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Six Days in Fallujah News

Player Experience Upgrade Available NOW

Our player experience update for Six Days in Fallujah is live! We’d love to get your feedback through this survey: https://form.jotform.com/251045652392051


Experience a host of improvements to GO! Command control functionality, Fireteam AI reliability and performance, general combat and player movement, graphics and lighting upgrades, networking and performance, and more.

For a full list of features and bug fixes, read up on our Update Notes:
https://steamcommunity.com/games/1548850/announcements/detail/519709875052217889

Player Experience Upgrade Notes

This update includes a host of improvements -and changes- in the basic player experience. We’d love to get your feedback through this survey: https://form.jotform.com/251045652392051


One of these changes is a new method for issuing Go! Commands to your AI fireteam. This new method shows all your GO! Command options on the screen when issuing commands, which is something many players requested.

We’ve also made our next batch of improvements in our friendly and enemy AI, movement and shooting, lighting, animation, networking, reliability, stability, performance, and a bunch more.

Please restart the Steam client to download the latest build.

Some highlights:

NEW GO! COMMAND CONTROLS
  • On-screen Go! Command Menu:
    • Go! Commands are now issued by long-pressing the Radio button
    • Holding the Radio button will show a menu of Go! Command options

AI IMPROVEMENTS
  • Marine Fireteam AI
    • Improved reliability and awareness
      • Use of cover
        • Added ability to lean from behind cover to fire
      • Line-of-fire avoidance
      • Line-of-sight selection
      • Room clearing and navigation (especially through doors)
      • Bandaging player when incapped
      • More fixes coming
  • Enemy insurgent AI
    • Updated perception and accuracy values
    • Reduced cases of walking through walls
    • Reduced cases of inappropriate spawning
COMBAT IMPROVEMENTS
  • Re-tuned damage required to eliminate enemy AI
  • Updated hit reactions
    • New enemy reactions
      • Added physical hit reactions
      • Hit reacts properly interrupt AI actions
    • More visible blood splatter VFX
    • Added audible impact FX
  • Improved enemy ragdolls
PLAYER MOVEMENT IMPROVEMENTS
  • Reduced cases of losing Sprint speeds when turning
  • Increased sidestep and backstep speeds
  • Reduced time required to crouch/stand
  • Locked doors capped at two door kicks, maximum, to unlock
  • Reduced wall clipping
  • Reduced stumbling over objects
  • Decluttered environment causing player stuck
    • Doors
    • Windows
    • Hallways
GAMEPLAY IMPROVEMENTS
  • Crosshair
    • Added color options
      • White
      • Red
      • Green
      • Blue
    • Added opacity slider
  • Long, single-press interactions updated to hold function
    • Player bandaging
    • Player healing
    • Planting C4
    • Can be canceled until specific committal point
      • Canceled by movement or damage taken
  • Increased speed of interact animations
  • Camera improvements
    • Reduced jarring camera control during actions
  • Updated Training tutorials to support new GO! Command keymapping
ANIMATION IMPROVEMENTS
  • Replaced first-person rig
  • Character animation improvements
    • Elbow skinning
    • Hand/finger deformation
    • Inverse Kinematics
GRAPHICS IMPROVEMENTS
  • Updated first-person assets
    • Improved models, textures, and animations
  • Improved ray-traced lighting fidelity
  • Improved reflections

GAMEPAD IMPROVEMENTS
  • Updated controller mapping across all schemes
    • Supports new GO! Command controls
    • Fewer discrepancies between layouts
  • Adjusted input curves
AUDIO IMPROVEMENTS
  • Added audio for m16 bolt carrier release from empty
  • Added prominent feedback FX
    • Bullet impacts
    • Kill reactions
    • Sprinting
  • Improved dialogue reactions for Marines and insurgents
    • Getting shot
    • Death
    • Ally death
NETWORKING IMPROVEMENTS
  • Improved client responsiveness (especially at higher latencies)
    • Reduced cases of AI bullet sponginess
    • Smoother player movement
    • More responsive player actions
      • Wall hops, climbs, vaults
      • Weapon swapping and reloading
      • Opening, kicking, breaching doors
      • Dead checking
      • Mission interactions
  • Improved lobby stability
    • Reduced issues transferring between lobby and game
  • Improved lobby flow
    • Players can now manually select lobby owner independently from assigned roles in invited (peer-to-peer) games
      • Lobby owner indicated by star icon
      • Lobby owner defaults to game host in P2P games
      • Lobby owner defaults to Team Lead in matchmade (dedicated server) games
PERFORMANCE IMPROVEMENTS
  • Increased performance gains
    • Most apparent on mid-and high-end machines
    • Additional improvements coming for entry-level hardware
  • Reduced cases of spikes in fps (with more fixes coming)
BUG FIXES
  • Fixed an issue in which enemy AI ignores players
  • Fixed an issue in which camera control not functioning correctly during fall animations
  • Fixed an issue in which bullet impact and footstep occlusion audio not functioning correctly
  • Fixed an issue causing door desyncs
  • Various AI behavior fixes
  • Various fixes for AI clipping in environment
  • Various fixes for AI getting stuck in environment
  • Various fixed for players clipping in environment
  • Various fixes for players getting stuck in environment
  • Various fixes for collision in environment
  • Various fixes for interior and exterior lighting
  • Various fixes for missing textures
  • Various audio fixes
  • Various networking optimizations
  • Various performance optimizations
  • Various fixes for common crashes
  • 300+ more bugs fixed
For a list of major, unfixed bugs we're currently tracking, please see our Known Issues list.

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

https://discord.gg/SixDaysGame

35% Off - Steam Spring Sale!

Six Days in Fallujah is 35% off during the Steam Spring Sale!

Experience the first-ever True Story campaign missions or jump into any co-op mission with AI or human teammates. The choice is yours!

The promotion ends with the Spring Sale on Thursday, March 20th.

Grab your copy here:

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

Note From Victura's CEO - February 26, 2025

As you know, we released a major update in November that included a controllable AI fireteam, 2 campaign missions, 1 new co-op mission, a major visual upgrade, and more than 300 other improvements. And, 60 days ago, we released our 0.4.1 patch that included a bunch of additional improvements.

Well over 100,000 people have played the game since our November release, and thousands of players have sent us really helpful feedback. We’ve devoted these last 60 days to suggestions requested in this feedback, and will continue making these improvements throughout March, after which we’ll release our next big update.

You will definitely notice some very big improvements in how the game plays and looks in our April update. Some of these things include:
  • Go! Commands: Players told us they love how quickly they can give orders to their team with Go! commands, but they have a hard time remembering all four commands in the heat of combat. You’ll see a big improvement to our Go! Command controls in this update, and we’re anxious to hear your thoughts!
  • Fireteam AI: We’ve improved the Fireteam AI’s use of cover, line-of-fire avoidance, focal point selection, room clearing, navigation, and more.
  • Enemy AI: We’re greatly reducing the likelihood enemies will spawn into rooms and yards inappropriately, removed all the ways we think they might be able to walk through walls, overhauled their perception and accuracy to be more realistic, and de-cluttered the environment so they won’t get stuck on stuff as often (and neither will you).
  • Performance: We’ve greatly improved performance on mid- and high-end machines. Although you should see improvements on all hardware, the biggest improvements will be found on mid-range and high-end hardware, with more improvements for entry-level hardware coming later.
  • Combat: We’ve improved hit accuracy, enemy reactions, enemy wounded behaviors, our health model, VFX, and lots more.
  • Networking: We’ve just completed a huge improvement of our network code that provides a much higher fidelity experience in animations, death, vehicles, player movement, and accurately positioning players in the environment. We’ve also greatly reduced issues transferring from lobby to game and implemented simulated proxy smoothing and autonomous proxy moving, which will create less rubber-banding in high-latency games.
  • Player Movement: We’re reducing stumbling and wall clipping and fixing a bunch of camera control issues.
  • Lighting and Visuals: This update will include the next generation of our ray-traced lighting. Plus, we’re dramatically improving reflections, and replacing many of our first-person assets with better looking models, textures, and animations.
  • Animation: We’ve replaced our first-person rig, implemented the first parts of our new locomotion system, improved turn-in-place, wrist twisting, elbow skinning, hand/finger deformation, and Inverse Kinematics. All of this means smoother, more realistic animations for you as a player and also for NPCs. Keep in mind that this is the next of many animation improvements that are on the way.
As you can tell, our focus since November has been on improving the basic player experience. We also have lots of new content coming in the future, as well, but adjusting the basic player experience, like we’ve been doing, causes major changes in difficulty and the mission experience. So, we must stabilize this foundation before we add more content, or we’ll have to keep re-working all the content.

We’ve only released about 40% of the game so far. There’s a -lot- more coming. We’ll update our official roadmap after we see how players respond to the improvements we’re making in the basic player experience.

Thanks,

Peter

Patch 0.4.1.1

Today's patch addresses an issue in which DLSS Upscaler settings were not saving correctly. Patch 0.4.1.1 is available now on Steam!

Please restart the Steam client to download the latest build.

BUG FIXES
  • Fixed an issue in which selected DLSS Upscaler setting not saving
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