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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)
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[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




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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.


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[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.

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[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



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