1. Six Days in Fallujah
  2. News

Six Days in Fallujah News

25% Off - Steam Spring Sale!

Six Days in Fallujah is 25% off during the Steam Spring Sale!

Dive into our newest combat reworks introduced with our Aiming and Shooting Quality Update. The core experience of Six Days has been tuned with improvements to player flinch, point shooting, difficulty balancing, and overall quality!

The promotion ends with the Spring Sale on Thursday, March 21st.

Grab your copy here:

https://store.steampowered.com/app/1548850/Six_Days_in_Fallujah/

Hotfix 0.3.1.1

After Update 0.3.1, we identified an issue causing players to crash on Steam Deck. This update addresses this issue, unblocking players so they can resume gameplay normally. We also fixed an issue in which smoke grenade duration was reduced unintentionally. Hotfix 0.3.1.1 is available now on Steam!

Please restart the Steam client to download the latest build.

BUG FIXES
  • Fixed an issue in which players crashed on Steam Deck
  • Fixed an issue in which smoke grenade duration was reduced
  • Fixed an issue in which “Last Selection” Aim Preference not functioning properly (now functions per weapon)
For a full list of bugs we're currently tracking, please see our Known Issues.

Join the community conversation and offer us feedback on our official Discord server!

https://discord.gg/SixDaysGame

Aiming and Shooting Update Available NOW

Our Aiming and Shooting Quality Update is available NOW, introducing a series of changes to the core combat experience in Six Days. Rally your fireteam and dive into our newest combat reworks including player flinch, point shooting, difficulty balancing, and quality improvements.

For a full list of features and changes, read up on our latest DEVLOG and Update Notes:
https://steamcommunity.com/games/1548850/announcements/detail/4111294434916810868

DEVLOG & Update Notes: Aiming and Shooting

We’re grabbing the “third rail” in this update. We’ve made some pretty big changes to aiming and shooting (plus more than 300 other fixes and changes).

Thousands and thousands of players have sent us feedback during the last six months. Many of these are combat-experienced veterans. Others are enthusiasts who’ve played every single military shooter in the last two decades. One of the reasons we’re in Early Access is to gather exactly this kind of feedback from our community and iterate on improvements.

PATCH NOTES

In response to feedback from players, we’ve made the following improvements to the authenticity of Six Days. Here are some of the biggest changes:
  1. Player Flinch has been removed. Now, if your weapon drops, it’s because you’ve been hit. Please be aware that this makes the game even more lethal because Player Flinch also served as a warning to stop you from rushing doorways -- as if you’re playing Call of Duty. IRL, it’s almost impossible to enter a well-defended doorway. It’s like that in Six Days, too.
  2. Point Shooting has been overhauled. Marines and Soldiers told us they did not aim through their ACOG at close range in Fallujah because this limited too much of their visibility. Instead, at close range they would “Point Shoot” by aiming over the ACOG, which is why we’ve always offered point shooting in Six Days. However, since releasing the game we’ve heard from lots of veterans that the angle of the M16 in Six Days fought with their muscle memory because the weapon was aimed upwards.

    The problem is that it’s not possible to level the weapon when point shooting without raising the weapon on the screen, and this can obscure too much visibility. We found the keys to our solution in FOV, weapon angle, and big improvements in our crosshairs. Here are the specific changes:

    • Leveled the weapon to avoid the feeling of “aiming at the ceiling”
    • Kept the default FOV when Point Shooting, which provides better short-range visibility
    • Animated the crosshair when Point Shooting to indicate decreased accuracy
    • Added crosshair brightness options so players can customize crosshair visibility
    • Aim Point has been raised slightly to make it easier to avoid tripping over stuff on the ground

    We know this change creates some added difficulty for players who turn off their crosshairs. We may continue tweaking this.

  3. Tight-space maneuvering is easier. Clearing tight spaces with long rifles (like an M16) is challenging, and this is essential to understanding the Fallujah experience. But some parts of our implementation were a bit too awkward. Here are some improvements:

    • Our new “Short Stocking” gives you a progressive warning as you get tighter to walls
    • Fewer actions, like coughing, flashlight and leaning, force your weapon lower
    • We’ve reduced camera recoil (but not weapon recoil) to preserve your picture while firing
    • We’ve smoothed out a bunch of animations
  4. More Balanced Difficulty. We want you to feel the peril of urban combat—shots and mortars can come from nowhere, so you must maneuver in more authentic ways. But we think we made this a bit too frustrating. Here are some changes:

    • Mortar fire is more clearly telegraphed and localized to pre-determined fire zones
    • Enemy snipers are less likely to get lucky with one-shots
    • Insurgents are less accurate at distance
    • Insurgents can’t see you unfairly through smoke as often (still more fixes coming on this)
    • Insurgents can be suppressed more often (more fixes coming in the future)
    • Improved friendly vehicle driving
    • Tuned insurgent accuracy at longer ranges to lengthen encounter times, especially during Flare and Sandstorm missions

    Additionally, we’re preparing an additional set of other improvements to difficulty for our next big update.

  5. Quality Improvements. We’ve also addressed hundreds of issues that affect overall game quality. Some of these include:

    • We’ve created a new method to determine game hosts to reduce the chances of connections getting dropped when transitioning from lobby to game
    • We’ve improved the quality of in-game communication
    • Some interactions can now be interrupted (lots more improvements coming for this)
    • Some of the cases where interactions get stuck are now fixed
    • See the Bug Fixes section below for lots more
SPECIFICS

WEAPON & SHOOTING IMPROVEMENTS
  • Removed Player Flinch, except when hit:
    • Player Flinch no longer cancels Point Aim
    • Actual damage from a direct hit plays a Hit Reaction, part of which drops aim
  • Improved crosshair
    • New reticle, may vary per weapon
    • Visibility options, adjusting brightness and thickness
      • Off
      • Low
      • Default
      • High
  • Implemented Short Stocking
    • All weapons now push away slightly before colliding with geometry
    • Designed as a notification to players about upcoming collision
  • Adjusted Point Shooting
    • More effective at short range, less effective at long range
    • Animated crosshair to indicate decreased accuracy
    • Removed weapon magnification
  • New ADS position for M4 shotgun
    • More accurate shooting over distance
  • New default weapon positions to align with new crosshair functionality
  • Aim correctly aligned, regardless of aiming mode
  • Tuned recoil for authenticity across all weapons
  • Improved animations, reducing accuracy bugs
  • Addressed issues with auto lean that led to unintentional weapon dropping
GAME DIFFICULTY IMPROVEMENTS
  • Insurgent accuracy tuning
    • Now less likely to gain lethal, pinpoint accuracy
      • Fixed an issue in which accuracy was miscalculated
    • Increased recoil when firing in longer bursts
    • Decreased accuracy in Sandstorm and Flares
    • Decreased accuracy with automatic fire over long distances
    • No longer use hip-fire stance when firing over long distances
  • Insurgent suppressive fire tuning
    • Improved enemy decision making for suppression
  • Smoke grenades more effective at blocking enemy line of sight
EMERGENT OBJECTIVE IMPROVEMENTS
  • Mortars
    • Cooldown
      • After a full volley, brief window exists before mortars fire again
    • Accuracy adjustments
      • Reduced accuracy of first shot(s)
      • If players remain stationary, following volleys grow more accurate over time
    • Targeted areas
      • Now randomized per mission
      • Fewer areas being targeted total, but potentially higher volumes of fire
    • Targeting
      • Multiple mortars can now target same area, resulting in heavier barrages
    • Improved feedback to player
      • Increased volume
      • Increased firing arc
      • Larger contrails
  • Armory
    • Increased threat to players
      • RPG insurgents spawn in groups, actively hunting players
      • Insurgents more likely to defend Armory rooftop
HOST SELECTION IMPROVEMENTS
  • Improved selection process for hosts, reducing failed transitions from menu to game
  • New messaging for hosts leaving games
    • “Host has quit the match” instead of EOS errors
IN-GAME COMMUNICATION IMPROVEMENTS
  • Players can now transmit VOIP over radio simultaneously
  • Reduced tinnitus effect on player VOIP
  • Ghost communication more easily heard by alive players
GAMEPLAY IMPROVEMENTS
  • Default Aim Point adjustment
    • Raised slightly, making it easier to avoid tripping over stuff on the ground
  • VBIEDs can now be disabled by eliminating drivers
    • Eliminating drivers cause VBIEDs to swerve and explode
  • Flashlights now have a “global” status
    • If Weapon 1 has a flashlight and it’s enabled, Weapon 2’s flashlight will automatically be enabled when equipped
    • Holstered weapon flashlights will be disabled (two flashlights will not be shining simultaneously)
  • Reinforcements update
    • New animation for respawning teammates when interacting with AAV
    • Interact point moved to center of AAV
  • Directional movement input interrupts interactions (at start of interact)
    • Wall climb
    • Checking for wounds
    • Bandaging
    • Planting C4
  • Frag grenades can no longer be cooked
    • Once interaction begins, the pin is pulled
    • Throw must be completed
  • M4 shotgun improvements
    • Now has 7+1 count, per USMC spec
    • Slightly increased rate of fire
  • Objective Virginia audio feedback
    • Increased audibility of Spotter insurgent call outs
    • Improved consistency of Spotter insurgent call outs
    • IED explosion audio persists briefly through player death
  • Improved gamepad support
    • Correct layouts populate based on device (Xbox versus PS)
  • Coughing no longer removes weapon control from players
BUG FIXES
  • Fixed the known cause of players getting stuck after interacting
  • Fixed an issue in which ADS not functioning properly after manual lean
  • Fixed an issue in which insurgent weapons floated upon death
  • Fixed an issue in which XP not granted to dead players upon mission completion
  • Fixed an issue in which Team Lead not assigned at menu
  • Fixed an issue in which Team Lead transferred after mission start
  • Fixed an issue in which Team Lead transferred incorrectly at menu
  • Fixed an issue in which incorrect mission loaded after Team Lead transfer in Wargame
  • Fixed an issue in which random seed not functioning properly in Wargame
  • Fixed an issue in which roles auto-fluctuated with Ranked Selection in Wargame
  • Fixed an issue in which career statistics didn’t update with mission success in Wargame
  • Fixed an issue in which mission didn’t launch after transferring to Wargame Mode from Fireteam
  • Fixed an issue in which characters could be killed improperly
  • Fixed an issue in which players couldn’t return to main menu if host disconnected
  • Fixed an issue in which players unable to check wounds after receiving friendly fire
  • Fixed an issue in which players couldn’t plant C4 properly
  • Fixed an issue in which players and AI couldn’t shoot through staircases
  • Fixed an issue in which players spawned incapacitated upon mission start
  • Fixed an issue in which player unstuck not functioning properly in doorways
  • Fixed an issue in which RPG explosions not affecting players properly
  • Fixed an issue in which insurgent grenades thrown into walls or floors
  • Fixed an issue in which insurgents suppressed empty doorways
  • Fixed an issue in which insurgents reloaded instead of fleeing
  • Fixed an issue in which insurgents fired while pointed at ground
  • Fixed an issue in which insurgent firing animation didn’t match actual fire
  • Fixed an issue in which AAR displayed incorrect statistics
  • Fixed an issue in which HUD visibility settings not functioning properly
  • Fixed an issue in which SATMAP marker not visible during Flares
  • Fixed an issue in which SATMAP persisted in Ghost Cam
  • Fixed an issue in which mouse cursor persisted after changing input to gamepad
  • Fixed an issue in which kicked from lobby message not displaying properly
  • Fixed an issue in which UI offset in certain resolutions
  • Fixed an issue in which pings not functioning for clients
  • Fixed an issue in which players could fire while bandaging teammates for clients
  • Fixed an issue in which Marines not visible on compass for clients
  • Fixed an issue in which incapacitation timer was missing
  • Fixed an issue in which camera was sporadic when crouching around corners
  • Fixed an issue in which mortar operators killed by own shells
  • Fixed an issue in which mortars improperly manned
  • Fixed an issue in which mortar emergent objective not clearing in Phase Line Henry
  • Fixed an issue in which mortar emergent objective not populating
  • Fixed an issue in which tunnels not destroyed by explosions
  • Fixed an issue in which tunnels didn’t spawn insurgents
  • Fixed an issue in which tunnels inactive in Jolan Amusement Park
  • Fixed an issue in which tunnel entrances obstructed in West Manor
  • Fixed an issue in which players auto-eliminated after entering tunnels in West Manor
  • Fixed an issue in which unintended voice lines played in West Manor
  • Fixed an issue in which VBIEDs missing in West Manor
  • Fixed an issue in which VBIED emergent objective not functioning properly
  • Fixed an issue in which VBIEDs immune to M203
  • Fixed an issue in which VBIEDs immune to M1 Abrams
  • Fixed an issue in which M1 Abrams explosive damage not applying
  • Fixed an issue in which explosive damage applied improperly
  • Fixed an issue in which mission progress blocked despite disarming IEDs in Apartments
  • Fixed an issue in which IED Spotter callouts not consistent between players
  • Fixed an issue in which insurgents not threatened or aggressive in Objective Virginia
  • Fixed an issue in which IEDs absent in Objective Virginia
  • Fixed an issue in which roadside IED spawned incorrectly in Objective Virginia
  • Fixed an issue in which roadside IEDs detonated upon mission start in Objective Virginia
  • Fixed an issue in which out of bounds timer not functioning properly in Objective Virginia
  • Fixed an issue in which AAV ran over players in Objective Virginia
  • Fixed an issue in which players fell through map in Objective Virginia
  • Fixed an issue in which Marines persisted during cinematics in Objective Virginia
  • Fixed an issue in which subtitles clipped during cinematics
  • Fixed an issue in which Marine gear shuffled during cinematics
  • Fixed an issue in which menu cinematics overlapped menu text
  • Fixed an issue in which weapon caches improperly cleared
  • Fixed an issue in which interior picture frames overlapped
  • Fixed an issue in which Training mission not functioning properly
  • Fixed an issue in which VOIP not functioning properly in Ghost Cam
  • Fixed an issue in which Ghost Cam not functioning properly after spectating player who quit lobby
  • Fixed an issue in which wind audio too strong in Ghost Cam
  • Fixed an issue in which RPG audio looped on impact
  • Fixed an issue in which mute icon blocked subtitles
  • Fixed an issue in which indoor lighting during Flares not functioning properly
  • Various fixes for interact prompts persisting
  • Various fixes for interact prompts missing
  • Various AI behavior fixes
  • Various fixes for AI getting stuck in environment
  • Various fixes for players getting stuck in environment
  • Various environmental texture improvements
  • Various environmental clipping improvements
  • Various audio performance improvements
  • Various localization improvements
  • Various performance optimizations
  • Various fixes for common crashes
For a full list of bugs we're currently tracking, please see our Known Issues.

Join the community conversation and offer us feedback on our official Discord server!
https://discord.gg/SixDaysGame

Developer Q&A Responses: #1

Thank you to our community for taking the time to submit questions on Discord for our very first Developer Q&A session! We received so many questions, in fact, that we’re dividing the responses into two parts. Today’s entry addresses the most commonly asked questions to give everyone the answers they’re looking for. We’ll follow up with a second entry in the coming weeks, addressing more technical questions around gameplay and mechanics.

Today’s responses come directly from our CEO, Peter Tamte:

Why has the Fireteam AI release been delayed?

The #1 reason we’ve had to push back release dates for Six Days in Fallujah is that we grossly underestimated the cost of creating and maintaining Procedural Architecture, and this has diverted resources away from overall game quality and other features. But, as you’ve already seen, the uncertainty Procedural Architecture creates in urban environments is a major step towards creating a much more realistic experience.

The #2 reason for delays is AI. There’s a very good reason so few companies tackle “real AI,” and instead settle for simple “Bot AI” or even just PvP – real AI is hard. Plus, we’re also building a friendly AI system players can control, and we’re doing all this in environments that randomly change shape.

The #3 reason for delays is that our team is 95% smaller than the Call of Duty team. Each Call of Duty is typically created with 1,000+ people working for three years. Until recently, we had 25-40 people. Now, we have 82.

Why did you choose an Early Access path? And is the feedback from players disheartening, encouraging, or both?

There are three reasons we entered Early Access:

#1: Feedback. Marines say, “no plan survives contact with the enemy.” We say, “no design survives contact with the player.” With hundreds of thousands of people having played the game now, we have lots and lots of really useful feedback, and it continues shaping our choices, as well as our ideas. Some of this feedback is disheartening, some is encouraging, but all of it is useful.

#2: Community. Even two decades ago when I was helping to run Bungie, I saw firsthand the incredible role Bungie’s community played in providing feedback to our team, spreading the word to new players, and giving satisfaction to the development team as they watched players enjoy their hard work.

#3: Money. Activision and EA now spend, literally, hundreds of millions of dollars making their military shooters, and, over and over, we’re seeing players expect that our team can make something of a competitive quality. But we don’t have hundreds of millions of dollars. And, as we hope you’re seeing, we’re trying to build something much more innovative.

Will the Quality Updates be one update or a series of updates?

We plan to release one batch of quality-focused updates in March and another in late-April or early May. Improvements to aiming, shooting, and movement will be included in both updates.

I know it says AI fireteams will be added in Q2 2024, but do you have a more specific date?

We’re hoping for June, and, right now, we’re on target for that. But, since we believe a controllable fireteam sits at the foundation of our whole experience, we won’t release it until we believe it’s working well, and we’ve created really compelling ways for players to learn how it works – and how to use real military tactics.

Is there any plan after the AI update releases to allow our fireteams that aren't a 4-player group to have AI fill in the missing spots?

Yes, we do plan to offer this, but it won’t be included in our initial Friendly AI release.

How many AI are planned to be under command? Will the game maintain the fireteam as the primary element, or will larger groups of Marines ever be present? Will we be able to command an assault team and a fire team to use fire and maneuver tactics similarly to the first 2 Brothers in Arms games?

We’re initially concentrating on the 4-person fireteam. However, you will be able to split this team into fire and assault elements, and there will be many uses for this. As we continue optimizing our AI system performance, we do plan to add more fireteams in the future. This is blocked by technical reasons right now, rather than creative reasons, but we’ll push through these over time.

How long is the campaign, and when will it be released?

The campaign should run 8-10 hours. The full campaign will be released with the Full Release of the game, with parts of the campaign released before then.

Why are you releasing the campaign in pieces, rather than at one time?

There are two related reasons:

#1: Trying to teach players how to control an AI fireteam, as well as how to use real military tactics, would create too long of a conventional tutorial (we worry it would be boring). So, we’re building much of this into our campaign story. Even in our co-op games, we’ve noticed a huge gap in knowledge about military tactics. So, we believe the deeper understanding of tactics provided through our campaign will benefit many players in co-op, as well.

#2: Our lack of a controllable fireteam is the #1 thing holding many players back from participating in Early Access, and revenues from Early Access are a key component funding the game’s development.

Will the campaign maps be procedurally generated or hand-made?

Both. There are times when the geography, or the architecture of the space, played a role in the tactics or outcome, and there are times when they didn’t.

“The nature of war is uncertainty,” as VonClausewitz said. We default to Procedural Architecture whenever possible because we believe stimulating uncertainty is often more important than the layout of the space in understanding why a scenario played out the way it did. But, where this isn’t true (and there are many examples of this), we hand-create the map, or a specific building within a procedural map.

This being said, the example you gave, Hell House, is a tricky one because both uncertainty and the layout of the house were essential elements. So, to be honest, we haven’t figured out yet how to balance this in all cases.

When will the game be released for consoles?

We plan to release the full game, with full campaign and co-op missions, simultaneously on PC and consoles early in 2025.

Will Console players be able to play with PC players, and can I opt-out of cross-play if this is the case?

Yes, a very substantial portion of our players want to play co-op with friends on another platform (whether this is Xbox to PlayStation or PC to Console). The central reason we built our multiplayer technology on Epic Online Services is to enable this cross-play.

Since the biggest need for cross-play is among friends, we do intend to allow players to opt out of cross-play.

Do the connection improvements in the Quarter’s update(s) include moving away from EOS?

We must continue supporting EOS, or we will lose our future cross-play functionality. This being said, many of our connection issues are not related to EOS. You can expect improvements to our networking in both March and late-April/early-May.

Will the next update improve performance (at least somewhat) on an AMD Radeon 470rx?

Maybe a tiny bit. But, overall, it will become increasingly difficult for us to continue supporting this generation of GPUs.

Are you guys planning on making suppression more effective at keeping enemies' heads down and making enemies less accurate, or do you want to keep it how it is now?

Yes. Suppression is not working correctly in the game right now. You should see improvements in this in our March and late-April updates.

Will you let me play in bigger squads?

Yes, but right now we are restricted by the number of characters we can have active in the game simultaneously. This will improve as we continue optimizing the game, but keep in mind that we’ll also have to add more AI, and balance difficulty, besides allowing more players.

Will the game ever offer PvP?

Yes, we do intend to offer PvP eventually. But, this is a ways off.

Do you plan to let me play in support roles, like a Sniper, for example?

Yes, but it is not on our near-term roadmap.

Will the game offer more options for clothing, weapons, and equipment? Will I be able to customize this?

Yes, we plan to offer a variety of clothing, weapons, and equipment variety within the “Operator Mode” of the game. This will roll out over time. We also know that, while we would lose some authenticity if we offered a wide range of weapons and equipment customizations for Marine fireteams, IRL Marines were offered more customization than we offer right now in the game.