Ready or Not Development Briefing - Vol. 89
Attention Officers,
[p][/p][p]Welcome to the 89th edition of our Ready or Not Development Briefing, February 13th, 2026! [/p][p]With elbows deep working on the game before and after this December studio holiday, a period of time adjusting our QA workflows, and introducing a Community Manager here, we’re back for another RoN development briefing with a new game patch on its way shortly. We are working toward supporting RoN for years to come, in the process of sorting through dozens of new exciting features to slate for future updates and keeping eyes out/working through more bugs to fix. [/p][p]Bugfixes are a top focus for us. Speaking of which, the patch we are releasing in the near future will contain over 200 bugfixes. These include many SWAT AI fixes, suspect fixes, CS gas fixes/improvements (particularly noticeable on Hard Difficulty), and visual fidelity fixes. A release date announcement and further details will arrive in the following weeks. [/p][p]Note: These development briefings serve to keep you in the loop about parts of our ongoing support for Ready or Not. However, the briefings do not encompass everything that we’re working on at a given moment. Please keep in mind that the content in our development briefings may still be a work in progress and subject to change. [/p][p] [/p][h2]Fixes Incoming and Support Going Forward [/h2][p][/p][p]Listed under this section is just a small sample of the fixes that are incoming. The full, much larger changelog will go out when the patch is released for download. [/p][p]Base game features and content will be coming with this patch too. Among them are the multi-attachment system highlighted in the Vol. 88 dev briefing, improved quality of life for mission and loadout selection in quickplay/multiplayer, and some surprises. [/p][p]We have refined our internal patch structure and triage process to help address bugs with high degrees of player affliction, which will also help deal with legacy bugs. [/p][p]Thank you to those of you who have been using our official Discord’s #bug-report-forum channel, as several of these legacy type bugs are able to be easily corroborated with player reports in there. [/p][p]Certain bugs, such as bugs that cause graphical fidelity issues, were related to our previous build server setup. There were two main types of fidelity bugs: lightmap bugs and level of detail (LOD) bugs. Lightmaps are how light/shadows for static objects are ‘baked’ into the game to enhance the fidelity of textures to give them increased detail, whereas LODs involve multiple stages of model detail often used discretely at different viewing distances as a traditional way to optimize performance in games. [/p][p]Although we fixed lightmap related issues in previous patches, the remaining issues were largely Level of Detail (LOD) related bugs that were created by multifaceted means when our internal ‘development builds’ were compiled and ‘built’ into ‘shipping builds’ that are released to the public. In some cases lower fidelity LOD models were being used in circumstances where they were not appropriate. We have now moved to an entirely new build server system and are working through remaining LOD issues that have yet to be fixed. [/p][p]Sample of the fixes in the upcoming patch:
(Once again: this section is just a small sample of the fixes that are incoming. The full, much larger changelog will go out when the patch is released for download.) [/p]
- [p]Fixed issue where SWAT AI was not following commands when bumping into each other, the player, other AI, or certain level geometry, after the command was issued. If this happened, SWAT AI would also stop following subsequent commands, assuming the same command was still active. [/p]
- [p]Fixed SWAT AI sometimes getting stuck when trying to breach and clear a double door that is open towards them. [/p]
- [p]Fixed SWAT AI sometimes failing to execute open and breach commands, when too many commands are issued in quick succession. [/p]
- [p]Fixed SWAT disarming bomb vests of civilians resulting in the civilian wearing the bomb vest being unable to surrender. [/p]
- [p]Fixed third person animation sliding while swapping weapons for SWAT and suspects.[/p]
- [p]Fixed instances where suspects were able to step out of a CS gas cloud before getting affected by the gas. [/p]
- [p]Fixed suspects/civilians being unable to surrender while getting pepper sprayed. [/p]
- [p]Fixed suspects at times raising their guns while stunned, making rules of engagement confusing (i.e. while they are influenced by less lethal effects or about to surrender). [/p]
- [p]Fixed Supporter Edition Code button generating an incorrect code. [/p]
- [p](Steam) Fixed frequent and repeated achievement progression popups. [/p]
- [p](Xbox) Fixed voice chat not working when unplugging and replugging a gamepad mid session. [/p]
- [p]Fixed frequent crashes when skipping back and forth through a replay’s timeline. [/p]
- [p](Xbox) Fixed LOD issues of various pieces of evidence in the evidence locker. [/p]
- [p]Fixed SWAT AI being unable to breach and clear one of the tunnel entrances on Twisted Nerve. [/p]
- [p]Fixed AI sometimes sinking through or getting stuck on one of the staircases on Greased Palms. [/p]
- [p]Fixed blood particles getting stuck in mid-air in several spots on Valley of the Dolls. [/p]
- [p]Fixed blood particles getting stuck in mid-air in several spots on Lawmaker. [/p]
- [p]Fixed SWAT AI officer running off when ordered to clear one of the underground hallways on Carriers of the Vine. [/p]
- [p]Fixed bullet casings getting stuck in mid-air. [/p]
- [p]Fixed volumetric lighting breaking when restarting missions while wearing active NVGs. [/p]
- [p]Fixed beanbag shotgun’s inconsistent recoil return rate. [/p]
- [p]Many more bugfixes to SWAT AI’s ability to breach and clear rooms or doors across various levels. [/p]
- [p]~200 more fixes [/p]
[/h2][p]Also helping to facilitate our support for RoN into the future is our new community manager, Austin, aka eyyohbee! He will be helping to maintain ongoing communications with y’all in our public platforms and helping to host any community or creator activities that we may do.
[/p][p]We’ll let him formally introduce himself here and we invite you all to join us for a warm welcome!
[/p]
[p]Hey everyone! [/p][p]My name is Austin, aka eyyohbee, and I'm the new community manager at VOID Interactive! [/p][p]I'm stoked to be joining the team, and you, on the incredible journey that Ready or Not has been for the last decade. For the past few years, I've watched as the team expanded RoN into one of the grittiest and most immersive tactical shooters in the world. As I watched from the sidelines, playing the game, and diving into the expansive RoN lore, I knew I wanted to be a part of it if I could! [/p][p]I'm thankful for the opportunity and looking forward to working with both the team and the community to continue building RoN into the defining tactical shooter of our generation![/p][p] [/p]
Conclusion
[p][/p][p]Thank you all for attending this briefing, and we’ll see you in the upcoming videos and posts leading up to the next patch and in the years more to come! Keep an eye out for our CM eyyohbee and please join us in giving him a warm welcome![/p][p] Find Ready or Not Merch here.
Our other links: Discord, X, YouTube, Instagram, Facebook, Spotify, TikTok, Bluesky.[/p][p] [/p][h3]Stack up and clear out.
VOID Interactive [/h3][p] [/p][p] [/p][p] [/p]