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POLYGON News

Halloween in Polygon!

[h3]Welcome to the Halloween Update![/h3]
With this update, the time of mysticism, riddles and, of course, incredible rewards will come.

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[h2]THE HAUNTED SHIP[/h2]

Prepare for a chilling journey aboard an abandoned vessel where Halloween takes a sinister twist. Under the cover of mist and the cold glow of moonlight, every corner holds mysterious stories and eerie surprises.

What mysterious pumpkins have appeared on the ship? Who knows what secrets they might be hiding…



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[h2]HALLOWEEN PASS[/h2]

Immerse yourself in the Halloween atmosphere with our unique "Halloween Pass".
Similar to the Battle Pass, this special pass provides access to exclusive rewards with a distinctive Halloween spirit.
Collect them all and rise to the next level!



Attention, collectors: for a limited time, you have the opportunity to purchase last year’s Halloween watch!


[h3]TRICK OR TREAT![/h3]

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[h2]HALLOWEEN BOOST[/h2]

Earn extra bonuses by fighting the dark forces and becoming a hero in this horror night.
From October 27 to November 10, each match will bring you an additional 100% of credits and experience!
This is your chance to use the magic of Halloween and raise your skill level to a new height.

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[h2]OTHER CHANGES[/h2]

Fixed tree foliage display when MSAA is enabled;

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Join our Discord.
There you can find news about the game faster, get quick help with any problems, and also take part in various contests with in-game rewards.

You can also support us on Patreon and get unique rewards, including an exclusive skin for weapons, as well as information leaks from development and early access to game updates.


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See you on the battlefield!

—Polygon Team

Update: 0.7.5.7

Hi everyone,

This update focuses on fixing numerous bugs across all maps in the game.
A huge thanks to Wolf for the hard work on improving the game!

[h3]Storage Day/Night[/h3]
  • Fixed an issue where many objects had incorrect collisions;
  • Fixed an issue where many objects were mis-placed or mis-aligned (ex. doors, walls, etc.);
  • Map Floor has been fully remade to fix collision attributes;
  • Border has been reworked to polish the map;
  • Empty buildings have been reworked and added some filling objects;
  • Weird placed objects around the map have either been replaced or removed;
  • Map has been reworked a bit to change some object placement, visuals, textures and more;


[h3]Crash Site Day/Night[/h3]
  • Fixed an issue where the Diner building had a seen through ceiling;
  • Fixed an issue where some foliage was either floating or overlapping with other objects;
  • Fixed an issue where some windows were not aligned properly;
  • Fixed an issue where some vehicles were floating;
  • Fixed an issue where some windows were bulletproof;
  • Fixed an issue where some objects were overlapping;
  • Fixed an issue where some objects had broken textures;


[h3]Cargo[/h3]
  • Fixed an issue where some objects had black shaders generated over them;
  • Fixed an issue where you could cap the capture point from Top Red Container;
  • Reworked some of the collisions to allow more and easier control over parkour;


[h3]Sandstorm Conquest/KingOfTheHill[/h3]
  • Fixed an issue where some stairs were seen through;
  • Fixed an issue that caused players to get stuck in one of the trucks;


[h3]Valley Day/Night[/h3]
  • Fixed an issue where the ammo and healing boxes on the East Spawn did not work;
  • Fixed an issue where you could see through a fence and players couldn’t shoot you back;
  • Fixed an issue of some objects having incorrect collisions;
  • Fixed an issue where some foliage was floating mid air;


[h3]Metro[/h3]
  • Fixed an issue where some of the pillars could be seen through;
  • Fixed an issue where some parts of the ceiling could be seen through;
  • Fixed an issue where some parts of the ceiling were missing;
  • Fixed an issue where the arching pillars had incorrect collisions;
  • Fixed an issue where some objects were mis-aligned;
  • Fixed an issue where some objects had incorrect textures;
  • Fixed an issue where some objects had incorrect collisions;
  • Removed unused objects and effects that were outside of the map;
  • Removed some of the ground rubble collisions that caused the player to be stuck on a pixel;


While we continue to work on improving our maps and fixing bugs, we can’t do this alone. If you find a map bug or anything else, please contact us via a Bug Report (Support Ticket) via our Discord server.

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You can also support us on Patreon and receive unique rewards, including an exclusive weapon skin, development leaks, and early access to game updates.



—Polygon Team

Update: 0.7.5.2

[h2]NEW[/h2]

  • Basic game statistics have been added:
    • Total kills;
    • Total deaths;
    • Kill-to-death ratio (K/D);
    • Total assists;
    • Total headshots;
    • Headshot percentage of all kills;
    • Shooting accuracy;




  • Assists are now displayed on the in-game scoreboard;


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[h2]CHANGED[/h2]

  • AS "VAL" received changes in characteristics:
    • Damage increased from 23 to 24 units;
    • Shooting range increased by 20%;
    • Reload speed increased by 15%;
    • Reserve ammo increased from 200 to 240 units;


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[h2]FIXED[/h2]

  • "Terminator" skin for Desert Eagle displays incorrectly;
  • Some weapon charms display incorrectly;


[hr][/hr]
Join our Discord.
There you can get news about the game faster, receive quick assistance with any issues, and participate in various contests with in-game rewards.

You can also support us on Patreon and receive unique rewards, including an exclusive weapon skin, development leaks, and early access to game updates.


—The Polygon Team

Hotfix: 0.7.5.1

  • Changed: VSS received a full rework:
    Damage increased from 34 to 42.
    Rate of fire increased from 400 to 470.
    Muzzle velocity increased by 25%.
    Magazine capacity reduced from 20 to 10 rounds.
  • Fixed: Weapon charms could not be changed while playing on a server;
  • Fixed: Position of some watches on the character's wrist;
  • Fixed: Display of the "Derick" weapon charm;
  • Fixed: Changing the volume of sound effects did not affect the sound of the Glock 17 shot;
  • Fixed: Corrected the name of the angled grip;


[hr][/hr]
Join our Discord.
There you can get news about the game faster, receive quick assistance with any issues, and participate in various contests with in-game rewards.

You can also support us on Patreon and receive unique rewards, including an exclusive weapon skin, development leaks, and early access to game updates.


—The Polygon Team

UPDATE 0.7.5 | THE ART OF WAR

[h3]Hello everyone![/h3]

We are excited to present Update 0.7.5, featuring new functions, improvements, and fixes to enhance your gaming experience.
We also have important news about the future of Polygon.
Let's start with the changes in this update:

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[h2]BATTLE PASS SEASON 4[/h2]

Welcome to the new Battle Pass season - The Art of War.
This new season includes new weapon skins, wristwatches, VIP status, and Crowns.
Additionally, it introduces brand new cosmetic content for Polygon, including character skins, patches, and weapon charms.
This Battle Pass will be the most content-rich in the game's history.
Don't miss the chance to express your uniqueness on the battlefield!



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[h2]AS "VAL"[/h2]

The game has been updated with a new assault rifle - AS "VAL".
This perfect combination of high rate of fire, mobility, and stealth will make your enemies nervous whenever you appear.
With the "VAL," you can effectively and silently eliminate targets, instilling fear and panic among opponents.



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[h2]NIGHT CRASH SITE[/h2]

The Crash Site map has received a night version.
Prepare your flashlights!



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[h2]STYLE[/h2]

New cosmetic items, including character skins, patches and weapon charms have been added to the game.
Character skins affect only clothing and do not impact external equipment (helmet, plate carrier), allowing you to always identify your enemies by their appearance.
You can obtain new style items in the new Battle Pass season and purchase them through the in-game store.





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[h2]CROWN PURCHASE DISCOUNT[/h2]

For a limited time, you can get a discount of up to 35% on Crown purchases.
Don't miss the chance to get the new Battle Pass at a great discount!



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[h3]OTHER CHANGES:[/h3]

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[h2]NEW[/h2]

  • Added a new weapon module - "Angled Grip";
  • Added tactical reloading. Now, during incomplete reloading, the round in the chamber will be preserved, allowing you to make an additional shot (e.g., 30 -> 31);


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[h2]IMPROVEMENTS[/h2]

  • Optimized storm performance on the "Sandstorm" map;
  • Some shaders in the game have been optimized;


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NOW FOR IMPORTANT NEWS:


Today, I want to share important news about the future of Polygon.
This announcement requires an honest conversation because big changes are coming, and I want to be transparent with you.

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[h3]Reasons for the changes:[/h3]

Hi, guys,
My name is Nick, and I am the main creator and lead developer of the game.
When I started developing Polygon, I was very inexperienced in game development, especially in first-person shooters.
But I had a dream: I always wanted to create a truly large-scale shooter.
However, I knew that first, we needed a stable foundation for the game, so I focused only on infantry battles.
But the dream never went away.

Update 0.7 finally gave the game the necessary foundation, and about a year ago, I began looking towards my initial goal.
To fully realize my goal, I needed certain tools, and the release of Unreal Engine 5 provided the necessary technologies for this.

Few people know that I am a big fan of Battlefield 3/4.
The existing "Metro" map proves this, as it is a partial copy of the original version.
Initially, Polygon was planned as an analog for Battlefield.
This was supposed to include large-scale maps with many players, military equipment, destructibility, and other elements characteristic of the Battlefield series.


So, I made a serious decision to start a new path, a new story.
For some time now, I have been developing something more global than the current Polygon.
I think we can call it Polygon 2 (PG2).
And yes, it will be a new game because I don't want to break the gaming experience of players in the current Polygon.
Of course, there are those who do not share my vision and may not want such colossal changes.
Therefore, the current Polygon will maintain its position of close-range infantry battles.

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[h3]What will change?[/h3]

Everything.

Classes will be added to the game: Assault, Support, Engineer, and Scout.
Each class will have its unique feature, significantly impacting gameplay.
This will also make the game more team-oriented.



Military equipment will appear in the game, from ATVs to tanks and combat helicopters.



You will be able to influence the game world with a destruction system: a building will collapse like a house of cards after C4 detonation, and fallen trees will serve as defense against the enemy.



We are creating completely new maps for PG2.
Current maps will NOT be transferred to PG2 because they simply do not fit the new requirements.

We could list all the changes for a long time, but we'll leave that for future announcements.

Unfortunately, at this time, the gameplay is in such a state that I cannot show it.
But I can demonstrate some of the changes that PG2 will receive.

We decided to start development by recreating one of the most popular maps.
We strive to achieve maximum accuracy, maintaining 95% of the original scales and the location of all objects.
The goal is to show the intention to move in a direction that will be familiar and understandable to every player.



I will reiterate that this is a super early version of development. The map still lacks numerous objects, visual effects, and other elements.

Now let's talk a little about the style of PG2.
As you may have noticed, the graphics in PG2 will become more realistic, and at the same time, the game will receive a new feature - pixelation.
This will preserve the game's stylization while adding many missing details that we would like to see in the game.





PG2 will receive an arsenal update.
Numerous types of assault and sniper rifles, SMGs, and LMGs are in development.



Such items as C4, claymores, smoke grenades, and other tactical tools will also be added.



We want to give you a completely new experience compared to the current version of the game.

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[h3]Implementation timeframe:[/h3]

At this moment, we don't have exact dates for completing all plans.
But this is definitely not a quick process.
We hope to move to the first public playtests by the end of the year.
Your patience and support during this period will be extremely important for us.

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[h3]What will happen to the current Polygon?[/h3]

We will continue to release new content, such as the current update, but we will have to divide our time between developing two games simultaneously.
Therefore, the interval between updates may increase.
But of course, the game will NOT lose support even after the full release of PG2.

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[h3]We hear you![/h3]

Your opinion is very important to us.
We are open to your questions and suggestions.
Please leave your comments and share your thoughts in our Discord.

That's all the news we can share with you for now.
We will continue to keep you updated on the development of PG2.

Thank you all.

[hr][/hr]
Join our Discord.
There you can get news about the game faster, receive quick assistance with any issues, and participate in various contests with in-game rewards.

You can also support us on Patreon and receive unique rewards, including an exclusive weapon skin, development leaks, and early access to game updates.


[hr][/hr]
See you on the battlefield!

—The Polygon Team