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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]

Community Content Exhibit Vol. 16

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!

After a short hiatus we'll take a look at some of the top performing Maps on mod.io, in spite of its maligned status in the community as well as our new system of handling regional Discords on our main server. In an effort to better serve and cultivate our non-english communities we've refreshed how we attend to the needs of the communities.

In our old system we were not as flexible in featuring them as it was designed when we were much smaller, but now after a revamp we're able to give these new Community Representatives more flexibility in how they showcase their communities.

At the moment, we have representatives for:
  • Português
  • Deutsch
  • Italiana
  • Nederlands
  • Spanish LATAM


With many more currently in our approval process. If you'd like to become a Community Representative, then please apply on our Discord!

[hr][/hr]

In the spirit of the Mapping Contest that is currently in its scoring phase, we're going to feature two recently updated oldies but goodies.

1. Lustful Remorse by Paperboathat

Not only a venerable map, Lustful Remorse remains as one of the Gold Standards of high-end modded maps. Featuring a dangerous, claustrophobic, and maze-like alongside a bespoke voice actor as well as custom interactable and destroyable props the map comes together as a must-play package.



Download Link: https://mod.io/g/readyornot/m/lustful-remorse

Video Briefing: https://www.youtube.com/watch?v=0Ex1B18Zdgk

2. A Florida Man by StenTheAwesome

Coming from another well-known mapper, Sten expertly serves the communities thirst for micro-maps with a 2 for 1 package of experiences. With two versions of the map, one during the day and the other taking place in the future and during the night, both offer unique challenges and short, intense, and deceptively dangerous operations.

Download Link: https://mod.io/g/readyornot/m/a-florida-man-a-trailer-in-darkness



[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

Ready or Not | 50% Sale

Attention Officers!

To celebrate the arrival of Spring and the influx of new officers, we're putting Ready or Not on a prodigious 50% sale.

With the wonderful weather, now is the perfect time to bring your friends on patrol with you!

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24 45
13 35 33 15 44

Vol. 83 - Ready or Not Development Briefing

Attention Officers,


Welcome to our 83rd Ready or Not Development Briefing, February 28th, 2025!

After years we’ve homed in on the current state of difficulty for Ready or Not, meanwhile every player is subject to their own personal preference on how it could be. Now it’s ready for a refresh. Read on below to discover how we’re approaching the in-development new difficulty mode system, with ‘Casual’, ‘Standard’, and ‘Hard’; and how we’re taking in measurable player feedback to help inform future development.

We loved to see your reception to our last dev briefing where we dove deep into our design philosophy for the Home Invasion levels and Ready or Not as a whole. Especially from people in our modding community or pursuing game development! For those of you interested in our level design process—the second half of this dev briefing breaks down our “Leviathan” mission from Dark Waters with the help of one of our Level Designers, Tisa!

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]New Difficulty Modes[/h2]

Our game’s level of difficulty is now in a more mature state, with our playerbase growing and players' skill level ever increasing. We find ourselves in a spot where it suits us to refine the standard difficulty experience and offer options for officers to either ease themselves in or challenge themselves further.

Introducing our in-development new difficulty system with the modes of 'Casual', 'Standard', and 'Hard'.

This is a largely mission-by-mission fine-tuned process considering a vast range of values affecting Civilians, Suspects, and SWAT officers. The system is still evolving and preparing for our internal testing phase; therefore, some details may change and we will also not outline all of the potential values being considered.

More details will be provided when these modes eventually release with changelogs!

Note that in order to unlock certain achievements you may be required to play on a specific difficulty mode, for example meaning you may have to play ‘Standard’ or ‘Hard’ to unlock them.

  • ‘Casual’: Provides an ‘easier’ or ‘more casual’ introductory difficulty for players who are new to the game and less familiar with the genre
  • ‘Standard’: The standard experience for officers, aiming to offer a rewarding and diligent challenge. This mode will be a slightly refined version of the current game difficulty.
  • ‘Hard’: Provides a more challenging difficulty compared to ‘Standard’, heavily emphasizes coordinated team-play and masterful decision making.

In a general sense, the difficulty modes will modify values like reaction time, likelihood of surrender, accuracy while moving, accuracy at distance, and much more. For suspects specifically, changes to their threat level (stimulus tracking, reaction times, values that might affect the Suspect's "time to kill" the player) as well as a number of other modifiers to things like traps, stuns, rules of engagement, and squad behavior are all options.

Since these difficulty values are able to be set on a global as well as a mission-by-mission basis, it allows us to tailor the difficulty to the context of each mission.

For example, we have the ability to adjust the maximum suspects in a level, but we may avoid increasing the number for levels that require a specific number of suspects for level-specific story or gameplay reasons— shifting to other ways to modify the difficulty for that mission instead.

[h2]AI Community Sentiment Survey Completion[/h2]

Thank you all for adding your thoughts to the recent AI sentiment survey, we received over 13,000 responses during the days that it was open! The data has been exported into internal documentation and shared across our relevant departments, accompanied by graphs and analysis commentaries for us to use as a valuable detailed resource going forward.

The survey data complements the existing feedback received across our other social platforms, such as in our Discord.

[h2]Improved Player Telemetry [/h2]

We are adding metrics to help us better understand broad playerbase activity (telemetry), such as how many people are playing on a given DLC, what game version, and measuring player retention. This will help us measure the effectiveness of our development efforts.

In the process no personalized identifying information is collected, with all info anonymized and unable to be reverse-engineered— just as before this telemetry, we do not collect any personally identifiable info in the first place.

[h2]Level Design Deep-Dive on “Leviathan” [/h2]

Continuing with our series of level design deep-dives, today we’re showing off behind the scenes on Leviathan. This breakdown is courtesy of our level design team member, Tisa!

[h3]Capturing the Experience [/h3]

With the development of the “Leviathan“ mission, we wanted to offer a scenario that was a major departure from our usual missions while still centering Ready or Not gameplay DNA at the core. In particular, we wanted to immerse the player in a cold, wet, dark, steel-like environment, with giant ocean waves crashing in on them-- far away from the familiar safety of the coast.

[h3]Leviathan Narrative Background [/h3]

Rig HeavyWell A-101 is the first rig granted permission to drill in the highly lucrative heavy oil reserve off the Los Suenos coast. The battle for drilling licenses, the construction of the rig, and its work have been contentious subjects in Los Suenos since the first applications were made.

The UPF, an eco-terrorism organization, has assaulted the rig and taken the workers hostage. They are aggressive and firing without hesitation. Some crew are injured, others are dead. Several groups of hostages have been corralled in various parts of the rig.

The LSPD SWAT has been called to the rig, which is under their jurisdiction, since an amendment to the Adjacent State Rule of the Outer Continental Shelf Lands Act.

[h3]Background Research[/h3]

Once we knew what the level was going to be, we started doing research and gathering references from all sorts of off-shore oil rigs, from smallest to the biggest.

To ground the environment and the purpose of each room as much as possible, we researched the specific machinery and tools that would be utilized on offshore oil rigs.

(Images below: Examples of types of oil rig machinery)


The oil rig portrayed in Leviathan is not any specific oil rig layout but rather the combination of all interesting rooms we found on different oil rigs.

(Images below: Examples of styles of rooms in oil rigs that ended up being considered as inspiration for Leviathan)

Out of the different sizes of real world oil rigs, the one that became Leviathan is the smallest type, believe it or not!

(Images below: Sizes and construction apparatuses of offshore oil rigs, and an example of the size of oil rig used in RoN)

[h3]Level Layout [/h3]

Since the Rig is constructed in a way that the main drill tower is located in the center, and we wanted to have at least 2 floors on the Rig, I decided the level layout should be a good old fashion ‘arena’ style layout.

With the main landmark being in the center I could construct all rooms and passages circling around that landmark which will automatically create all the desired loops for our AI to move, run and flank at their best possible capacity which will create the desired gameplay for this level.

The landmark in the center also helps our players have a guide and not get lost or disoriented.

With this being a multi floor level I wanted at least 3 staircases connecting the floors for gameplay variety and to avoid any potential bottle neck in gameplay.

We also knew we wanted to introduce our new helicopter system so having plenty of outside open space for helicopter to spot and report suspects was also one of the considerations we needed to accomodate.

(Images below: Rig top-down level design layout)

[h3]Player Starting Points [/h3]

For this level we planned to have 3 different starting points on 3 different heights of the level, giving players a unique approach each time they want to play this mission.

The first starting point is the Helipad; even from the loading screen players will see they are riding in the helicopter which will blend nicely with where they start from.

At first glance the landing zone is quite exposed, but we took great care into crafting the level to ensure players will never be shot in the spawn zone. Players spawn in the North-East side on the level on the highest point having access to both upper and bottom floor.

(Image below: Helipad starting point, with the blockout version on one half)


The second starting point is the Bridge.

Players start on a heavily shaking bridge connecting the big rig to it’s small addon. From here players get spawned in the middle and have access to upper and bottom floor on the North-West side of the level.

(Image below: Bridge starting point, with a mini photo of the blockout version in the corner)

The third starting point is the Boat Landing.

In loading screen players can see they are arriving by boat that blends into this starting point. For this starting point we wanted to leave players with a quick horrifying scene of workers hanging from the lowest floor of the oil rig to quickly alarm the players that these suspects mean business. From this spawn point players have access to the South-West lower floors that has a left/right options to choose from.

(Images below: Boat Landing starting point, with one image containing a mini photo of the blockout version in the corner)

[h3]General Gameplay Intro [/h3]

Gameplay on this map is very CQB oriented despite its size, with some areas of longer lines of sight. This is also the first time we introduced our Helicopter system which gives the players a camera view from the sky. The heli reports any suspects/civis it spots walking around outside on the level and shines a searchlight on them to aid in closing in on spotted locations.

[h3]Threats [/h3]

Since the level is built as an Arena type threats in this level can be anywhere.

With this in mind, we took great care in making sure our main objective is a room filled with tied up civilians and a couple of suspects guarding them, making those rooms quite challenging to clear without harming any civilians.

(Image below: Before/after of one of the hostage rooms)

Aside from carefully planning entries and checking fire for civilians, the level is also filled with high pressure pipes that will obscure your line of sight when shot.

Other environmental considerations include the drops of rain on the player’s vision, and visual sway effects that intensify when the player is closer to the edges of the oil rig.

(Image below: A shot high-pressure pipe emitting vapor)

[h3]Mission Objectives [/h3]

The objectives for this level are as follows:

  • Bring Order to Chaos.
  • Rescue all of the Civilians.
  • Stop the Livestream.
  • Shut down Rig Drill.

The main objective of the mission is to Terminate the UPF livestream, located somewhere on the Rig. Each playthrough the location of the main objective is randomly selected. The livestream area is also populated with tied up Rig workers that have been taken hostage.

A hidden objective is to prevent the main drill from overheating. Players can stumble upon this objective when in the drill room, which emits a loud yet (hopefully) not annoying siren throughout the level until he manages to shut the drill down.

[h3]Interactables [/h3]

Interactables (in-level game elements that change in response to the player’s interactions) were important for breathing life into this level.

To start, we added a reportable dead body of a worker to each player spawn area. This is so players can see that unlike the home invasion in our Lawmaker mission where the UPF faction is present, the UPF in Leviathan has grown more extreme in their actions.

Furthermore, we added worker voice lines for inaccessible areas behind the barricaded staircase in the crew quarters. These workers react with a range of voicelines when they hear gunfire.

Meanwhile, In the control room we have a radio which players can use to communicate with COAST to inform them that Rig has been taken over by UPF terrorists, and LSPD SWAT is on board.

Last but not least, a hidden keycard that unlocks one of the computers in the fire control room suggests that there may have been an insider working with the UPF terrorists.

All of these interactable were designed to immerse the players into the story and give the level that “Ready or Not” environmental depth we all love.

Conclusion


New ways to challenge yourself are on the way in the future, and so is development better informed by your current feedback. Combined with improved telemetry, we are solidifying the foundation we have to continue supporting Ready or Not.

Now that you have a refreshed perspective on Leviathan, it’s a great time to dive back in (combined with the ongoing Steam sale on our DLC if you, or a lobby host, don’t have the Dark Waters DLC already!)

This concludes our 83rd 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]