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Официально: Шутер Ready or Not выходит на консолях летом — это духовный наследник SWAT 4

В рамках презентации Galaxies Gaming Showcase 2025 студия VOID Interactive анонсировала консольную версию тактического шутера Ready or Not. Финальная версия игры вышла на ПК в декабре 2023 года, после чего она получала дополнительный контент и карты. Летом 2025 года состоится релиз на Xbox Series X|S и PlayStation 5.

Stories from Los Sueños - Console Edition Announcement

Attention Officers!

Following the reveal of Ready or Not Console during the Galaxies Games Showcase, we’re excited to share more details about our upcoming free update, Stories from Los Sueños, launching alongside the console release.

This update introduces new content and improvements, with PC players getting full access to everything on day one.

Here’s what’s coming in Stories from Los Sueños:

4 New Weapons (Available Day One for PC Players):
  • TRPL Pepper Ball Pistol
  • MK-V .50 AE Pistol
  • 590M Shotgun
  • M32A1 Launcher Primary (Gas and Flash rounds)

Other features
  • 2 old but new maps, reimagined from the ground up (familiar territory, with a whole new coat of paint)
  • Revamped Training Mode
  • Difficulty Selector
  • Full crossplay between all platforms.

We will also introduce various engine updates, system optimizations, and bug fixes for a smoother, more stable experience

Note: Console players will be able to access the MK-V, 590M, and M32A1 through preorders, while PC players will get immediate access to all weapons as part of the update.

Watch the Console Announcement Trailer here: https://www.youtube.com/watch?v=jW3zr1Jn5bM

Community Content Exhibit Vol. 17

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!

Today we'll be doing something a little different however. Today we're going to have a word with one of our developers, Ethan. Some may know him better from the early days of Ready or Not modding, Quantumnuke, as well as a very small bit on our possible physical appearances this year.

[hr][/hr]

[h3]1. Can you introduce yourself?[/h3]
I'm Ethan, also known as QuantumNuke. I'm currently a junior programmer at VOID and originally started out as a modder for Ready or Not. VOID hired me while I was still attending university, first bringing me on part-time, and then transitioning to full-time once I graduated.

[h3]2. How long have you been with VOID?[/h3]
I've been with VOID for two years and nine months.

[h3]3. When did you start modding?[/h3]
Ready or Not was actually the first game I modded seriously. I had experimented briefly with modding other games before, but none captured my interest quite like Ready or Not did.

[h3]4. How long did you work with Ready or Not specifically?[/h3]
I began modding shortly after the game's public early access release and continued until VOID reached out to me. At the time, a few other community members were actively creating mods, which inspired me to explore what was possible and become involved in the modding community myself.

[h3]5. What was it like when VOID reached out to you?[/h3]
It was an incredible moment. I'd heard stories about modders being hired professionally but never imagined it happening to me. Knowing my work had caught the attention of a studio felt very rewarding. Of course, watching mod downloads increase and reading user comments was great, but receiving something as personal and validating as a job offer was quite different. And especially so for a game I had modded for and followed for so long.

[h3]6. Has your view on GameDev changed at all now that you've begun working in the industry?[/h3]
Absolutely. As a player, I never fully appreciated the complexity behind game development or the challenges teams face regularly. I definitely used to be one to complain about bugs or delays, but working in the industry has given me a completely new perspective and appreciation for the various challenges developers face during development.

[h3]7. Any tips for aspiring gamedevs or even just budding modders?[/h3]
Just start working on something and push through any obstacles you encounter. Try different ideas, complete your projects, and don't hesitate to share your work with the community. You'll gain invaluable experience by actively creating and contributing, and people will definitely notice if you're persistent and passionate.

[h3]8. Is there anything you'd like to say to our player base?[/h3]
Thank you all so much for your support. Seeing everyone enjoy the game, along with the feedback you share, both positive and critical, means a tremendous amount to us as developers.
[hr][/hr]

Now, about our appearances.
Going into Q2 and beyond, we fully intend to appear at more gaming-centric events to both strengthen our ties with our community as well as further increase our reach among our peers many good and proper studios do.

Further announcements will come prior to the events we will be appearing at and will detail the capacity we'll be appearing in. Please do not hesitate to approach and talk to us if you manage to find us, and don't worry, we should be relatively easy to pick out of a crowd and we should have some items to give any player that hunts us down.

[hr][/hr]
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/


Keep your feet on the ground.
VOID Interactive

The item everyone has been waiting for is finally here!

Attention Officers!

It's with great pride that finally announce a highly anticipated piece of merch coming to our slowly growing roster of quality and very real products!

The David 'Judge' Beaumont bodypillow!

You can find the product page below and don't worry, the buy button does indeed work.

https://voidinteractive.net/judge-body-pillow/

Vol. 84 - Ready or Not Development Briefing

Attention Officers,


Welcome to the 84th edition of our Ready or Not Development briefing, March 28th, 2025!

Today's briefing will cover some of the progress that we’re making in optimization, some details into our AI difficulty system dev process, narrative content pieces, and convention merch.

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]Optimization[/h2]

A whopping 1,200+ assets are being updated in pursuit of our persistent optimization efforts. So far internally we have seen some noticeable gains that prevent CPU bottlenecking, which should allow for higher GPU usage and therefore overall performance.

Stuttering across levels has been reduced by an effort to ‘instance’ assets, meaning that multiple otherwise duplicated assets are being grouped together to be treated as just one asset (e.g. for walls). Many excessively performance-intensive materials are also now optimized, decreasing unnecessary shader complexity in scenes.

Collisions were updated across over a hundred assets to be more performant, including fixing some complex collisions across the game.

We began adding Simplygon to our development pipeline, affecting our characters models and some other assets. By doing so we are decreasing the presence of ‘quad overdraw’ in the game, which is when multiple pixels are computed for rendering even when some of them may be hidden under another, and therefore unnecessarily harming performance.

We fixed an issue with long hair physics in-game that could cause a large frame drop.

SWAT AI underwent a performance pass to help its systems run more smoothly, and we did a shadow pass across base-game levels in order to reduce any shadow-related performance hinderances.

Our animation team sorted out some notable bottlenecks in the character movement systems, and are working on tying in some additional animation fidelity improvements that are being polished behind the scenes.

[h2]AI Difficulty System Process [/h2]

Our game design, engineering, and QA have been hard at work hammering out the new difficulty system across all missions in the game. We are now entering a phase of intensive difficulty playtesting that will focus on three missions: Ides of March, Elephant, and Dorms.

The reason these three levels are selected for intensive playtesting is that they each represent key suspect AI archetypes and scenario types that exist across Ready or Not. By dedicating intensive playtesting efforts on these three missions, we are able to get a solid representative idea of how the global difficulty mode modifiers broadly affect the game as a whole.

Ides of March was selected due to being a barricaded suspects scenario that has a high proportion of skilled professional suspects with usage of traps. Elephant is meanwhile highly dynamic with amateur suspects in an active shooter scenario, including bomb defusal. Finally, Dorms has inexperienced suspects that utilize melee, accompanied with a high proportion of civilians— yet is a more manageable level size compared to a mission like Twisted Nerve.

With a solid understanding of how these global difficulty modifiers function in gameplay for these controlled environments, we can better analyze how they function in other levels and set up the mission-specific difficulty modifiers to be carefully tuned for each mission.

[h3]Automated AI Behavior Tests[/h3]

A new automated test program created by a member of our programming team is accelerating the testing process for AI difficulty system behaviors across all levels. This automated testing procedure artificially speeds up in-game and executes actions that allow over 50 types of AI value modifiers (i.e. hearing range, accuracy, vision) to be tested in a matter of a second, with every level in the game able to be loaded into and tested in a total of just 15 minutes.

Our QA team would otherwise have to manually go around these levels, finding suspects in the level and testing each stimulus value manually, such as by shooting at the suspects or throwing grenades. With this automated process we are able to much more rapidly iterate on and fix AI behavior without requiring additional QA testing time for these tedious aspects of stimulus value testing.

(Video Below: The automated testing program in action, if you blink you’ll miss it. To the right of the viewport are a handful of the checked stimulus values outputting once the test concludes)
[previewyoutube][/previewyoutube]

[h2]Narrative Content Pieces [/h2]

Our marketing and narrative team are creating a few promotional content pieces that will be rolling out in the near future, which will help expand on Ready or Not lore and world building. These sorts of pieces may also include details drawn from behind the scenes narrative building that are not explicitly visible in-game.

If you’re not subscribed to the VOID Interactive YouTube channel already, now’s the time!


[h2]Convention Merch [/h2]

For those of you that will be attending gaming conventions over the next six months or so you could have a chance to snag some exclusive Ready or Not convention merch!

We will not necessarily have a booth nor merch at all these occasions, but if you run into some of us while supplies last there’s a chance you could be given a bag of goods!

Other than that, we’re fleshing out a bunch of new designs and merch items to be offered later on.

Conclusion


As you can see, one of our big focuses for the next content update is quality of life improvements, particularly around optimization. Our updated AI behavior testing process is now fixing a variety of strange quirks that have persisted across suspects and civilians, while helping us create the difficulty system. Lastly, with creative content and conventions on the way there's plenty more to pay attention to on the horizon!

This concludes our 84th 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]