Autumn 2025 Update Notes
Six Days in Fallujah’s Autumn Update is here! Experience two completely improved campaign missions, new Wounded State and Command Overlay features, improved Fireteam and enemy AI pathfinding and behavior, updated Training simulations, and hundreds of changes and bug fixes.
Please restart the Steam client to download the latest build.
COMING SOON: PROGRESSION SYSTEM
IMPROVED CAMPAIGN MISSIONS
Join the community conversation and offer us feedback on our official Discord server!
https://discord.gg/SixDaysGame
Please restart the Steam client to download the latest build.
COMING SOON: PROGRESSION SYSTEM
IMPROVED CAMPAIGN MISSIONS
- Vigilant Resolve
- Completely new location with new buildings
- More open mission design
- More player choice in how to accomplish objectives
- Improved objectives
- Clearer direction
- Fewer required actions
- DShK gunner can now be eliminated by the player
- Clearer direction
- Improved mission pacing
- Removed active GO! Command tutorials from campaign gameplay and placed in new Training
- Removed slow, paused tutorialization in favor of active gameplay beats
- Removed active GO! Command tutorials from campaign gameplay and placed in new Training
- Completely new location with new buildings
- Operation al-Fajr
- Northern Train Station now integrated into al-Fajr
- Removed Northern Train Station as an isolated mission from the campaign timeline (still available in Cooperative Menu > Mission Settings)
- Streamlined mission flow and difficulty
- Clearer objectives and map flow
- Improved mission pacing
- Removed active GO! Command tutorials from campaign gameplay and placed in new Training
- Improved difficulty
- More consistent challenges
- Less spikes
- More consistent challenges
- Removed active GO! Command tutorials from campaign gameplay and placed in new Training
- Northern Train Station now integrated into al-Fajr
- All missions re-tuned to create downtime between mission phases
- Creates more tactical opportunities for players to observe, orient, decide, and act
- Combat occurs in pockets, with more defined beginnings and ends
- Reduced cases of players getting shot immediately upon mission load
- Combat occurs in pockets, with more defined beginnings and ends
- Creates more tactical opportunities for players to observe, orient, decide, and act
- Pathfinding
- Replaced Unreal’s navigation system with a third-party solution
- Significantly reduced the number of gaps in our nav mesh, causing Fireteam AI to get stuck less often
- Smoother movement between Fireteam AI characters
- Less harsh collision between Fireteam AI characters
- Significantly reduced the number of gaps in our nav mesh, causing Fireteam AI to get stuck less often
- Replaced Unreal’s navigation system with a third-party solution
- Movement
- Fewer cases of blocking the player
- Will go around or behind
- Improved positioning when both holding and firing
- Previously occupied the most optimal firing position (which could sometimes be where the player was standing)
- Improved room clearing
- Now follow exterior walls instead of cutting straight through rooms
- Properly pan doors, staircases, and windows
- Now follow exterior walls instead of cutting straight through rooms
- Fewer cases of blocking the player
- Combat response
- Reduced cases of not properly engaging enemies
- Reduced cases of repeating the same lethal action leading to AI death
- Reduced cases of not properly engaging enemies
- Refactored all enemy types
- Fixed an issue in which insurgents appear moving at low fps, or “slideshows”
- Reduced cases of insurgents spawning in player view
- Fixed an issue in which insurgents appear moving at low fps, or “slideshows”
- Tuned visibility and accuracy
- Reduced cases of insurgents seeing players through obstacles
- Adjusted accuracy values based on distance from the player
- Reduced cases of insurgents seeing players through obstacles
- Combat response
- Slightly delayed insurgent target acquisition to reduce “botty” behavior
- Updated training simulation
- Now instructs players on fundamentals
- Move and shoot
- Basic orientation
- GO! Command introductions
- Move!
- Watch!
- Suppress!
- Stack up!
- Move!
- Move and shoot
- Now includes insurgents
- Now appears on the campaign timeline
- Now instructs players on fundamentals
- Added Training Scenarios
- Short, bite-sized encounters
- Difficulty scales with each mission
- First batch introduces players to emergent objectives
- Black flag
- Armory
- Sniper
- Mortars
- Black flag
- Short, bite-sized encounters
- Added “Wounded” state
- Timed, limited status between active and incapacitated
- Active > Bleeding (self-heal possible) > WOUNDED > Incapacitated
- Allows limited movement
- Allows pistol use, exclusively for defense
- Cannot be fired while being revived
- Must be healed by another player or Fireteam AI to return to active status
- Cannot revive yourself
- Timed, limited status between active and incapacitated
- Added GO! Command Overlay
- When holding the GO! Command key, GO! Command options now populate in the world space, in real-time
- Limited to 3-5 nodes on screen at any one time
- When mouse cursor hovers over any node, GO! Command execute key replaced by the specific contextual action
- When execute key is pressed, Fireteam AI respond to particular command
- Limited to 3-5 nodes on screen at any one time
- Advantages:
- Instantly reveals tactical options that are unique to each situation
- Broadens the number of commands you can issue your team
- Allows issuing complex orders with a tap
- Instantly reveals tactical options that are unique to each situation
- When holding the GO! Command key, GO! Command options now populate in the world space, in real-time
- Increased activity of ambient environment
- More:
- Gunshots
- Tracers
- Explosions
- Smoke
- Fire
- Gunshots
- More:
- Complete menu overhaul
- Fireteam roles shown by default
- Repositioned GO! Commands list when holding GO! Button
- Now stacked in bottom right
- Overhauled KIA screen (Ghost Cam)
- Now requires manual input to assume spectating role
- More color distinction between active gameplay and spectator mode
- Now requires manual input to assume spectating role
- Adjusted vest graphic
- Better communicates ammunition status
- Expanded Bulletin notifications
- Now includes major activities or milestones that award Rank Points
- Emergent objectives completed, for example
- Now includes major activities or milestones that award Rank Points
- Reduced cases of animation “popping” between movement transitions
- Applies to both players and AI models
- Improved AI “gaze” system for head models
- Applies to both players and AI models
- Locomotion movements now more uniform
- Improved models
- Weapons
- Textures and resolutions now 4K
- Reduced motion blur around weapons
- Textures and resolutions now 4K
- Hands, gloves, clothing
- Doors
- Apartment IEDs
- Weapons
- Lighting
- Adjusted interior lighting
- More rooms now have “active” lighting source
- Oil lanterns
- Gas stoves
- Oil lanterns
- Pitch black interiors reserved for Flares time-of-day
- More rooms now have “active” lighting source
- Adjusted prop lighting
- Supports lower graphic settings
- Adjusted interior lighting
- Visually upgraded vistas
- Increased detail
- More depth
- Better natural terrain formation
- More depth
- Increased detail
- Adjusted Procedural Architecture’s color rolls
- Houses more uniform in color profile
- Foliage and brush color expanded
- Graffiti and poster color stylized
- Houses more uniform in color profile
- Improved reflections, globally
- Updated LODs
- Less environmental popping
- Improved time-of-days
- Noon
- Sunrise (limited to campaign missions)
- Noon
- Framerate now locked at 60 fps by default
- Can be uncapped in the settings
- Various VRAM reductions
- Fixed an issue in which SAW belt loop animation not functioning correctly
- Fixed an issue in which bolt release sound missing on m16 reload
- Fixed an issue in which player camera not functioning correctly
- Fixed an issue in which Ghost Cam controls not functioning correctly
- Fixed an issue in which sniper dead checks not functioning correctly
- Fixed an issue in which insurgent pistol reloads not functioning correctly
- Fixed an issue in which high latency impacted auto-lean
- Fixed an issue in which VOIP not functioning correctly without a mic
- Fixed an issue in which VBIED movement not functioning correctly
- Fixed an issue in which cooperative player list not functioning correctly
- Fixed an issue in which text on invite player button shakes in lobby
- Fixed an issue in which mission settings invalidated by lobby leadership change
- Fixed an issue in which Start Mission button not functioning correctly after lobby leadership change
- Fixed an issue in which Start Mission button not functioning correctly after canceling
- Fixed an issue in which empty fireteam slots not auto-filling with Fireteam AI
- Fixed an issue in which Fireteam AI flashlights not functioning correctly
- Fixed an issue in which Fireteam AI exited armory too slowly on Northern Train Station
- Fixed an issue in which mortars not animating correctly when destroyed on Phase Line Henry
- Fixed an issue in which intro cinematic not functioning correctly on Phase Line Henry
- Fixed an issue in which VO overlapped after intro cinematic on Phase Line Henry
- Fixed an issue in which vehicle convoy moving on Phase Line Henry
- Fixed an issue in which Crazy Horse idle state not functioning correctly on Objective Virginia
- Fixed an issue in which Crazy Horse not aiming correctly on Objective Virginia
- Fixed an issue in which Crazy Horse stuck if intro cinematic skipped on Objective Virginia
- Fixed an issue in which skipping cinematics not functioning correctly on gamepad
- Fixed an issue in which opening player career not functioning correctly on gamepad
- Fixed an issue in which settings navigation not functioning correctly on gamepad
- Fixed an issue in which restoring default gameplay settings not functioning correctly
- Fixed an issue in which crosshair style impacted opacity
- Fixed an issue in which role icons not functioning correctly on compass after being reinforced
- Fixed an issue in which crosshair not functioning correctly after being reinforced
- Fixed an issue in which SATMAP not functioning correctly after being reinforced
- Various AI behavior fixes
- Various fixes for AI clipping in environment
- Various fixes for AI getting stuck in environment
- Various fixes for players clipping in environment
- Various fixes for players getting stuck in environment
- Various fixes for doors and gates out of sync
- Various fixes for objects floating in environment
- Various fixes for collision in environment
- Various fixes for interior and exterior lighting
- Various fixes for LODs
- Various fixes for missing textures
- Various fixes for geometry blocking mission progression
- Various fixes for interacts missing
- Various fixes for interacts not functioning correctly
- Various fixes for role assignment in lobby and gameplay
- Various animation improvements
- Various audio fixes and performance improvements
- Various networking optimizations
- Various performance optimizations
- Various fixes for common crashes
Join the community conversation and offer us feedback on our official Discord server!
https://discord.gg/SixDaysGame