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Vol. 81 - Ready or Not Development Briefing

Attention Officers,


Welcome to our 81st Ready or Not Development briefing, December 20th, 2024!

To start off, we’ll see you all again with more development briefings in 2025! With our studio going on holiday over the next weeks, we wanted to do a special development ‘debrief’ in the form of messages to you— our community— from across the team here at VOID Interactive.

We’re immensely grateful for the support you have shown Ready or Not since our 1.0 launch in December 2023, and for your reception to the Home Invasion and Dark Waters releases that have happened since then. It’s remarkable to leave things off on a high note and to work towards an even better future for Ready or Not and our community next year!

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.


[h2]Messages from the VOID Team [/h2]

Our team strove to learn as much as we could from our 1.0 and Home Invasion releases and to put those into practice in delivering the Dark Waters Release. Communication, coordination, and iteration across the board pulled together to a new degree, spanning quality assurance, narrative, engineering, animation, game design, playtesters, level design, audio, art, production, operations, our partnerships, marketing, and more.

We’ve also been paying attention to countless community posts and reviews, tracking feedback/bugs in the process and ensuring that your voices from all angles are able to be heard in the development cycle.

Without further ado, here’s some of our teams’ messages to all of you in our community heading into the new year:


As the Art Director on Ready or Not, it always fills me with such joy and motivation knowing we have an incredible, passionate, and supporting player base. Really, it’s the fans of our game that are our biggest inspiration for what we do, and I am personally very grateful for the opportunity to wake up each morning and keep making content for you all.

For all those who have been with us on this long journey to where we are now, in all our triumphs and struggles - I want to personally give a huge heartfelt thank you for the continued love of RoN. We wouldn’t be here without you all, and I personally can’t wait to keep growing the game in all kinds of fun directions.

Thank you again fellow LSPD officers, I salute you all and I hope to see you in the game.


Best, ― Mark, Art Director


From all of us in the audio team - sending season's greetings to new and veteran players. We're delighted with the response to the Dark Waters DLC and are very excited for next year. Keep your ear to the ground... put em on safe and let em hang!

― Zack Bower, Sound Director / Composer


Among many things, I would like to acknowledge all the fantastic work that our Engineering department has accomplished this year.

From our internal VOID Interactive developers, to our development partners, they have all put in a massive effort to get this update over the line and work on the game over the year. Each of them have helped to deliver a fantastic end product all within the timeframe we set out to deliver in.

Their ability to work multi-disciplinarily with teams such as Design and QA departments have been inspiring; all while facing and overcoming some of the challenges of working fully remote across multiple different time zones.

In recognition of our team's work, VOID as a whole, and our community, I believe that there is wonderful space to grow as we continue to improve RoN into the future!


― Kobe Taylor, Programming Team Lead


Being a part of this amazing community has made the experience one of the best I’ve ever had. Thank you all for contributing to such a positive and inspiring environment! Wishing everyone a fantastic end of the year, and I look forward to seeing you all in multiplayer lobbies!

― Alan Keune, Lead Technical Artist


Hey, it's Dan, VOID’s SWAT Technical Advisor. It's been a great year working with the team here to bring some really cool content out for Ready or Not. Since the beginning of the project, the goal for me has always been to bring authenticity to the game while still working within the artistic and creative visions that have made RoN so much fun to play.

There's certainly more work to be done, with some reworks and tweaks from my list on the technical accuracy side of production, and a future with still more content, but boy how far we've come!

It's always satisfying to lurk on the internet and find fan comments that hit on suggestions I've made knowing that the team is working on something, sometimes entire systems to address them while keeping RoN's unique gameplay and style. 2025, here we come!


― Dan, SWAT Technical Advisor


I’m very appreciative and incredibly lucky to be able to work among such talented and passionate people, and I can’t wait for what 2025 will bring :)

― Sam Beaman, Associate Lead 2D Artist


As the team behind Ready or Not, we're blown away by your fearless dive into the intense and raw reality of Los Sueños. Your bold engagement and feedback challenge us daily, pushing us to grow and inspiring us to enhance and evolve this wild ride we are on together. Keep on bringing order to chaos and keep your feedback coming: we are here for it. On behalf of the entire team, thank you for your incredible support this year.

― Behrad, Marketing and Brand Lead


Wow, what a year! I’d like to extend my deepest gratitude to our incredible team for their diligence and hard work throughout 2024. Following a monumental year like 2023 was no easy feat, but I’m fortunate to work alongside such talented folks who got us there. Also a huge thanks to our community; your attention, feedback, and support make all the difference. The critique, praise, suggestions, modding, and thousands of hours of content online is what makes RoN something truly special.

This year began with a clear focus: improving the 1.0 release content, introducing new features, and kickstarting work on our DLCs.

As the year progressed, our team expanded. With growth came the need for better processes, and while those presented challenges, it also laid the groundwork for long-term improvement. Growth can be tough, but it brings subtle, foundational shifts that strengthen the team. We came out the other end stronger.

2024 was a year of continuous improvement—for the game, our team, and how we release updates. Thanks to this mindset, each release this year saw fewer issues, greater attention to QA testing, and stronger production practices. This culminated in the successful launch of DLC 2, Dark Waters, a testament to our evolution as a company and as individuals.

Looking back to the Steam Early Access period, where we often worked right up to deadlines, cramming content without adequate internal QA or enforced timelines, the difference is night and day. While that period allowed for a free environment to experiment and add more content quickly, it came at the cost of content quality and team quality of life, often resulting in late nights patching and amending builds, attempting to quell issues highlighted by dissatisfied players.

Today, I’m incredibly proud of how far we’ve come. I’m personally very grateful that our workflow has been improved to a point where after a release we can close the Jira boards, log off Slack, and touch some grass.

Thank you all for an amazing 2024. We have exciting plans ahead for Ready or Not and VOID Interactive. This journey is far from over. We’re just getting started.


― Stirling Rank, Game Director


Conclusion


Ready or Not would not be where it is today without each one of you, and once again for that we are unendingly grateful.

Next year will be an eventful process of improving the game in concert with continuing to grow our small but mighty team. We’ll see you in 2025 and wish you all a restful period accompanied by friends, family, and fun.

If you’re looking to bring more officers into the fold or get into it yourself, Ready or Not and its LSPD Bundle are now on a major discount for the Steam Winter Sale:
https://store.steampowered.com/app/1144200/Ready_or_Not/ https://store.steampowered.com/bundle/48378/Ready_or_Not_LSPD_Bundle/

You can also now find our merch on 20% off for the Winter Sale period too!: https://merch.voidinteractive.net/



This concludes our 81st development briefing, thank you for joining us. Be sure to fall in next time for more development news!



Follow Ready or Not on Steam here.
Our other links: Discord, X, YouTube, Instagram, Facebook, Spotify.

[h3]Stack up and clear out.
VOID Interactive [/h3]

Dark Waters Patch 1 Changelog

Dark Waters Release Patch 1 Changelog


Here are new fixes and changes in Patch 1 for the Dark Waters Release!

[h2]AI:[/h2]
  • Fixed civilians sometimes failing to seek out the player once Bring order to chaos has been achieved
  • Fixed final suspect sometimes failing to seek out the player.
  • Adjusted comply animations to ensure the suspects' weapons do not point at the player.
  • Increased speed of compliance animations.
  • Fixed SWAT AI not responding to a breach command when one of them is in the middle of a blocking activity (restraining suspects/civilians, for example).
  • Fixed suspects being unable to surrender during CS gas stuns.
  • Fixed civilians exiting surrender while within line of sight of SWAT.
  • Fixed suspects sometimes not picking up weapons or failing to draw a gun after exiting surrender with no line of sight on SWAT.
  • Fixed SWAT AI being unable to breach into a room with suspects playing dead directly in front of the door.
  • Fixed pre-arrested civilians not giving the correct score if collected by trailers before the player can report them.
  • Fixed trailers standing still when tasked with clearing collected evidence.
  • Fixed surrendered suspects/civilians constantly standing back up while in CS gas.
  • Fixed suspects sometimes not being able to shoot after CS gas stun ends.
  • Fixed CS gas grenades sometimes not affecting AI when deployed via the gas grenade launcher.


[h2]UI:[/h2]
  • Fixed unresponsive confirmation button when deleting loadout presets.
  • Fixed SWAT AI Officer loadouts resetting to the currently used preset when entering the loadout menu.
  • Fixed variants of customization items disappearing when hovering over other customization items.
  • Fixed wrong variants displaying for locked items when the list is scrolled quickly.
  • Fixed missing highlight from profile button in mods menu.
  • Fixed missing HUD icon for canted sights on gamepad.
  • Fixed soft complete vote counter displaying the incorrect number of votes needed to end the mission.
  • Fixed lobby manager not updating while open.
  • Fixed various titles and descriptions in the gamepad settings.


[h2]Customization:[/h2]
  • Fixed arm slightly clipping through the Atlas Pro shirt while holding certain guns.
  • Fixed Judge’s big head clipping through the Eli-Tec helmet.
  • Fixed being unable to unequip the headphones when using no helmet.


[h2] Audio [/h2]
  • Fixed interactables on Mirage at Sea and Leviathan sometimes causing all VO to drop until level restart.
  • Fixed incorrect VO when ordering SWAT to deploy shield.


[h2]Level Specific:[/h2]
[h3]3 Letter Triad[/h3]
  • Fixed light in one of the large rooms disappearing at a distance.
  • Fixed various visual issues.
  • Adjusted door collision to allow all doors to be pushed open by walking into them after peeking them.
  • Fixed missing puddle footstep audio.
  • Fixed certain doors not generating audio.
  • Fixed heads intersecting with hats on certain suspects.
  • Fixed suspects' chest rigs sometimes clipping into their body armor.
  • Fixed music sometimes not beginning as intended.

[h3]Mirage at Sea[/h3]
  • Fixed scuffed interior lightmap.
  • Fixed various visual issues.
  • Fixed only being able to perform orders from one side on a certain doorway.
  • Fixed bullets being unable to penetrate double stacked breakable glass.
  • Fixed missing facial animation from civilian.
  • Fixed various small floor gaps.
  • Fixed missing audio when shooting aquarium.
  • Fixed TV on boat playing Home Invasion audio.
  • Fixed music sometimes not beginning as intended.

[h3]Leviathan[/h3]
  • Fixed various visual issues.
  • Fixed suspects being able to engage players in two of the levels' spawn points.
  • Made dead guy less happy.
  • Made radio effect more prominent during on of the interactable audios.
  • Fixed SWAT using wrong voice lines when shutting down the drill.
  • Fixed missing reaction volumes.
  • Fixed suspect LOD issue.
  • Fixed music logic, which caused combat sections to be skipped.
  • Fixed rig worker VO sometimes not firing for clients in multiplayer.

[h3]Station[/h3]
  • Fixed certain characters' shadows appearing incorrectly on Epic shadow quality.
  • Fixed LOD issue on one of the evidence boards.
  • Fixed various visual issues.
  • Fixed missing face on one of the characters in certain station commander mode sublevels.
  • Rearranged certain character voices.
  • Fixed one of the conversations triggering outside of the intended room.

[h3]Relapse[/h3]
  • Fixed shiny gore on low/medium shadow quality settings.
  • Fixed various visual issues.

[h3]Buy cheap, buy twice[/h3]
  • Fixed car price meshes and decals levitating when car windows are broken.
  • Fixed various visual issues.

[h3]Sins of the father[/h3]
  • Fixed various LOD issues.

[h3]Ides of March[/h3]
  • Fixed various visual issues.

[h3]Elephant[/h3]
  • Fixed various visual issues.
  • Fixed being able to get stuck between a rock and a wall.

[h3]Thank you, come again[/h3]
  • Fixed silent character.


[h2]Miscellaneous Fixes:[/h2]
  • Fixed various AI, UI and Audio related crashes.
  • Fixed crash caused by picking up door jams.
  • Fixed rare crash on Rig.
  • Fixed helicopter tracking arrested targets.
  • Fixed being able to freelean through certain level geometry.
  • Fixed lobbies sometimes incorrectly appearing as not joinable in the main menu.
  • Fixed incorrect naming scheme on certain customization item unlock requirements.
  • Fixed typos/grammar issues in various briefings.
  • Fixed not having access to Command Wheel on gamepad during a specific section of the Training.
  • Fixed carried bodies being rotated incorrectly.
  • Fixed freelean not working on gamepad.
  • Fixed minor animation issue during one of the conversations in Station.
  • Smoothed helicopter movement for clients in multiplayer.
  • Improved hand poses during surrender animations.
  • Fixed an unintentional way of being able to obtain the “Big Shell Specialist” achievement with arrested suspects.
  • Fixed evidence models in Station being overly shiny and dark.
  • Fixed head attachments offsetting while using the multitool on doors.
  • Fixed white phosphor NVG overlay not working for clients in multiplayer.
  • Fixed teamcam appearing during the score screen, if opened prior to reaching the score screen.
  • Fixed helicopter sometimes being too quiet on spawn.
  • Fixed going back in Command Wheel making player lean on gamepad.
  • Fixed camera placement of boat loading screen.
  • Fixed visual issues during boat loading screen on lower graphics settings.
  • Fixed animation issues with Zenit grip.
  • Fixed certain suspects having floating magazines.
  • Fixed various animation issues of pistol wielding suspects.
  • Fixed modio failing to uninstall mods after unsubscribing.
  • Fixed Phoenix Flight Suit having incorrect unlock requirements.
  • Fixed flashlight appearing overly bright for one frame when activated for the first time in a level.
  • Fixed special characters being displayed incorrectly in the credits.

Ready or Not - We're Live at Dark Waters Launch



Ready or Not: Dark Waters - LIVE NOW

Dark Waters Release Changelog

Attention Officers,


The Dark Waters Release is upon us, and with it comes plenty of changes for free with the base game. You can now buy the Dark Waters DLC on Steam here. Below is the changelog for Dark Waters, covering free changes to the base game, those exclusive to the DLC, those related to the DLC.

If you already own and have activated the Supporter Edition, the Dark Waters DLC is now included for free in your library.

The majority of the Dark Water Release content is available for free in some manner and included as part of the general game update. Here's a quick outline of how it works:

  • DLC weapons: Free for all players
  • DLC maps: Free in multiplayer if the lobby host owns the DLC
  • DLC cosmetics: DLC purchase needed

Within the changelog "Base game update changes" refers to the general changes that will be included for everyone as part of the base game and are not related to the DLC. "DLC Exclusive changes" refers to the handful of changes that will only be accessible via DLC ownership. Finally, "DLC Related changes" refers to changes that are part of the DLC, but will be accessible to everyone in some manner.

Important Note: Until mod owners have updated their versions to match the game, if you have mods installed you should select the “launch in safe mode” option for Ready or Not to prevent crashes/conflicts that may occur with outdated mods.


Gameplay


[h2]AI[/h2]
[h3]Base game update changes:[/h3]
  • New compliance/non-compliance behaviors and animations for suspects/civilians across all missions.
  • Added new suspect AI loadout system across all missions which allows them to use sidearms, start with holstered/unholster weapons, melee weapons, and use attachments like flashlights or suppressors. The sort of weapons and attachments available to suspects are unique to each mission and type of suspect, with some randomization possible.

[h3]Dark Waters DLC Related changes:[/h3]
Note: In future updates we want to try to include the below Dark Waters DLC Related AI features into the pre-existing missions where appropriate and feasible; for now we intentionally ended up not implementing these features to the 21 existing missions. This is because there was a lot of extra risk and resources required to properly implement these new features in such a widespread manner at once for the Dark Waters Release, which could have caused new issues or sacrificed other new features.
  • Mission Event system on “Mirage at Sea” mission which allows the mission to switch from 'Barricaded Suspects' to 'Active Shooter' mid-mission depending on active gameplay conditions and orders from the key suspect.
  • New suspect squad behaviors “Rally” and “Regroup” added for Dark Waters missions.
  • Added physical weapon cache system on Dark Waters missions, which allows suspects equip weapons that they did not have at the start of the mission.
  • Added a UH-60 AI-piloted helicopter on Dark Waters missions, which provides a thermal camera, radio call-outs, and a spotlight for locating suspects/civilians.
  • Pre-restrained civilians system for “Leviathan” mission.

[h2]Engineering[/h2]
[h3]Dark Waters DLC Related:[/h3]
  • New achievements for Dark Waters missions

[h3]Base game update changes:[/h3]
  • Official gamepad support and UI added across the entire game
  • Arrest cancelling added

[h2]General Performance:[/h2]

[h3]Base game update changes:[/h3]
  • Upgraded DLSS to 3.7.20
  • Improved performance of flashlights
  • Performance optimizations across various audio systems
  • Further optimized various character models

[hr][/hr]

Visuals


[h2]Animation[/h2]
[h3]Base game update changes:[/h3]
  • Inverse Kinematics animation support added for SWAT AI.
  • New suspect AI weapon hesitation animations across all missions.

[h2]Character Art[/h2]
[h3]Dark Waters DLC Exclusive[/h3]
  • 2 new cosmetic uniform sets
    • V.B.S.S. (Visit, Board, Search, and Seizure)
      • Eli-Tec Helmet
      • TP-1E Carrier
      • Phoenix Flight Suit
      • Phoenix Gloves
      • Panama Boots
    • ATLAS Association
      • Sallet T5X Helmet
      • Phantasm LS-911 Carrier
      • ATLAS PRO Top
      • OxFort Pilot Hard Knuckles
      • ATLAS PRO Pants
      • Salmon 4D GTX Boots
  • 3 new tattoos: Tentacle’s Embrace, Tiki Fury, and Oil Veil
[h3]Base game update changes[/h3]
  • Added SWAT name tags to rear of armor plates which reflect player usernames/SWAT AI names.
  • Added team-colored chemlights to improve friendly SWAT identification.

[h2]Other[/h2]
[h3]Dark Waters DLC Related:[/h3]
  • New helicopter and boat loading screens on Dark Waters missions.

[h3]Base game update changes:[/h3]
  • Improved NVG effects and GPNVG overlay. 

[hr][/hr]

Audio


[h3]Dark Waters DLC Related:[/h3]
  • Helicopter pilot makes directional callouts for AI that they spot

[h3]Base game update changes:[/h3]
  • New TOC voice-over
  • Added missing dialogue for various SWAT officers
  • Optimizations across various audio systems
  • Reverb improvements
  • Bomb vest explosion SFX adjustment
  • TOC now specifies maps that may have booby traps
  • Foley for crouching and leaning
  • Improvements to character voiceline clarity during loud circumstances
  • Fine-tuned event trigger for music track at end of “Hide and Seek” mission

[hr][/hr]

Weapons

[h3]Dark Waters DLC Related:[/h3]
  • 5 new weapons:
    • M14S-16 rifle (7.62x51mm caliber)
    • GA51 rifle (7.62x51mm caliber)
    • G3 rifle (7.62x51mm caliber)
    • MK17 rifle (7.62x51mm caliber)
    • MP5SD6 submachine gun (9mm caliber)
  • 4 new attachments
    • Side angle grip
    • TH-Grip
    • XE Sight optic
    • 510C optic


[h3]Dark Waters DLC Related changes:[/h3]
  • Updates to general weapon handling and feel, including screen shake, recoil, and visual momentum (when looking around).


[hr][/hr]

User Interface and Experience

[h3]Dark Waters DLC Related:[/h3]
  • Helicopter thermal camera tablet view section added for Dark Waters missions

[h3]Base game update changes:[/h3]
  • Added advanced ban/lobby manager, allowing players to choose not to match-make with specific players in the future, or preventing them from being able to join their hosted lobby.

[hr][/hr]

Levels

[h3]Dark Waters DLC Related:[/h3]
  • 3 new missions:
    • “Mirage at Sea”
    • “Leviathan”
    • “3 Letter Triad”
  • Updated Police HQ themed for DLC 2

[hr][/hr]
Bug Fixes


[h2]AI:[/h2]
  • Fixed suspects being able to open wedged doors. 
  • Fixed SWAT sometimes being unable to move and clear on partially open doors. 
  • Fixed suspects getting stuck trying to kill civilians, if the suspect’s line of sight to the civilian was interrupted by a door.
  • Fixed suspects being pepper sprayed automatically locating other SWAT after killing a player.
  • Fixed SWAT AI freezing up when ordering them to peek a closed door with a trap on it.
  • Fixed SWAT AI sometimes opening doors when ordered to close the door.
  • Fixed SWAT AI ignoring close door commands after opening a peeked door.
  • Fixed SWAT AI being unable to close doors with traps on them.
  • Fixed SWAT AI sometimes not following through on breaches when told to hold, then resume during breaches.
  • Fixed broken SWAT AI animation when interacting with a door while holding a shield.
  • Fixed SWAT AI sometimes not performing the “Here then back” command correctly.
  • Fixed suspect guns floating when suspects exit surrender and pick a gun up off the floor.
  • Fixed suspects/civilians spinning after punching a target.
  • Fixed suspects sometimes snapping to their surrendered pose when surrendering while stunned.

[h2]UI:[/h2]
  • Fixed missing tablet team cam UI when opening it for the first time. 
  • Fixed other players in multiplayer appearing too faded out on the tablet roster screen. 
  • Fixed equipped text disappearing when equipping an equipment style other than the main one. 
  • Removed deprecated entry point button from the tablet. 
  • Fixed tablet roster not updating properly while open in multiplayer lobbies. 
  • Added missing mandible loadout icons. 
  • Fixed mouse clicks scrolling to certain UI elements without also selecting them. 

[h2]Customization: [/h2]
  • Fixed stretchy shoulder strap of the FPC Plate Carrier. 
  • Fixed incorrect textures being assigned to certain parts of the FPC Plate Carrier. 
  • Improved deformations of the SWAT '99 HRM Tactical Vest. 

[h2]Audio: [/h2]
  • Fixed main briefing audio starting automatically after a briefing media audio recording ends. 
  • Fixed certain instances of weapon holster audio not playing. 
  • Fixed certain animations playing incorrect audio. 
  • Fixed voice commands only being audible by the player issuing them in multiplayer.
  • Fixed issue where SWAT dialogue could sometimes play with / without radio effect rapidly
  • Assorted subtitle typo fixes

[h2]Replay Viewer:[/h2]
  • Fixed missing sounds. 
  • Fixed character models freezing after being incapacitated or killed. 
  • Fixed missing arrest animations. 
  • Fixed missing replay data if replay recording was disabled mid-mission. 
  • Fixed visual issues when re-entering the station after viewing a replay. 
  • Fixed disappearing doors. 
  • Fixed replays unpausing when pressing escape while paused. 

[h2]Level Specific: [/h2]

[h3]Thank you, come again [/h3]
  • Fixed various navmesh issues. 
  • Fixed grenades not being able to break windows. 

[h3]Twisted Nerve[/h3]
  • Fixed stack up bug on certain doorways. 

[h3]Valley of the Dolls[/h3]
  • Fixed missing bar stool physics. 
  • Fixed grenades not being able to break windows. 
  • Fixed SWAT AI being unable to move and clear through certain doorways. 
  • Fixed collision issues on outside staircase. 

[h3]Greased Palms[/h3]
  • Fixed destructible soda machines not getting destroyed.

[h3]Elephant[/h3]
  • Fixed C2 displaying on the wrong side of the door. 
  • Fixed destructible soda machines not getting destroyed.

[h3]The Spider[/h3]
  • Fixed story timeline error. 
  • Fixed destructible soda machines not getting destroyed.
  • Fixed various LOD issues.

[h3]Dorms[/h3]
  • Fixed various navmesh issues. 
  • Fixed AI getting stuck in one specific spot. 

[h3]Sinuous Trail[/h3]
  • Fixed collision issue on curb.
  • Fixed keycard spawning inside of the desk.

[h3]Port[/h3]
  • Fixed destructible soda machines not getting destroyed.

[h3]Narcos[/h3]
  • Fixed various navmesh issues. 

[h3]Lawmaker[/h3]
  • Fixed grenades not being able to break windows. 
  • Fixed gap in one of the walls.

[h3]A Lethal Obsession[/h3]
  • Fixed stack up points not generating on one of the doors. 
  • Fixed collision issues on the main staircase. 

[h3]Carriers of the Vine[/h3]
  • Fixed issues with NPC faces looking malformed under certain circumstances. 
  • Fixed SWAT officers standing on flowerpots when clearing a specific room. 
  • Fixed evidence being able to fall through certain parts of the level.
  • Fixed collision issue on one of the staircases.

[h3]Relapse[/h3]
  • Fixed stack up points not generating on certain doors. 

[h3]Buy Cheap, Buy Twice[/h3]
  • Fixed stretched eyelash on one of the suspect models. 

[h3]Rust Belt[/h3]
  • Fixed certain double doors not getting destroyed properly by C2. 
  • Added missing face ROMs to Coyote characters.

[h3]Ends of the Earth[/h3]
  • Fixed collision issues in one of the player starts.
  • Fixed palm tree LOD.

[h2]Miscellaneous Fixes:[/h2]
  • Fixed rare crashes after telling SWAT AI to report a dead/incapacitated suspect or civilian.
  • Fixed crash for host in multiplayer when restarting the game while any client is bleeding.
  • Fixed rare host crashes when clients attempt to join their multiplayer lobby. 
  • Fixed CS Gas related crash. 
  • Fixed cover related freezes/crashes on certain CPUs. 
  • Fixed rare crash when exiting the loadout menu.
  • Fixed rare crash when incapacitating/killing suspects or civilians in multiplayer.
  • Fixed various AI related crashes.
  • Fixed soft lock when opening the tablet while arresting a suspect/civilian. 
  • Added missing facial rigs to characters across various levels. 
  • Fixed a few instances of mismatched skin tones between body and head. 
  • Fixed team cam section being skippable in the tutorial. 
  • Fixed jittery credits. 
  • Fixed breakable sounds sometimes cutting out during gunfights. 
  • Adjusted pistol holster bones to minimize clipping. 
  • Fixed various DLSS related issues affecting NVGs and scopes. 
  • Fixed oversized world generation data for modded maps. 
  • Fixed laser dots being misaligned with their beams. 
  • Fixed laser dots lagging behind the aim. 
  • Fixed infrared laser beam lagging behind when player is aiming at the sky. 
  • Fixed laser beams clipping through geometry. 
  • Adjusted VKS description text. 
  • Fixed being able to join multiplayer lobbies before the host finishes loading, causing players to get kicked from the lobby. 
  • Fixed being able to join lobbies after the lobby closes. 
  • Properly centered character model in loadout menu. 
  • Fixed The Fool, The Magician, First Arrest and Due Process achievements not being awarded to clients in multiplayer. 
  • Fixed players' third person animation sometimes not properly resetting after free leaning. 
  • Fixed being able to crash games by pepperspraying players while they’re in the loadout menu. 
  • Fixed personal best ratings not updating when completing missions as client in multiplayer.
  • Increased breaching shotgun damage.
  • Fixed unnatural twisting of suspects while aiming.
  • Fixed frozen team cam when dying during the training.
  • Fixed incorrect icon for PBS Suppressor in the loadout menu.
  • Fixed changing toggle ADS keybind breaking training pop-ups.
  • Fixed training softlock if player is killed after Split Team phase.
  • Fixed M320 holster animation.
  • Fixed team cam not turning off during post mission screen.
  • Fixed ragdoll issues when dying to a trap while carrying a suspect or civilian.
  • Fixed cursor not appearing on the spectator screen when killed while in the pause menu in multiplayer.
  • Fixed NVG overlay staying on screen when entering loadout menu with active NVGs and unequipping NVGs.
  • Fixed rare crash while transitioning between levels in multiplayer.
  • Fixed doors sometimes getting stuck in the doorframe after using C2 to blow them up.
  • Fixed instances of characters having really shiny hair.
  • Fixed mod.io adding mods to the wrong directory.
  • Fixed ‘No Officers Dead’ penalty not appearing correctly in multiplayer.


Known Issues:
  • Rare set of audio circumstances on “Leviathan” mission that may make it so voiceovers are silenced for the remainder of the mission (Fix prepared)
  • If a SWAT AI officer performs a restrain and a command to clear a room is then sent out, the Swat AI fails to follow the command (Fix prepared)
  • On “Mirage at Sea” mission, a specific doorway under the Sun Deck is only able to receive commands from one side (Fix prepared)
  • Surrendered suspects and civilians may exit surrender state when still in close proximity of the player and/or SWAT (Fix prepared)
  • Some suspects with SMGs can have bugged gun idle animations (Fix prepared)
  • Graphics driver-side issue where sometimes certain DLSS settings can cause screen to reduce in size and flicker with graphical artifacts when in the Pre-Mission loading screen
  • When selecting a loadout for the SWAT AI and exiting the menu, all changes are reset to default settings upon re-entering the menu unless saved as a preset
  • Tablet screen can sometimes freeze while using helicopter camera
  • Face wear and night vision are displaced from the player's face when using a multitool to unlock a door
  • When using the gamepad in character customization screen to change cosmetic item style, sometimes it will change the selected character instead
  • If an officer performs a restrain and a command to clear a room is sent out, the SWAT AI fails to follow the command
  • When selecting a piece of gear and hovering over any other piece of gear, or the same piece of gear again, the variations for the selected piece of gear in the bottom of the screen disappear. The workaround is to maneuver the cursor around other customization options.
  • TV in the main living room on “Mirage at Sea” mission is playing the TV news report audio from DLC 1
  • Different dialogues are mixed up in the "Legal services & administration" Room. Dialogue from the “Listening Room” can be triggered
  • Zoom remains active when transitioning to low ready mode while aiming down sights
  • Two suspects on the “3 Letter Triad” mission have their head clipping through their hat
  • While in the mission briefing room, the client is also able to walk up to the desk and will get the prompt to select a mission, even though only the host is meant to select missions
  • Waves of water visually clip slightly through the sides of the “Mirage at Sea” yacht walls in the engine room
  • On gamepad When playing commander mode, pressing the D-pad right in the mission debrief screen sends the player to the main menu
  • When player arrives at the optiwand section of training using gamepad, the control pop-up prompts player to ‘press' the button to equip the optiwand rather than to 'hold’
  • When a SWAT AI shield bearer attempts to open a door with deployed shield, the door opening animation plays incorrectly
  • Within the Replay Viewer there is a rain VFX overlay on the HUD at all times on “3 Letter Triad” and “Leviathan” mission
  • When a Suspect performs the Fake Surrender action, the Pistol can be observed flying out of their hands for a second, before returning to their hand
  • Final suspects can be stuck performing another action (such as taking cover or being in a designated hiding spot) instead of searching for players
  • Occasionally, when SWAT AI is executing the 'Open and Clear' command, the leading officer will open the door and then run to find another path to the room

Community Content Exhibit Vol. 13

Welcome to our expanded iteration of our community newsletters! Just as with the legacy editions of the community newsletters, we’ll look at a variety of mods from newsletter to newsletter, but we will also include a deeper look into community content, including streamers, videos, shorts, and art!


If you didn’t see PC Gaming Show: Most Wanted last night, we announced the release date of Ready or Not: Dark Waters, coming this December 10th.

Check out the Official Trailer here:
https://www.youtube.com/watch?v=BbxznEErPZQ


If looking back is more your style, our COO Stirling Rank recently did an interview with Gaming Founders to speak about the humble origins of the project that would become Ready or Not:

Gaming Founders Video:
https://www.youtube.com/watch?v=Hi1N1YmYJug


For this newsletter we’ll be going over some of the creators that continue to represent the ever-growing community of Ready or Not, from our newest partners to some of our oldest.

To start, we won’t exactly be featuring a creator, instead we’ll be featuring our partnership with the National Esports Centre located in Cork, Ireland. As an Irish-based studio, we’ve been aiming to support the growth of gaming in Ireland and would love to share what they’ve been building up. Though Ready or Not is not an Esports game, we love the gaming scene. In an effort to give back to the community, we've taken steps to support the NEC in both the local and global stages, utilizing the tense and tactical gameplay of Ready or Not to better prepare their teams for action in the greater Esports scene.

NEC Promo Video:
https://www.youtube.com/watch?v=dgBYq_jDllI


Next, we'd like to mention a creator whose dedication to the minute of Los Suenos and those that fight over the carefully teetering balance of Law and Order is nothing short of admirable. Over the last year and a half, Shayne of the channel ‘Shayne, Please Shut Up’ has leveraged his eye for detail alongside masterful prose to shed light upon every detail we’ve packed into Ready or Not.

However Shayne's attention to detail most certainly doesn’t stop at Ready or Not, you can check out the channel below. Recently, Shayne moved his lore videos to a secondary channel ‘Shayne, No one Cares’, be sure to keep an eye over there as well.

Main Channel Link:
https://www.youtube.com/@shaynepleaseshutup

Lore Link:
https://www.youtube.com/@ShayneNoOneCares/


Following closely alongside Shayne, we’re going to talk about the other titan of the Ready or Not lore scene, Isaac Morgan. Isaac leverages his talents to tell the tumultuous story of Los Suenos, however he relies much more on incredible editing and cinematography to help tell his story over raw prose.

Channel Link:
https://www.youtube.com/@TheIssacMorgan


Lastly, but certainly not least, we’re going to talk about the King of Ready or Not shorts, FAC TAC. Though there has been a short lapse in their shorts and a slightly longer in more substantial videos, what is there are showcases of RoNs quirkiness, the occasional smattering of humor, and FAC TACs significant mechanical skill on display.

Channel Link:
https://www.youtube.com/@FAC_TAC




Going forward, we can’t wait to see what else the community brings to the table as we update the game to give modders more functionality to play with and as they improve their own work.

Outside of our drops, you can find more of this wonderful content here:
https://discord.gg/TjyfbXTU28 or https://www.nexusmods.com/readyornot/

Follow Ready or Not on Steam here.
Our other links: Spotify, Discord, X, YouTube, Instagram, Facebook.

Keep your feet on the ground.
VOID Interactive