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Volume #54 Ready or Not Development Update

[h2]Attention Officers,[/h2]

Welcome to the 54th edition of our biweekly newsletter! This week we’ll be talking about our upcoming map, Sins of the Father, our new Devlog that will be dropping monthly alongside our newsletters starting next month!
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[h2]The First Sin[/h2]
Taking place after the attempted assassination of a US Lawmaker by a group of disenfranchised Veterans, Sins of the Father brings the team to an devilishly opulent penthouse suite packed to the brim with some of the toughest hostiles that the LSPD has come up against yet. This a very dangerous proposition when the LSPDs past victories include a squad of well equipped ex-military veterans, a large complex filled with deadly paramilitaries, and an incredibly well-entrenched ex-USIA officer.

Above: The long halls offer little cover from very aggressive hostiles, make good use of shields and doorways.

[h2]The Sinners[/h2]
The capabilities of the hostiles contained within Sins will show from their rock solid morale, meaning the bodyguards will be some of the hardest suspects in the game to peacefully restrain, requiring the entire team to carefully clear, contain, and cuff each suspect with great care. This combined with their powerful weapons and individual uniforms purposefully selected to resemble the civilians within the map means Sin will be a tough nut to crack.

Above: The golden inlays, furniture, and decorations betray a level of wealth only attainable by either the incredibly lucky or the incredibly dirty.

Currently, to add an ever deeper layer of challenge, we are experimenting with giving the AI on Sin the ability to deploy non-lethal throwables. The exact same types that the LSPD bring to bear on particularly ornery suspects when the need arises, adding yet another sound that a team will need to carefully listen out for.

Though there is a silver lining to the increased capabilities of the hostiles, their conventional training means that they will not hide under beds or in closets and will not crawl through the available through-fares on the map, freeing any responding officer to direct their attention elsewhere.
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[h2]Video Devlogs[/h2]

Starting next month we will also be aiming to release monthly video dev logs detailing subjects that would be poorly served by a static newsletter or vastly improved via a video format. The coming video will mainly feature information relating to the mocap for all the characters in Ready or Not with the intended release date being July 17th.
Above: Our mocap artist Aaron starting the session with a T-pose for the first set of new mocap shoots.

In addition to the monthly Devlog videos that will be uploaded to our YouTube channel, we will also be delivering more news about the state of the Supporter Edition going into the future, and a much more clear picture of the future of the game that our team has worked so hard to build and our community has worked so hard to nurture.



Conclusion

This concludes our 54th briefing. Be sure to tune in next time for more development news!

If you’d like to help us test new content during playtesting periods on the Supporter exclusive experimental branch, provide us with your game feedback, and keep up with the Supporter community; you can become a supporter at www.voidinteractive.net or at our Steam store page.

Are you a content creator on youtube or twitch looking for new games? We got you covered; Ready or Not has partnered with Lurkit to elevate gameplay! Make sure to follow us here.
https://www.lurkit.com/games/ready-or-not


Make sure you follow Ready or Not on Steam here.
https://store.steampowered.com/app/1144200/Ready_or_Not/

Keep your feet on the ground.
VOID Interactive

Ready or Not | Videography Contest Winners

Attention Officers!

After much deliberation and discussion, as well as some minor logistical issues, we’re finally ready to announce the winners of the Videography contest. After adjustments made to the public vote based on the rules set forth for the contest and the moderator vote, we’ve finalized our top three!

[h2]Third Place - GLIDGaming[/h2]

[previewyoutube][/previewyoutube]

[h2]Second Place - Lumenz[/h2]

[previewyoutube][/previewyoutube]

[h2]First Place - Crisp Johnny[/h2]

[previewyoutube][/previewyoutube]
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Congratulations to the winners and all of the other contestants for the incredible content all of you produced! We can't wait to see what our amazing community continues to produce going into the future of both Ready or Not and the ever expanding community!

Keep your feet on the ground.
VOID Interactive

Volume #53 Ready or Not Community Update

Attention Officers,

Welcome to the 53rd edition of our biweekly newsletter! This weeks newsletter will be taking a look at the runner-ups in the mapping contest and give them some of the time in the spotlight that they deserve.

[h2]Hard Won[/h2]

With so much talent on display, it was very difficult to select only three winners from the small field of 12 that were submitted, just about every map on offer had something that another map didn’t and had distinct styles that they held tightly.

However after much deliberation, both the community and all of our Developers that participated in the voting process came to a firm conclusion on who should be in the top three.
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Fourth Place - Olympus Theatre

Olympus has a very strong opening, one that is really only challenged by the opening of Sanctum's Deceit. It drops your team into a stormy night that is lit almost exclusively by the bright lights of the titular Olympus Theatre, and as you approach the civilians that had managed to escape the carnage run to safety. Long halls, large rooms, and constant reminders of the brutality that the attackers have wrought keep even experienced officers on their toes.

Download Link: https://mod.io/g/readyornot/m/olympus-theater
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Fifth Place - Abbatoir

As a stark contrast to the previous map, Abattoir inserts your team into the dark abyss of a meat processing plant where the previous owners of the plant have gone missing and new, dangerous tenants have moved in. With a combination of darkness, numerous nooks and crannies for threats to hide in, and terrifyingly dressed suspects, Abattoir is sure to leave its mark.

Download Link: https://mod.io/g/readyornot/m/abbattoir
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Sixth Place - Blackwood Forest

Coming in sixth is Blackwood Forest, a map that is vastly different from every other entry in the contest and most other maps in the Ready or Not modding scene in general. While Sullivans Slope in the vanilla game, or modded maps like Forest house offer a singular structure and a very limited forest walk, Blackwood inserts its officers into a scattered settlement located deep in a shrouded forest.

Played best with the ‘Max Suspects’ mod to better simulate the Extremist Group that you have been sent to contain, it forces officers to engage large groups of suspects at long ranges, that unfortunately results in a mixed bag. Ready or Not and by extension the AI was not built to handle the ranges that Blackwood presents, but when it works, it shows off the strength of Blackwoods design.

Download Link: https://mod.io/g/readyornot/m/blackwood-forest
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Conclusion

If you’d like to help us test new content during playtesting periods on the Supporter exclusive experimental branch, provide us with your game feedback, and keep up with the Supporter community; you can become a supporter at www.voidinteractive.net or at our Steam store page.

Are you a content creator on youtube or twitch looking for new games? We got you covered; Ready or Not has partnered with Lurkit to elevate gameplay! Make sure to follow us here.

https://www.lurkit.com/games/ready-or-not

Make sure you follow Ready or Not on Steam.

Keep your feet on the ground.
VOID Interactive

Ready or Not | Early Summer Surprise | 20% off

Attention Officers!

In anticipation of the forthcoming summer, we’ve put Ready or Not on sale for 20% until May 29th to help you work up a sweat.

If you’ve been waiting for one reason or another, now is your chance to build your perfect squad and make sure all of your friends are up to speed!

If you’d like to help us test new content during playtesting periods on the Supporter exclusive experimental branch, provide us with your game feedback, and keep up with the Supporter community; you can become a supporter at www.voidinteractive.net or at our Steam store page.

Are you a content creator on youtube or twitch looking for new games? We got you covered; Ready or Not has partnered with Lurkit to elevate gameplay! Make sure to follow us here.

https://www.lurkit.com/games/ready-or-not

Make sure you follow Ready or Not on Steam.

Keep your feet on the ground.
VOID Interactive

Volume #52 Ready or Not Development Update

[h2]Attention Officers[/h2]

Welcome to the 52nd edition of our biweekly newsletter! Today we’ll be giving our community a full rundown on the current state of VOID itself, the upcoming patch, and more!

[h2]Expansion and Optimization[/h2]

Over the past year, both VOID and its community have undergone quite a few changes, with the focus being on improving every facet of VOID Interactive and Ready or Not. However the rewriting of development methods, rearrangement and reinforcement of teams, and adoption of new tools tend to have a negative effect on timelines.

The idea of reorganizing the studio and getting these growing pains out of the way now, as we look at the position that Ready or Not holds in the greater ‘Tactical Shooter’ scene, is to save us much more development time in the future. This re-alignment of development processes is a crucial step in allowing VOID to deliver game patches in a much more regular fashion, be it patches, a map or weapon here and there, or massive content and fix drops much like the form ADAM took.
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[h2]Reorganization[/h2]

Under the watchful eye of our new Producer, our development team are charged with a new direction to target milestones across our roadmap to launch. Specifically, better methods that enable us to refine how we manage our builds, bug triage and predictable development cycles.

The timing of these new internal processes has aided the team during our explosive growth with new talent onboarding monthly, more external studios assisting in specialist areas that opened us up to new opportunities and features within our game which we cannot wait to share with you all soon. As we build our confidence up with these new lines of communication and development cycles our team’s capabilities are growing and we will be very proud to share some behind the scenes of our efforts very soon.
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[h2]Status[/h2]

It has been talked about piecemeal via AMAs, newsletters, and public comments but this will be the place where we collate all of the information for the community at large to reference!

[h3]First[/h3]
We are working on quite a few levels, both new and refurbished. As you all know we are working on the level Coyote, a map based on border-crossing drug tunnels, as well as refurbishing the Station and Dealership entirely. At the same time, other poorer performing maps are being tweaked under the hood to fix some of their performance issues. Finally on the note of maps, yes we are still making the school though we are taking great lengths to present it as conscientiously as possible. However it has been given the more appropriate name of Campus and it will be released alongside other un-announced maps in the future.

[h3]Second[/h3]
PvP is 100% confirmed to be returning however it will not be coming back until post 1.0 as we wish to produce a much more cohesive co-op experience before re-introducing it into the game, the exact form it will take is still not set in stone, but we may take some inspiration from some of the other decisions made very recently by some of our peers in the Tactical Shooter space.

[h3]Third[/h3]
Yes, we are aware of the many issues with both Teammate and Suspect AI, Interactions, and general behaviour and it is all being addressed by our AI-mage Ali and the rest of the incredibly talented programming team. The AI will be even further subdivided based on Maps [i.e. Trained security guards on Mindjot acting like they actually have training.]
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[h2]One last thing[/h2]
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If you’d like to help us test new content during playtesting periods on the Supporter exclusive experimental branch, provide us with your game feedback, and keep up with the Supporter community; you can become a supporter at www.voidinteractive.net or at our Steam store page.

Are you a content creator on youtube or twitch looking for new games? We got you covered; Ready or Not has partnered with Lurkit to elevate gameplay! Make sure to follow us here.

https://www.lurkit.com/games/ready-or-not

Make sure you follow Ready or Not on Steam.

Keep your feet on the ground.
VOID Interactive