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Ready or Not - 1.0: Hotfix #1

Find the latest improvements and bug fixes in our ongoing series of hotfix rollouts for 1.0 below:

If you have any further bug reports or feedback please visit the respective appropriate channels on our Official Ready or Not Discord (https://discord.gg/readyornot)
[hr][/hr]
[h2]General Improvements:[/h2]
  • General audio enhancements, tweaks and improvements.
  • Added a new command exclusively for coop multiplayer to enhance player immersion. Now, players can use the "Negative" command, located in the "Acknowledgement" submenu when aiming at the floor, wall, or empty space.
  • Improved the Ready up widget in the top left after a mission is selected.
  • Players can now spectate SWAT AI clearing a level autonomously in practice mode after death.
[h2]Bug Fixes:[/h2]
  • Fixed various crashes
  • Fixed SWAT AI sometimes being sorted incorrectly when clearing, causing an officer with a shield to not go first
  • Fixed overlapping text in the replay viewer list UI
  • Fixed Maria Lopez’ character model on importer
  • Fixed loadout presets not properly applying to SWAT AI
  • Fixed game ending immediately when player dies in practice mode, making it impossible to spectate SWAT AI
  • Fixed some broken materials/textures on Sins of the Father
  • Fixed a few issues with cloth simulation
  • Removed an empty tooltip
  • Fixed CS Gas affecting AI and players through closed doors
  • Added some missing customization item preview images
  • Fixed game not properly pausing when player presses escape in the tutorial
  • Fixed skinning/weight for one of the gas station suspects
  • Fixed rare bug causing SWAT AI to surrender
  • Fixed SWAT AI being unable to search and secure rooms behind closed doors after Bring order to chaos objective has been completed
  • Fixed human shield civilians freezing in place after being killed/incapacitated
  • Fixed Commander Mode timers not advancing after player death
  • Fixed rare instances of gas mask overlay persisting after player death
  • Fixed simunition gun physics in the tutorial
  • Fixed hands disappearing for clients when returning to lobby in a multiplayer session
  • Possible fix for players rarely getting stuck in the healing animation
  • Fixed third person healing animations not playing
  • Fixed spawn point selection resetting when player changes their loadout or opens the tablet
  • Fixed clients copying the host’s customization loadout in multiplayer
  • Fixed crash reporter save files/mod deletion buttons
  • Fixed SWAT AI sometimes avoiding player’s aim unnecessarily
  • Fixed SWAT AI sometimes stopping too early when checking a closet/bed, which made them stop in a doorway
  • Fixed SWAT AI sometimes getting stuck on a stack up and breach when the door is locked
  • Fixed missing voiceline for C2 and Launcher command
  • Fixed rare instances of players being able to arrest AI from the front
  • Fixed suspect AI continuously blind firing when in cover
  • Possible fix for suspect AI aiming directly at a target’s head after not seeing them for a while
  • Fixed “Deploy Shield” command being visible even if the officer has no shield
  • Fixed a few issues with SWAT AI during autonomous mode
  • Fixed SWAT AI unable to continue with a breach if a door happens to block a stack up point
  • Fixed game not ending after SWAT AI autonomously cleared the level
  • Fixed snappy AI motion when surrendering due to them focusing on a player
  • Possible fix for SWAT van intro showing incorrect customization for clients in multiplayer
  • Fixed animation related issues for suspect/civilian AI fleeing from, or being stunned by, gas




Make sure you follow Ready or Not on Steam here.
Our other links: Discord, X, YouTube, Instagram, Facebook.


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

Vol.66 - Ready or Not Development Briefing

Attention Officers,


Thank you for joining us for our 66th biweekly development briefing, December 15th, 2023!

We appreciate all of you who took part in the tremendous operation that was our 1.0 launch earlier this week. If you haven't had a chance to participate yet, we hope you will soon.

In this development briefing we'll be taking a brief look at what led up to 1.0, the 1.0 launch, and our post-launch preliminary plans regarding hotfixes, feedback, and an anticipated high-level public roadmap that will be out after the holiday break.

Expect the usual hotfixes for urgent issues that popped up during the launch. We will be addressing bug fixes and performance issues along the way as we keep an eye out for additional feedback.

We’ve got your back.

In the case that you are unfortunately experiencing technical issues after installing 1.0, please try subsequently resetting mods and performing a clean reinstall of the game, as well as validating your game files.

Furthermore, as already stated in the form before: if you're a qualifying Supporter Edition owner (purchased through VOID website before Dec. 25th, 2021), your in-game credits will continued to be added on a rolling basis. There is no hard deadline.


Vol.66 Development Briefing summary points: (not a changelog)

  • We are committed to prioritizing that 1.0 is functioning at its best first and foremost in the short-term. We are focusing purely on hotfixes for this week.
  • Hotfixes being urgently prepared for:
    • Bugs and performance issues
    • Feedback (e.g. Commander Mode, SWAT AI, ect.)
  • We reached 52k peak concurrent players on Steam! As well as a variety of other humbling milestones.
    • Top 5 category on Twitch for 5 hours.
    • Top 5 seller on Steam across several categories (including top selling, trending & hot releases)
  • There will be a high-level public roadmap releasing after our holiday break to detail the our plans for RoN's development post-1.0.
  • Eventual 1.1 update which will be detailed at a later date.
  • In about a week the development team will be taking a break for the holiday period to recuperate, spend time with loved ones, and celebrate the hard work that's went into delivering the massive 1.0 update.


[hr][/hr]
[h2]Pre-Launch[/h2]

Our team is beyond grateful for all of you who have engaged with and played our game over the past few years. To get to this point of the 1.0 launch is a dream come true for everyone involved and a monumental achievement for us as an indie game studio at VOID Interactive.

Meticulous hours were spent by everyone involved with the development team throughout the past months preparing every detail for you. This includes feature additions, bugfixes, media, and performing dedicated playtesting at an efficient pace while in frequent communication with one another.

We integrated as much feedback as possible within this period, and know that we will continue to do so.

Recently, some of the countless talented modders within our community have also worked to get many mods updated for the launch of 1.0.

[hr][/hr]
[h2]1.0 Launch[/h2]

We have been diligently monitoring the launch of the game from its milestone shattering moments to the feedback, performance reports, and bugs that inevitably arise with a massive influx of players on a new release.

For any issues that have arisen, we are preparing hotfixes for the coming week and implementing internal fixes rapidly. So, don’t worry too much if you are encountering them.

We've loved getting to see players in-game and sharing their moments with 1.0 across various platforms, with a wide variety of wonderful streams and YouTube videos that we were delightfully humbled to see.

This week we hit some incredibly major milestones on 1.0 launch thanks to you all:

- We were graciously honored to be globally featured as a takeover on the Steam store page for 24 hours in recognition of our 1.0 Launch.

- We hit an over 50k all-time player peak on 1.0 launch, over double our 20k peak players that happened when we launched into Early Access.

- On Twitch we were in the Top 5 stream categories by highest concurrent viewers for 5 hours.

- We were in the Top 5 in several Steam categories including top selling, trending & hot releases.


Thank you again for your support and reviews that help bring this game to life and to even more passionate players. We will continue to watch diligently for areas that we can improve even further.

[hr][/hr]
[h2]Post-Launch [/h2]

As mentioned earlier, development on Ready or Not is by no means concluded!

Below we have categorized our initial post-launch priorities into short-term and longer-term.

We have hotfixes for bugs/performance, feedback implementations, and exciting substantial additions in store including a future public high-level roadmap RoN’s continued development and an eventual 1.1 patch.

Following this week and a half of urgent hotfixes/monitoring our development team will be taking a much-deserved long break for the holiday period to recuperate, be with their loved ones, and celebrate the hard work they've done to deliver this massive 1.0 update.


[h3]Short-Term: [/h3]

In the short-term, the following week post-launch is dedicated to hotfixes and the gathering of feedback, bugs, and performance reports. Thank you kindly to everyone who has been submitting these, it is often not until full public updates that certain bugs become visible.

The bug report and feedback report channels on our Official Ready or Not Discord (https://discord.gg/readyornot) are great places to submit yours, however we will be keeping an eye across all our social platforms. The #known-issues channel on the RoN Discord is also an effective place to keep an eye on known bugs as well as workarounds.

We have several hotfixes being prepared with fixes on various different aspects of the game, first prioritizing bugs and performance issues.

We will release these hotfixes after appropriate internal tweaking/testing has been performed to ensure the hotfixes address their intended issues as well as result in minimal conflicts with each other/the game.

There’s currently a multifaceted effort into rooting out performance issues that could be occurring for some players, largely through a variety of techniques that reduce the amounts of draw calls and GPU usage.

We will continue to seek feedback on existing game features such as Commander Mode, Suspect AI, and more to refine the gameplay experience to an even greater extent. While our game is intended to be challenging, we also want to have a balanced experience.

Hotfixes intended to iterate on game balancing topics, such as Suspect AI, are anticipated for the near future as well.


[h3]Longer-Term: [/h3]

A major part of the future is a high-level public roadmap to help you understand our multitude of exciting plans post-Launch.

We aim to have the roadmap sent out to you all after the holiday break.

An eventual substantial 1.1 patch will be just one of the next steps for broader scale updates, which we will have more info on at a later date.

However, we want to emphasize that our current short-term focus is on making sure 1.0 is functioning at its best for everyone.

[hr][/hr]
Conclusion


To see the game finally launch into 1.0 to such widespread reception has been absolutely incredible. We look forward to providing hotfixes over the coming week, as well as an eventual substantial 1.1 update and many future updates to follow.

Keep an eye out for our high-level public roadmap that will provide an overview of the future development process post-1.0 after the holiday break.

To reiterate our post-launch plans: we are committed to prioritizing that 1.0 is functioning at its best first and foremost in the short-term.

Due to the break for our development team during the holiday period there will not be a biweekly development briefing on the 29th of December. Instead, you can look forward to the next expected development briefing in the new year!


This concludes our 66th development briefing. Be sure to tune in next time for more development news!

Are you a content creator on YouTube or Twitch looking for new games? We've got you covered; Ready or Not has partnered with Lurkit to elevate gameplay!
Link up with our Lurkit campaign here.



Make sure you follow Ready or Not on Steam here.
Our other links: Discord, X, YouTube, Instagram, Facebook.


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

Ready or Not - We're Live at 1.0 Launch



Update 1.0 for Ready or Not - LIVE NOW

1.0 Launch Major Feature Changelog, 1.0 Out Now!

1.0 has finally launched.


[h2]Make entry, officers![/h2]

In the changelog below we will cover most of the major feature changes that have been introduced into Ready or Not 1.0, although not exhaustive due to changes spanning almost 12 months.

Bugfixes are not listed— rest assured that there are too many to count here.

We will continue to hotfix the 1.0 update in the coming days and look forward to far more updates in the bright future for Ready or Not!

[hr][/hr]
[h2]Gameplay[/h2]

  • Commander mode: “Commander mode” is our immersive Ready or Not single player experience. The mode acts to tie together all elements of the game’s existing design, as well as introducing new features centered around progression and replayability. We will be heavily monitoring feedback surrounding this mode.

    • Ironman Mode: A permadeath-style option for hardcore players. Once you’re dead, your save is deleted. There are cosmetic rewards for completing this mode.
    • Exfiltration Mechanic: In order to quit a mission early without accruing as much stress to their officers, players must exfil from their spawn point, being sure to first backtrack safely.
    • Save Slots: 3 save slots have been added that will allow players to experiment with different runs, or for multiple users on one PC.
    • Stress System: A meta-game stress system that punishes the team for acting outside of the Use of Force continuum, or otherwise putting lives in danger. Officers at high stress will have to be benched and put on therapy, or be at risk of leaving the team permanently.
    • Officer Traits: ~12 modifiers that affect your officer or team composition to benefit your select playstyle. Traits become available for each respective officer as you play missions with them.
  • New SWAT AI: A remarkable next-generation AI system capable of clearing rooms in a truly lifelike fashion, built from the ground-up by working closely with our SWAT advisory team.

    • New AI and Team Commands: A number of new commands are now available for ordering AI (and now your friends) around.
      • Officers will be able to order surrendered and arrested targets to turn around, move to a marked position, or move to the officer’s location.
      • AI can be told to run to the nearest exit and flee the location. They will be automatically arrested upon arrival there.
      • Commands are now able to be used in cooperative, so players without microphones can communicate a little easier with other player teammates.
        • This system is pending some QOL improvements such as UI elements to help see what has been marked. Some commands will also default to Judge’s voice.
    • Police Trailer Units: Automated trailer units have also been added, which are police units that come in after a mission to collect arrested contacts and any relevant people or items. This will occur when “bring order to chaos” is completed.
  • New Tablet System: Objectives and other elements of the UI that were previously non-diegetic have been moved to the Tablet, which is able to be opened by pressing “TAB” by default.

    • After selecting a mission, players can: Listen to a situation briefing and 911 calls
      • Receive a list of objectives relevant to the mission
      • Preview images that might provide some insight into the threat level
      • Read through a list of known suspects and civilians
      • Access whatever maps the LSPD has available on the location, with the ability to draw and make plans with your team
      • Players can also preview their team cameras and loadouts in this tablet, as well as chat with other players using a built-in screen
  • New level selection screen with updated visuals and entry point selection.

    • Ability to pick which mission type to play a level on has been removed due to limitations with design and testing, and to avoid narrative conflicts.
  • New Evidence Locker: Collectibles in the Evidence Locker will become available as different missions are completed. Each mission has three: one for B, one for A, and one for S. The collectibles will often point to elements of the story or allude to other details.
  • 15 Steam Achievements: 15 challenging achievements are available to completionist players upon release.
  • Replay Viewer: Missions can be replayed using a viewer that is accessible in the main menu. This viewer allows for players to change camera aperture settings, color grading settings, focal length, spline paths, and speed. A timeline also exists which can be scrubbed back and forth.

    • The selection UI for replays is currently WIP, but can be used.
    • Replays are accessible from commander, cooperative, and practice mode gameplay. Will also work with mods.


[hr][/hr]
[h2]Visuals[/h2]

  • New Character Customization: Allows players to change boots, shirts, pants, armor, gloves, wristwear, heads, tattoos, voices, face-wear, NVGs, gas masks, and helmets (along with mod support for players).
  • New Characters Added: Over 175 new characters have been added to the game for suspects, civilians, and other NPCs.
  • Overhauled Visual Effects: All visual effects have been completely redone. This includes 3D muzzle flashes, impact effects, spalling, destruction, flashbangs, cs gas, pepper spray, OC launcher impacts, tracers, C2 breaches, and much more.
  • Tip Screens for new players in the Los Suenos Police Station. Information about new unlocks will also be able to be seen here.
  • Replaced a large number of placeholder assets with more bespoke, custom assets with better optimization.
  • Headcam perspective now includes the officer’s helmet.
  • Low Ready Toggle: New options to set high and low ready.


[hr][/hr]
[h2]Animations[/h2]

  • New Death Animations: added 100+ death animations (different limbs, arterial bleeds, etc.)
  • General animation improvements for footsteps, polish, removal of some sliding.


[hr][/hr]
[h2]Audio[/h2]

  • Quantum Sound Manager: New system that supports accurate reflections for sound and better simulated occlusion, leading to a more realistic experience when trying to locate targets.

    • Audio will also sound different when behind an open or closed door, or when behind a window depending on if it is broken or not.
  • New distance layers for gunshots: Allows for a nicer transition as enemies get closer while shooting.
  • New OSTs added: Plenty of new soundtracks for your listening pleasure.

    • Hospital
    • Coyote
    • Streamer
    • Importer
    • Sins
    • Gas
    • Farm
    • Beachfront
    • Valley / Dealer / Penthouse have all been updated so their OSTs are more dynamic (combat comes in more gradually / certain sections “unlock” once certain things happen)
  • New Sound Design Pass: All levels (old and new) have received improvements to their sound design
  • New SWAT Voices: 13 uniquely voiced, studio-quality voice lines for different tactical officers operating in the LSPD.
  • New Suspect and Civilian Voices: Fully added all remaining voice lines for key characters across each level, with over 50,000 voice lines across more than 120 characters.


[hr][/hr]
[h2]Weapons[/h2]

  • New MCX Assault Rifle
  • New LVAR Assault Rifle
  • New F90 Assault Rifle
  • New SuperbNova Shotgun
  • New UMP-9 SMG
  • New TLE-1911 Pistol
  • New TPL Less Lethal Launcher
  • New X2 Taser
  • Overhauled 870MCS Breaching Shotgun
  • Overhauled UMP-45 SMG
  • Overhauled M45A1 Pistol
  • Overhauled MPX SMG
  • Added MK18 Training Version for Tutorial Level
  • Added G19 Training Version for Tutorial Level


[hr][/hr]
[h2]User Interface and Experience[/h2]

  • New Main Menu presentation
  • New Settings Menu presentation
  • Customization and Loadout Screen Overhauled
  • Pause Menu Overhauled
  • Mod.io changed to use a native explorer which has more options (e.g. search by categories)
  • Added support for subtitles: Shows real-time transcripts of voice lines said in-game.
  • Colourblind options for protanopia, deuteranopia, and tritanopia.
  • Item Highlight: Item highlights can be enabled for an easier time when finding evidence
  • Localization additions: New language support for in-game texts.
    • English
    • Chinese (Simplified)
    • German
    • Spanish
    • French
    • New Zealand “Kiwi” Dialect

[hr][/hr]
[h2]Levels[/h2]

  • New Map: “Elephant”, an active-shooter mission at a college campus.
  • New Map: “Rust Belt”, a raid set on the border of Los Sueños and Tijuana.
  • New Map: “Sins”, a high-stakes hostage situation in the upper floors of an old hotel.
  • New Map: “Streamer”, a hostage situation occurring in an apartment complex.
  • New Map: “Beachfront”, a warrant service on a house near Los Sueños' coastline.
  • New Map: “Training”, an introductory space to players new to Ready or Not or who need a refresher
  • New Map: “Station” has been completely recreated from the ground-up. It includes new spaces such as an improved training area, shooting range with working targets, evidence room, and minigame (although you’ll have to search the halls for this one).

    • Station will progressively change as you complete commander mode missions.
  • New Map: “Carriers of the Vine” has been completely recreated from the ground-up. Raid a cultist compound and uncover its secrets.
  • New Map: “Hide and Seek” has been completely recreated from the ground-up. Go head-to-head against a large international criminal operation.
  • Complete Redesign: “Buy Cheap, Buy Twice” has been recreated almost entirely.
  • Gameplay Improvements: Level design across all levels has been improved, fixing holes in walls and navigation for AI which would often lead to players being shot through walls and floors. Similarly, navigation through some areas has been adjusted so that it becomes more obvious where players need to go.

    • “Thank You, Come Again” has received gameplay improvements to spawns, civilian and suspect AI, objectives, collision, performance, and visibility.
    • “Twisted Nerve” has received gameplay improvements to spawns, civilian and suspect AI, objectives, collision, performance, and visibility.
    • “Relapse” has received gameplay improvements to spawns, civilian and suspect AI, objectives, collision, performance, and visibility.
    • “Neon Tomb” has received gameplay improvements to spawns, civilian and suspect AI, objectives, collision, performance, and visibility.
    • “Ides of March” has received gameplay improvements to spawns, civilian and suspect AI, objectives, collision, performance, and visibility.
    • “A Lethal Obsession” has received gameplay improvements to spawns, suspect AI, objectives, collision, performance, and visibility.
    • “Greased Palms” has received gameplay improvements to spawns, civilian and suspect AI, objectives, collision, performance, and visibility.
    • “Sinuous Trail” has received gameplay improvements to spawns, civilian and suspect AI, objectives, collision, performance, and visibility.
    • “The Spider” has received gameplay improvements to spawns, civilian and suspect AI, objectives, collision, performance, and visibility.
    • “Valley of the Dolls” has received gameplay improvements to spawns, civilian and suspect AI, objectives, collision, performance, and visibility.


[hr][/hr]
[h2]Improvements[/h2]

  • If you are running mods, there will be a new “safe launch” option in case any existing mods are crashing the game.
  • Overhauled all suspect and civilian AI: This has been done across all levels to make them feel unique to each situation. There are many new details that should allow the AI to appear more intelligent, as well as some unique tells that may give players insight into a situation before they spot any threats. Some of these include:

    • Suspects making less noise upon hearing the player, opting to try and surprise players
    • Suspect repositioning in combat to take up unexpected angles or corners of rooms.
    • Civilians surrendering more easily, and occasionally surrendering when suspects are within sight (depending on the level).
    • More sensible changes to decision making when it comes to surrendering, fake surrendering, fleeing, or initiating combat.
    • AI flinching reactions have been improved: AI can still return fire and move while lightly flinching, and can move while heavy flinches are playing, but cannot return fire.
  • Optimization Pass: Many levels have received a pass on their optimization, which should result in a solid FPS on most hardware. Other optimizations include:

    • Game size has been slashed in half from almost 100gb to ~60gb.
    • Improved settings efficacy: View distance will now cull objects correctly. This is still a work-in-progress, but there are some improvements made.
    • Dynamic shadow improvements and reduction: Reduced the number of dynamic shadows on some levels, and where appropriate changed these to spotlights, which are generally more ideal for performance.
    • Visibility culling pass: Many levels have received a large visibility culling pass to improve FPS in areas that are dense with meshes.
    • Note that optimization changes are ongoing and there are still many improvements to be made.
  • Ammunition Overhaul: Ammunition has been updated for all weapons, and numerous bugs have been obliterated in the wake of this new set of changes:

    • Slug rounds for shotguns will now penetrate most surfaces, as well as up to level 3 armor. They will also ricochet more.
    • Buckshot and some other rounds will have a chance to severely dismember targets.
      • Players will not be able to arrest a suspect/civilian missing an arm or arms.
    • Some rounds will now have a higher change of causing arterial bleeds.
    • Fixed issue where some weapons had the wrong ammunition tag, causing it to use default penetration values.
    • Re-balanced the damage and armor penetration for each ammunition type to make them more logically consistent and each round more uniquely purposed.
  • Armor Improvements:

    • Armor is now more consistent in gameplay. Incoming rounds will be blocked based on the direction the player is facing, not their 3d model.
    • Ceramic now has higher durability, but can still break and loses effectiveness with repeated impacts. Don't get blasted by a shotgun.
  • Penetration Overhaul: We have now made several significant improvements, including:

    • Bullets will do less damage depending on the amount of energy left in the round (eg. shooting through several sheets of plywood will reduce the bullet damage)
    • Flesh is now less easy to penetrate so JHP rounds are more likely to function as intended.
    • Shooting an enemy through two legs used to do the same amount of damage as the bullet made two different impacts on the same target. Now, it will do reduced damage on the second (and third) hit.
    • A large number of bugs related to penetration have now been resolved, as well as several large oversights to do with materials that could not be penetrated.
  • Overhauled Loadout Menu: The new loadout menu provides more insight into item selection, less nested menus, and a simpler way of navigating around different areas.
  • Ready Up is now done through pressing “Y” by default.

    • Players no longer need to stand in a specific area, and can be anywhere in the station when readying up
    • A majority will start the countdown timer
    • If all players ready up, the timer will cut down to 10 seconds before starting
  • Chemical Agents Improvements: Rebalance, redesign, and refactor of the chemical-based weapons and tools in the game to be more fun and in-depth. Chemical Agents refer to all chemical-based weapons and tools and grenades in the game: CS Gas, OC Balls, Pepperspray.

    • AI will attempt to flee areas that are affected by OC.
    • AI will stumble and move away from OC when hit by it.
    • Suspects that are pepper sprayed can still shoot you, but are blinded.
    • CS Gas will seep out of open doorways and around corners.
  • Fine tuning of “stress” system: allow for positive feedback loop when playing using less-lethal weapons. Suspects (on levels where appropriate) will be more likely to hesitate at low stress levels. Stress increases as more firefights and other loud noises occur.
  • Use of Force Continnium (aka RoE in-game) has been made more lenient for hostile situations.


[hr][/hr]
[h2]Other[/h2]

Literally hundreds of bugs that have been resolved. Too many to list here.

[h2]Known Issues[/h2]

  • We noticed some issues with localisations for the French, German, simplified Chinese, Czech, and Korean language updates and are still diligently working on a fix which will be included in the upcoming hotfixes
  • Changing language requires game restart
  • The mission end screen upon death currently prevents the player from spectating their SWAT AI
  • Comprehensive language expansions for Spanish, Italian, Japanese, Portuguese, Russian and Turkish are due to temporal constraints not included in the 1.0 release but will be included in the upcoming hotfixes

Supporter Edition Purchase Availability Conclusion

[h3]With the upcoming 1.0 launch of Ready or Not it comes time to wish a happy retirement to the Supporter Edition as it heads off duty from our Steam page, and we shall continue to support the Supporter Edition to the best of our abilities.

We share a heartful thank you to those who supported and continue to support Ready or Not.[/h3]