game that it can possibly be!

The initial tech demo release covers a basic firing range somewhere in the Eastern Bloc with the ability to play one of two factions (USSR & DDR) and try out various weapons, vehicles, and pieces of equipment to enjoy and give your feedback on, along with a couple of basic tutorials to help you get your bearings as you step into the world of Afterconflict for the first time.

Especially as Afterconflict uses a custom engine, please stay extra mindful of the fact that this demo is a Work In Progress; as your feedback rolls in we'll be processing it and releasing various updates both big and small, this will come in the form of new content, fixes, optimisations, and really whatever else we can do to make your experience with our demo as enjoyable as possible!

[h3]Now, we won't keep you, it's been a long time coming: go and download the demo, we hope you like it![/h3]

https://store.steampowered.com/app/1030780/Afterconflict/



On our Discord server we discuss everything from the game and Cold War history to posting photos of hedgehogs!

In addition to our own server, MicroProse also have their own Discord community, so be sure to check it out!

We hope you enjoyed reading this special announcement, if you wish to keep up to date with all Afterconflict updates, be sure to follow our X/Twitter feed too.

[h2]As Ever:[/h2]
Stay Tuned!

Development Update 20

With 2025 now being fully underway: As we haven't done one in a while, we figured we'd give you a summary of all of the stuff we were up to in 2024, from general engine improvements to a variety of different things that go boom.

[h3]So, let us not dilly-dally and instead get straight into it![/h3]

Starting out we have some of our more serene additions, namely in improved reflections (as seen below) and a fully-featured night sky!


Now featuring over 5000 different individual stars, the Moon's phases, and the faint Milky Way, Afterconflict's night sky now looks a lot more beautiful, especially to the keen astronomers among you all!


But similarly in the day, we also have our first iteration of rain to Afterconflict; while perhaps duller than a clear, vibrant night's sky, a simple rainy day can be beautiful in its own right.

[previewyoutube][/previewyoutube]
To complement all of the above, we've introduced functionality into our editor to allow you to edit the weather parameters on your map, including the clouds, the wind, fog, and even the location of your map to have the position of the Moon and its phases properly reflected!


To cover off our recent editor improvements, we've also been working on the ability to edit VFX in-game, which has has generally helped to sped up development of said visual effects!



We know that our vehicle previews have been particularly popular when we release them; so, in the words of a legendary waterproof adhesive salesman: "How 'bout a little more?"

We previously showed off a high-poly preview of the ZIL-131 in a prior development update, but now here's some proper screenshots of it in-game!


One inclusion we've been frequently asked about is one of the most common fixtures of any abandoned Soviet facility: individual first aid kits.

But fret not, Afterconflict will indeed include the accursed "cheese" kits (probably nicknamed that due to their resemblance to either an American Single or Сырок Дружба, depending on one's origins).

The AI-1 and AI-2 kits were produced en-masse in the USSR for wartime scenarios, filled with both fairly benign and worryingly potent "treatments" designed to (theoretically) allow the Soviet population to survive if NBC warfare came into play.

Most infamous is the civilian AI-2 kit's inclusion of "Taren", which ended up causing more issues than would probably have been fixed in an actual war.


Fortunately, the military AI-1 kit swapped out the AI-2's notorious Taren for 2 syrettes of Afin, an organophosphate poisoning remedy which was intended to keep soldiers in the fight during chemical warfare long enough to get proper medical attention (in theory anyway).

A later development on the AI-1 resulted in the AI-1M kit, which made minor improvements such as replacing the 2 bottles of 5 antibacterial Tetracycline tablets with 2 bottles containing a single Doxycycline capsule, and is what you see in the preview below.


In regards to other (far more vaguely) pill-shaped Soviet developments of the 1980s, we also have our new models of the RGO and RGN impact grenades; their infamousness comes from their fuse, the UDZ, which notoriously suffers from reliability issues, especially when compared to the relatively foolproof UZRGM.


But thus far this update's been pretty centric on Eastern equipment, so before we continue previewing different bits of weaponry, how about we look at some NATO firearm food, namely the 7.62 DM41 Weichkern (Ball) and orange-tracing DM21A1 Leuchtspur (Tracer) rounds typically fired out of West German G3 rifles?


Continuing on, we've got a good a good few new updated models to show off, so rather than dawdling, we'll just show them to you!

Namely:

The ever-functional Makarov Pistol (PM).


The compact AKS74.


The even-more-compact AKS74U.


And the evidently-not-compact-at-all (even without the PSO-1) Dragunov Sniper Rifle (SVD).


We also have something new; calling back to the intro, while the UDZ fuse makes the RGO and RGN's capacity to go boom a bit suspect, what our new RPG-7V fires DEFINITELY goes boom!
(...unless whatever's being hit happens to have both a load of wire fencing tied/taped/nailed/otherwise affixed to it and a reasonable amount of luck.)


While some of the more esoteric rounds such as the OG-7V weren't around at the time Afterconflict takes place, we will still have a variety of different rounds to be used, starting with the humble PG-7V as seen below.


But dumb-fire rockets can typically only get you so far, and when you're in need of a fast aircraft deleted out of the sky from several miles away, systems like the 9K31 (Strela-1) can do just that.

Just be sure the skies are fairly clear, otherwise the 9M31 missile might get other ideas and try to thoroughly and brutally dispatch an errant cloud instead of the enemy attack aircraft fully loaded with ordnance rapidly approaching your position.

[previewyoutube][/previewyoutube]
As an intermediate option, there is the option of more modern SPAAG systems such as the Flugabwehrkanonenpanzer (or just FlakPz) Gepard, which has the capacity to accurately shred aircraft at an alarming rate.

[previewyoutube][/previewyoutube]
And if all else fails, one can certainly try to offset a single dumb-fire rocket's lack of precision by simply flinging more of them at a target in a salvo, like this demonstration of S-5s being fired from an Mi-24P.

[previewyoutube][/previewyoutube]
(Note: The usage of such a concept in a surface-to-air capacity was effectively last tried in earnest by the Germans in 1945 with the Fliegerfaust, results were sub-optimal to say the least.)

But worry not, the 7.62 round preview wasn't the only NATO content we have in this update, because here's a preview of one of NATO's most iconic weapons, a hydraulically driven, seven-barrel autocannon firing 30mm AP and HEI rounds at around 3900rpm, the GAU-8, exactly the sort of thing all of the above are designed to avoid ever having to feel the effects of.

[previewyoutube][/previewyoutube]
But all this talk of what's going on the air reminds me that we've got plenty of ground ordnance to show off too!

First off, we have the 9K111 (Fagot) ATGM; called the "AT-4 Spigot" by NATO forces, the Fagot served well as the workhorse ATGM for a variety of Eastern Bloc forces during the Cold War.

[previewyoutube][/previewyoutube]
Said ATGM was often also used on a variety of IFVs, such as the BMP-1P and BMP-2, the latter of which we also have a preview of, namely of firing its main 30mm 2A42 autocannon at night, both under passive and active night vision modes with the assistance of an infrared spotlight.

[previewyoutube][/previewyoutube]
But leaving the big boys for last, we have the T-72B and our first previews of it firing!

[previewyoutube][/previewyoutube]
Most obviously is the main gun, which with the T-72B's 1A40-1 Fire Control System allows it to accurately hit moving targets at ranges out to 4000m (5000m for HE ammo), so expect to see more of that sort of thing in future.

A more understated aspect of the T-72B and its 1A40-1 FCS however is its ability to fire Gun Launched ATGMs (GLATGMs), namely the 9K120 "Svir" missile system firing the 9M119 missile, using the 1K13-49 sight's daylight channel, which we've recreated below!

[previewyoutube][/previewyoutube]
As ever with how things have been over the past few years, nothing has been especially easy, but still we persevere and hope to make Afterconflict the best game it can be!

If you have any particular ideas or suggestions regarding anything you've seen in this development update, do be sure to tell us your thoughts!

And last, but not least:
We Hope You All Had a Very Merry Christmas and a Happy New Year!





On our Discord server we discuss everything from the game and Cold War history to posting photos of hedgehogs!

We hope you enjoyed reading this development update, if you wish to keep up to date with all Afterconflict updates, be sure to follow our X/Twitter feed too.

[h2]As Ever:[/h2]
Stay Tuned!

Development Update 19

2023 is coming to a close and we figured we'd give you an end-of-year summary of what we've been doing for the last 3-or-so months since our last development update, from various different overhauls to the addition of a few new weather systems!

[h3]So, let us not delay and get right into it![/h3]

Starting hot off the heels of our previous dev update, some of you requested to see our UAZ-469 with its canvas top cover down, and we have exactly that (in a couple of different configurations) as a preview of the sorts of vehicle customisation you can expect to see in Afterconflict!


Personally I prefer the sanctity of a structure that prevents both the driver and passengers from being smushed/dismembered/both by what is effectively a very large metal brick if said metal brick inexplicably rolls over after hitting a particularly nasty pothole and careening into a ditch, but a stern commitment to looking and staying cool is still amicable.


But pivoting to rugged Soviet gear that doesn't carry with it a severe chance of death if used improperly (unless one is particularly determined), we also have a high-poly preview of our overhauled Obr. 1988 "Afghanka" uniform and SSh-68 helmet!


Only standardised as a replacement for the Obr. 1969 uniform in 1988, the Afghanka uniform was gradually rolled out during the course of the Soviet-Afghan War (hence the nickname) as a more distinctly modern upgrade to its more "traditional" predecessor, and would in short order inspire the production of the UTV cut of the East German field uniform, among other experiments in fellow Soviet satellite states.

While the Afghanka uniform was a fairly brazen interpretation of the US's Battle Dress Uniform, Soviet helmet design never went through the aramid armour renaissance as with the US PASGT system and similar among other NATO nations, so the SSh-68 remained the USSR's go-to combat helmet (along with the millions of SSh-40s and SSh-60s both in circulation and sat in storage), but despite the fact that it came about far earlier than the Afghanka uniform, our rendition of the conical helmet is of the later model, sporting an improved chinstrap.


But while grunt gear is always fun to look at, sometimes you just want to look at some more specialised equipment where the serial numbers cap out in the thousands instead of the millions, so let's jump over the Iron Curtain and look at something a bit more high-tech, shall we?

First developed in 1987, the 3rd Model M4 Muzzle Brake Suppressor (3rd Model M4 MBS) quickly became a staple among USSOCOM units (itself a newly formed command at the time) looking for what was at the time the best of the best in suppressor technology for their numerous 5.56 carbines; it was first seen by the general public when photographed on the carbines of Delta Force operators during Operation Acid Gambit in 1989, the opening act of Operation Just Cause.


The 3rd Model suppressor's finest hour would be in 1993 during Operation Gothic Serpent where one was fitted to the Model 723 M16A2 Carbine of Delta Force's Master Sergeant Gary Gordon who, alongside Sergeant First Class Randy Shughart, would famously defend the crash site of Super Six-Four against insurmountable odds in what would prove to be a last stand, a feat that would posthumously earn them both the Medal of Honor.

During the engagement, Gordon's carbine was passed to Chief Warrant Officer Mike Durant, the pilot of Super Six-Four and sole American survivor of the incident, before their position was overrun and he was captured by Somali forces.


Our rendition of it as seen here is mounted on an M16A1 Carbine (Model 653), which is sure to provide those playing as US special operations forces a certain level of discretion while picking off targets.


But for those of you that who wish to stay out of day-time raids in the 100+°F afternoon Mogadishu heat, a more subtle option is to operate at night, and a prime option for US troops doing so to get an edge over the opposition is the AN/PVS-4 Night Vision Sight, the US military's go-to small arms night vision scope since the late 70s.


Though it's obviously built for the night, in a pinch it can be used during the daytime with the addition of its daylight cover, which we have a demonstration of here, though it does come at the disadvantage of having a reduced, triangular field of view.

[previewyoutube][/previewyoutube]
Ironically, due to their design the Soviet NSPU (1PN34) and its successors do not have the same FOV restriction as the PVS-4, though do suffer from a chronic fisheye effect.

On the topic of the NSPU however, the NSPU's adjustment dials are now animated!

[previewyoutube][/previewyoutube]
In general, we do not intend on understating the gulf between NATO and Warsaw Pact night vision technology in Afterconflict, as in reality it will simply be another element of the battlefield to strategise around while chasing victory, so as a point of reference, here is our comparison between the Soviet PNV-57E and newly added American AN/PVS-5B Night Vision Goggles, each with their own various quirks.

[previewyoutube][/previewyoutube]
And finishing off today's coverage of Soviet gear we'll be using one of the USSR's more underwhelming military creations, the RGD-5 grenade, to demonstrate our new addition of explosive shockwaves affecting vegetation that they come into contact with!

[previewyoutube][/previewyoutube]
Relating to making our environments more lively, we've been overhauling our Village map in various different ways, from adding detail to the primary village itself, to expanding it outwards and adding surrounding settlements to bring it closer to the sort of scale you can expect to see in Afterconflict as a whole!


All of these adjustments along with the map itself have been created using our ever-evolving in-game map editor, meaning that without the installation of any external SDKs you'll be able to make maps and mods for Afterconflict with the same tools that we do!


To frame all of our various locales, we've also been implementing various overhauls to our weather systems, primarily relating to clouds.


A change that's now virtually constantly present is cloud shadows, from the occasional dimming of the ground due to a singular, whimsical cloud obstructing the ground for a fleeting moment, to the inverse of a single pillar of light penetrating an otherwise drab, overcast day, they've added a lot of character to the in-game world!


Though people probably don't usually think much on these things (because they're normal), fog is effectively just clouds at a low altitude, and as a result of the work on further improving our clouds, we've also implemented raymarched volumetric fog, which, aside from simply looking pretty cool and foreboding, is sure to provide a lot of tactical opportunities to players that relish in close-range ambushes.


In addition, said clouds and fog also include Mie Scattering, which, in layman's terms, means clouds (including fog) now scatter light from the Sun as it passes through them, resulting in more tonality!


Over time we'll be further expanding on our weather systems to encompass various other weather conditions, so be ready for it when it arrives...



To finish things off, as the older ones were getting a bit long in the tooth with our more recent advancements we've updated our Store page screenshots that you can see below.


While things still haven't always easy-going this year, given the circumstances, we still have our dogged determination to make Afterconflict the best that it can be, and to keep up our momentum going into 2024!

To that end, we'll be focusing on even more overhauls to various aspects of Afterconflict that we hope will have even more sweeping improvements to the game as a whole, so keep an eye out for it and you'll likely see them very soon!

And, as ever:
We Hope You Had a Very Merry Christmas, and We Wish You a Happy New Year!




On our Discord server we discuss everything from the game and Cold War history to posting photos of hedgehogs!

We hope you enjoyed reading this development update, if you wish to keep up to date with all Afterconflict updates, be sure to follow our Twitter feed too.

[h2]As Ever:[/h2]
Stay Tuned!

Development Update 18

We're back with a new development update, we've been doing all sorts of stuff since our last development update from new content on both sides of the iron curtain to all sorts of engine improvements, so instead of just waffling on and giving a summary of it all:
[h3]How about we get right into it and show you?![/h3]

Starting off, we have the big one; the last time you saw us showcasing vehicles they were largely stationary, but no longer.
While still a work-in-progress like everything else, vehicles are now drivable in Afterconflict!



We're applying the same philosophy to our vehicles as we have to our infantry gameplay, namely in our absolute adherence to trying to simulate combat, in doing this we're making sure to take into account the simulation of various factors like vehicle suspensions, meaning trucks like this here M923 will feel suitably mobile over rough terrain!



On the matter of trucks we've got a few new eastern examples to show off to you, those being an in-game look at the exotic-looking Czech V3S and a high-poly render of the classic Soviet workhorse (and basis for the 9K55 Grad-1 as the 9P138), the ZIL-131!


Both of these trucks will no doubt be useful when ferrying Warsaw Pact forces and their supplies to the front lines!


But let's now hop back over to the west like a trip to West Berlin and focus on a modern American classic, the M1025 (based on the M998) while we showcase some more advanced vehicle functionality, mainly regarding lights.


But first, some jiggle physics.



[h3]Nice.[/h3]

Now, one of the primary advantages that US forces had over the forces of the Warsaw Pact and even many NATO countries during the Cold War was their night-fighting capabilities, which over time would prove a decisive factor in the US's ability to sustain a relentless 24/7 operational capability.


This was primarily as a result of the US's impressive wide-spread issue of high-quality night vision devices, and while still not as prolific as the issue of such devices to US forces in the modern day, you can still certainly expect this to be a significant factor while playing as or against US forces in Afterconflict.



Where the M1025 comes into this is the matter of how it can be fitted with either a standard hooded blackout light that reduces the visibility of the vehicle while driving to avoid detection (such as by enemy aircraft), or, when operating with night vision devices, an infrared headlight, allowing drivers equipped with night vision to see clearly while those without night vision devices only see darkness.


However, one must always keep in mind that if you can see an IR light through your night vision devices, so can the enemy if they have them, no matter how primitive...


But when the going gets tough and you need some roadside assistance, simply turning on your old-fashioned hazard lights will have you covered.



Just be sure to keep in mind that all of these lights can be taken out with a well-placed shot or clumsily-done accident, so be careful!

[previewyoutube][/previewyoutube]
That swiftly leads us on to a double-feature, as we can now look at the UAZ-469 and use it to give you a WIP preview of something many of you will likely be elated to hear about: Afterconflict's component-based vehicle damage system!


Unpretentious and spartan in its design, what the UAZ-469 does not make up for in comfort, it makes up for in its general robustness as a light utility vehicle that very much sticks to its principles with little/no thrills or frills involved (maybe aside from a sore backside after a less-than-leisurely drive).


But frankly, what's even less comfortable than the seat of a UAZ-469 while going down the road of the average Soviet farming village is the prospect of the fabled goat's drivetrain failing and trying to find a working phone in a 20-kilometre radius, and that comfortably brings us to our new component-based vehicle damage system!


As mentioned prior, in Afterconflict we're dedicated to simulating vehicles with the same level of depth as we are with our infantry, and as a result, instead of using a more "traditional" vehicle HP system, we're implementing a component-based damage model that'll simulate the same kinds of failures and damage as you may expect if you ripped through the side of a LUV with a magazine of 7.62x39 in real life (E.G: If the radiator is damaged or destroyed, the engine will quickly overheat)!


We'll be going over our advanced vehicle damage and armour modelling in far more depth in the future, so get excited and be sure to keep an eye out for it!


Speaking of infantry, let's get back to the matter of the gear that soldiers carry rather than the gear carrying soldiers; we have all sorts of bits and pieces to show off!

Starting off, we have both our overhauled RGD-5 and F-1 grenade models for both the USSR and DDR (with the Soviet F-1 and RGD-5 using the UZRGM and UZRGM-2 fuses respectively while both DDR examples use the DS-62 fuse)!


But we haven't just approached our grenade models with such deference for the details as we're also taking into account their unique performance nuances, as you can see with this demonstration of the RGD-5s top-and-bottom biassed fragmentation pattern!

[previewyoutube][/previewyoutube]
But now onto something that's exploded figuratively rather than literally, we have our new M9 pistol model with an exploded view of its components!


During our modelling process, going to these sort of depths generally allows us to better understand how everything works and add functionality where often it may be missed elsewhere (such as the M9's trigger bar moving correctly).


Continuing on with the late 80s US military adoptions that standardised the weaponry issued between branches, we've got more M16A2 content for you: starting off with how we've made sure to make its controversial rear iron sight design as complicated as they are in reality!

[previewyoutube][/previewyoutube]
Though regardless of one's opinion on the M16A2's iron sights, around the same time following on from the prior 3X20 scope (also in-game), the 4X20 scope was released onto the market and often found its way onto military M16A2s as COTS (Commercial Off The Shelf) purchases!


But the M16A2's iron sights are not its most controversial feature, that distinction goes to the replacement of the prior M16's SAFE/SEMI/AUTO fire modes with SAFE/SEMI/BURST, a design supposed to reduce the amount of ammunition expended by the average infantryman, but due to its questionable implementation resulted in a less refined trigger pull and a "burst memory", which we've faithfully recreated in-game!

[previewyoutube][/previewyoutube]
On a more positive note however, the M16A2 also brought along with it a new barrel twist rate of 1/7 designed to fire the new NATO standard SS109 cartridge designated as M855 Ball and M856 Tracer in the US military, as opposed to the M16A1's 1/12 twist rate and its M193 Ball and M196 Tracer cartridges- all of which are included in Afterconflict!


Just be sure to keep in mind that firing ammunition designed for a 1/12 twist barrel through a 1/7 twist barrel and vise-versa may have less-than-stellar results.


...but regardless of the results it's still likely a better outcome than to be in combat and checking your magazine only to see a bare follower staring back at you.


Over on the other side of the Iron Curtain however, while by the 80s things had largely evened out, up until the 60s before the M72 LAW had been created and cloned as the RPG-18, the conundrum of what to do in the situation where one asks oneself "There's an M59 over there but I don't have a missile launcher or anti-tank grenade to deal with it, what do I do?" was largely answered.

The answer?
[h3]To rain down upon it with incendiary small-arms ammunition of course![/h3]

In this case, the 57-BZ-231 and 57-Z-231 7.62x39 cartridges, designed to punch through light armour and/or hit fuel lines and any other flammable sections of a vehicle that upon igniting would knock it out of action.

[previewyoutube][/previewyoutube]
Speaking of AKs, as those of you that have followed us so far were probably expecting this segment: The one where we talk about how we've once again made our AKs even better!


Cutting straight to the chase, we've improved upon our AK74s as you can see here with both wood and "plum" polymer furniture Soviet examples...


...and our various East German offerings in the MPi-AK-74N, MPi-AKS-74N, and MPi-AKS-74NK!


Moving back to an earlier topic, we also have improvements to that which the East German production AK74s' optics rails were standardised for, night vision optics, namely with the addition of visual effects such as light streaking.

[previewyoutube][/previewyoutube]
These new effects apply to most night vision devices in general, the light streaking in particular can look especially impressive with tracer fire.

[previewyoutube][/previewyoutube]
If all else fails, at least you have the clip-on ZVN-64 to aid in shooting at night (now animated)!



...just please don't give yourself permanent "night vision" by focusing the sun's rays directly into your corneas via a high-power scope, it won't go well for you.

[previewyoutube][/previewyoutube]
In general, try to avoid doing stupid stuff that'll rattle your senses; while it may seem like a funny idea of dispose of an old car with explosives, aside from the shrapnel, the blast-wave of explosions will likely give you a concussion if you're too close to them, make a habit of not being around while they're going off.

[previewyoutube][/previewyoutube]
But for when you're looking to unpretentiously blast the enemy and explosives aren't able to provide the precision you seek, a good battle rifle is a great option to do just that, and today we have both a fully-textured in-game look at our G3A2 (the predecessor to the G3A3), and a preview of a high-poly render of our British L1A1 SLR, the Imperial-pattern variant of the FAL which you'll likely be seeing more of in the future!


Between the original G3 and the far more well-known and well-documented G3A3 sits the G3A2, evidently more modern than its predecessor with the older style flip-sights replaced with the more recognisable drum-type sights, the older single-rib receiver replaced with a full-frame receiver, and the CETME Model B style hole-cut flash hider replaced with a stab-cut flash hider, the G3A2 does however lack the plastic furniture and "Freischwinger" of the G3FS-based rifles (of which the G3A3 is effectively the base model).


In general throughout this update you may've noticed a rather big leap in the quality of Afterconflict's visuals and your eyes do not deceive you as through improving our custom engine's renderer we've added all sorts of different visual improvements, including but not limited to: generally improved in-game lighting, HDR bloom, improved motion blur, overhauled volumetric raymarched clouds (currently primarily cumulus clouds with more types to come later on), and more!


We hope you enjoyed this development update; as stated earlier, we're planning to at some point do an in-depth special showcase of our advanced vehicle damage and armour modelling, so keep an eye out for that!

If you have any particular ideas or suggestions regarding that or anything you've seen in this development update, do not hesitate to tell us!



On our Discord server we discuss everything from the game and Cold War history to posting photos of hedgehogs!

We hope you enjoyed reading this development update, if you wish to keep up to date with all Afterconflict updates, be sure to follow our Twitter feed too.

[h2]As Ever:[/h2]
Stay Tuned!

Development Update 17

While 2022 has certainly not been the greatest of years, given the circumstances (as detailed in our last development update), we've still made various great strides in Afterconflict's development, from the addition of a new plethora of machine guns to various under-the-hood improvements which we'd like to summarise here today before the year ends!

[h3]So, let us delay no further and get stuck in![/h3]

Starting off simply and with no need for introduction, we have our newest rendition of the humble AKM (and its dovetail-railed brethren the AKML), with a few improvements over our previous examples!









In addition to the base Soviet AKM we've also overhauled the distinctive East German production AKM which should also need no introduction at this point, the MPi-KM!









As opposed to the AKMS which has a different base receiver to the standard AKM, the MPi-KMS-72's side-folding stock can be fitted to virtually any standard AKM-style receiver with no alterations. Our new model in question is of a later type built in the 1980s that features a new type of finish (as opposed to the prior bluing) along with features typical of later production AKMs such as a cast gas block.





For the DDR, this streamlined production considerably (streamlining that would also be seen a lot during the 1980s both with the DDR's 7.62 and new 5.45 offerings) while also providing a new style of folding stock that would be adopted by many of the other countries of the Warsaw Pact later on, such as on the Polish Wz. 1988, the Romanian md. 86, among others.





Last time you saw the high-poly stage of our new Soviet RPKs, including the RPK, RPKS, RPKL, and RPKSL, and this time you can see them in all of their glory!









As mentioned before, the RPK74 (and subsequently the RPKS74, RPK74N, and RPKS74N) was largely a (relatively) simple rechambering of 7.62 RPKs that came before it, however that did not stop there from being a rather large diversity in variants produced with the usual array of folding stock options along with the introduction of polymer plum furniture during the mid-80s!









Without the ability to produce any themselves, the East Germans simply resorted to purchasing their RPKs from the USSR, designating them as the "leichtes Maschinengewehr Typ Kalaschnikow", or lMG-K for short. While it could vary, when received by armourers in the DDR many of these RPKs were outfitted with East German parts, particularly the upper handguard and pistol grip, and this is faithfully reproduced in Afterconflict!





In general, the RPK was also widely exported to virtually any Soviet-allied state or movement that could afford them, though later on the RPK74 was priced beyond reason for many states; East Germany, despite being relatively well-off as far as Soviet satellite states go, only imported some RPK74s (designated as the lMG-RPK-74) due to what was seen as an unreasonable price point.





On a related note, we've also now improved our iron sight adjustment system, which now like scopes can now be adjusted for windage on those that support it, such as on the RPK:

[previewyoutube][/previewyoutube]
But for those who require more firepower for their infantry (which evidently did not include the DDR on account of their lack of usage of it in favour of the lMG-K), the Soviet PKM is a no-brainer, so long as the user is tolerant of the requirement for a squire ammo bearer to carry its heavy ammunition boxes with them.





As in real life, in Afterconflict we hope to portray said heavy ammunition boxes as suitably cumbersome in-game, which we hope will not only emphasise the manning of a GPMG as a crew effort (for individual users, LMGs are far more practical), but to show the practical distinctions between the Warsaw Pact's preferred steel GPMG ammo boxes, and their NATO counterparts such as the American M4 Bandoleer for the M60 GPMG which was instead made of the much lighter cotton with a truly revolutionary addition: a shoulder strap.





While the DDR may've lacked the ability to produce things such as RPKs (until the introduction of the lMG-K-500 series in the mid-late 1980s anyway), what they definitely didn't lack was the ability to produce high-quality optical devices, and the EDF 7x40 binoculars remain a good example of that fact!





Short for "Einheitsdoppelfernrohr 7x40", the EDF 7x40 retained the functionality of the DF 7x40 (their predecessor) while offering a few quality-of-life improvements, namely their more compact form-factor and reticle illumination via a radioactive element, rather than needing a separate light source.





Similar to early examples of the PSO-1, both the EDF 7x40s and DF 7x40s have the ability to detect infrared light via the use of a filter contained in the left eyepiece which can be moved into place whenever required by the user.



While this may be advantageous for the viewing of large IR lamps (mostly used on vehicles by nations in the Warsaw Pact), it is less so when trying to use this feature to view the IR light sources of forces that do not have to rely on them due to a prevalence of passive night vision devices, so exercise caution when attempting to do so.





To finish off, there have been various under-the-hood improvements to Afterconflict's engine over this year, and while we're looking forward to showing them all off in time (the visual ones at least), the one that certainly seems the most aesthetically pleasing and thematically appropriate during the twilight hours of 2022 is our updated recreation of the Earth's atmosphere.





...or, as some have called it: Prime Desktop Wallpaper Material.





Well, when we said we've got "many things on the way in 2022", war was certainly not on the cards; but now, 10 months later, while Russian cruise missiles and drones are still raining down on civilian positions (which has impacted the work of our developers via persistent power outages), work on Afterconflict still continues undeterred.

As we head into the new year, we're proud to state that we're in the final stages of preparation before announcing something very promising that we're sure you'll be as excited to see as we are to announce it, so keep an eye out for it soon!

And, of course:
We Hope You Had a Very Merry Christmas, and We Wish You a Happy New Year!




On our Discord server we discuss everything from the game and Cold War history to posting photos of hedgehogs!

We hope you enjoyed reading this development update, if you wish to keep up to date with all Afterconflict updates, be sure to follow our Twitter feed too.

[h2]As Ever:[/h2]
Stay Tuned!