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Six Days in Fallujah News

Command and Control Update Notes

It’s here! Take command of an AI fireteam, experience the first-ever True Story campaign missions, jump into an all-new co-op mission, play any co-op mission with AI or human teammates, explore a visually overhauled Fallujah, and take advantage of more than 1,000 more changes and bug fixes. This is a huge update for Six Days in Fallujah.

Please restart the Steam client to download the latest build. Please update your graphics drivers to the latest version.

NEW FEATURES
  • Marine Fireteam AI
    • Command a Marine AI Fireteam with GO! Commands in single-player:
      • Move!
      • Watch!
      • Suppress!
      • Form Up!
      • Context Sensitive GO! Commands
        • Stack
        • Breach
        • Plant C4
  • Marine Teammates
    • Play any co-op mission with AI or human teammates, or any mixture of the two.
    • Marine AI automatically fills empty slots on your fireteam in co-op missions
    • Reinforcements Update:
      • Assume next role in fireteam upon death as Team Lead
        • Team Lead > Fire > Ready > Assist
TWO TRUE-STORY CAMPAIGN MISSIONS
  • Vigilant Resolve
    • Six Days brings you to Fallujah in 2004 to experience how ISIS was formed and Al Qaeda took root. Told through a mixture of game missions, documentary footage, and interviews with people who were there, these were the events that redirected the course of history and established how much of global terrorism works today.
  • Operation al-Fajr
    • Take part in the initial hours of the largest urban assault in half a century.
NEW PROCEDURAL MISSION
  • Helicopter Landing Zone “HLZ” Wolf
    • Defend an improvised landing zone in Jolan Amusement Park from waves of enemy snipers and foot insurgents
    • Confirm sniper kills (ie, dead checking)
    • Supported by AI-controlled Bravo team
IMPROVED TRAINING
  • Added notifications for “Targets Remaining” and “Targets Cleared”
  • Added mechanics onboarding
    • GO! Commands
    • Reinforcements
    • Weapon caches
    • Rally point
  • Added tutorial tips
  • Added in-world and SATMAP pin for primary objective
USER INTERFACE IMPROVEMENTS
  • Added campaign timeline menu
  • Major menu revisions
    • Main menu
    • Cooperative menu
      • Wargame Mode now integrated inside co-op menu
    • Settings menu
    • Social panel
GRAPHICS IMPROVEMENTS
  • Graphics upgrade
    • Improved Marines and insurgents characters
      • Models, textures, rigs, skins, hair, clothing, accessories
      • Animations updated to support new characters
    • Ray-traced lighting
    • Added visual effects through NVIDIA’s RTX Global Illumination (RTXGI) tech
    • Improved foliage for all missions
      • Increased fidelity and density
GAMEPLAY IMPROVEMENTS
  • Added grenades to Team Lead in solo play
  • Added Bulletin Log
    • Located above the compass
    • Displays status events
      • Fireteam AI status
        • Current GO! Command
        • Simultaneous breaching
        • Location tracking
        • Alerts
      • AAV arriving
      • Team Lead promotion
  • Additional AAV
    • Arrives after first is destroyed or used for reinforcements after some time passes
  • Blood VFX Update
    • Added blood decals to environment
    • Can be disabled in the Gameplay Menu
  • Suppression Update
    • Insurgents more frequently stay behind cover when suppressed
    • Marine AI can also be suppressed, to an extent
  • Emergent Objective Update
    • Black Flag
      • Added tunnels and loudspeaker events
        • Loudspeakers can be heard once players are spotted by rooftop insurgents
        • Insurgents swarm from tunnels to hunt players
    • Mortars
      • Increased size of impact smoke VFX
    • Sniper
      • More evasive when fired upon
        • Ducking
        • Relocating
  • After Action Report Update
    • Added rank summary via progress bar
    • Added scoreboard point summary
      • Objective Completion: mission completion points
      • Optional Objectives: emergent objectives points
      • Uninjured Bonus: points per fireteam member without bandaging
      • Survival Bonus: points per fireteam member without a death
      • Collection Bonus: points per weapon cache collected
      • Efficiency Bonus: mission duration bonus
      • Team Score: subtotal of above points
      • Friendly Fire penalty: deductions for friendly hits and kills
      • Final Score: total individual score (Team Score minus FF penalty)
  • Loading Screens Update
    • Added tutorialization for GO! Commands
    • Added combat tips
  • Added documentary videos
    • Game intro
    • Vigilant Resolve
      • Intro
      • Outro
    • Al-Qaeda in Fallujah
    • Operation al-Fajr
      • Intro
      • Interstitial
      • Outro
GAMEPAD IMPROVEMENTS
  • “Ping” replaced by “GO! Commands” button when Team Lead
  • Updated “Classic” configuration
    • “GO! Commands” button changed to right bumper
    • “Use Radio” changed to left bumper
    • “Switch Grenades” changed to dpad-up
NEW ACHIEVEMENTS
  • Cooperative
    • “Train Station Tactician”—Complete Northern Train Station single player, playing with an AI fireteam
    • “Apartment Tactician”—Complete Apartment Building single player, playing with an AI fireteam
    • “Phase Line Henry Tactician”—Complete Phase Line Henry single player, playing with an AI fireteam
    • “Jolan Square Tactician”—Complete Jolan Public Square single player, playing with an AI fireteam
    • “Amusement Park Tactician”—Complete Jolan Amusement Park single player, playing with an AI fireteam
    • “Objective Virginia Tactician”—Complete Objective Virginia single player, playing with an AI fireteam
    • “West Manor Tactician”—Complete West Manor single player, playing with an AI fireteam
    • “HLZ Wolf Tactician”—Complete HLZ Wolf single player, playing with an AI fireteam
  • Campaign
    • “Vigilant Resolve Veteran”—Complete the Vigilant Resolve campaign mission
    • “Al-Fajr Veteran”—Complete the Operation al-Fajr campaign mission
  • Training
    • “Firewatch Medal”—Complete training
AUDIO IMPROVEMENTS
  • Added new VO for insurgents (and Marines)
  • Support for new content
    • Missions
    • Characters
    • Vehicles
    • Explosions
    • Menus
    • Interiors and exteriors
LOCALIZATION IMPROVEMENTS
  • Added support for Turkish language
BUG FIXES
  • Fixed the known cause for player flinch without being hit
  • Fixed an issue in which ADS not functioning correctly after short-stocking
  • Fixed an issue in which players couldn’t use utilities
  • Fixed an issue in which player ping and ADS misaligned
  • Fixed an issue in which player locked into radio animation
  • Fixed an issue in which player helmets missing on death
  • Fixed an issue in which player shadows missing
  • Fixed an issue in which player textures not functioning correctly
  • Fixed an issue in which player animations not functioning correctly
  • Fixed an issue in which check for wounds not functioning correctly
  • Fixed an issue in which players checked for wounds immediately after being hit
  • Fixed an issue in which player models not colored correctly
  • Fixed an issue in which bandaging not animating correctly
  • Fixed an issue in which bandaging not functioning correctly with toggle aim mode
  • Fixed an issue in which planting c4 reloaded weapons
  • Fixed an issue in which planting c4 not functioning correctly
  • Fixed an issue in which burst fire not functioning correctly
  • Fixed an issue in which reload animations not playing
  • Fixed an issue in which fire animations not synced when using M4 shotgun
  • Fixed an issue in which wooden doors not opening with M4 shotgun
  • Fixed an issue in which rebar blocking bullets
  • Fixed an issue in which scope lens not rendering correctly indoors
  • Fixed an issue in which grenades missing collision
  • Fixed an issue in which grenade animation not functioning correctly
  • Fixed an issue in which flashlight beams not functioning correctly
  • Fixed an issue in which SAW tracers missing
  • Fixed an issue in which opened doors blocked adjacent doorways
  • Fixed an issue in which camera angle not functioning correctly after reinforced
  • Fixed an issue in which camera stuck after door interacts
  • Fixed an issue in which camera not functioning correctly while incapacitated
  • Fixed an issue in which Ghost Cam not functioning correctly
  • Fixed an issue in which AAV not firing at insurgents
  • Fixed an issue in which AAV out of bounds
  • Fixed an issue in which multiple AAVs present
  • Fixed an issue in which VBIED not driving correctly
  • Fixed an issue in which mortar fire blocked
  • Fixed an issue in which mortars aren’t manned correctly
  • Fixed an issue in which insurgents unresponsive
  • Fixed an issue in which insurgents floating in environment
  • Fixed an issue in which insurgents immune to body damage
  • Fixed an issue in which insurgent animations not functioning correctly
  • Fixed an issue in which insurgent weapon audio looped or silent
  • Fixed an issue in which footstep audio silent
  • Fixed an issue in which mission VO not functioning correctly
  • Fixed an issue in which ROE VO missing on Apartments
  • Fixed an issue in which mortar VO missing
  • Fixed an issue in which Team Lead VO missing
  • Fixed an issue in which Black Flag VO missing
  • Fixed an issue in which Black Flag VO not functioning correctly
  • Fixed an issue in which Onslaught VO missing
  • Fixed an issue in which grenade VO missing
  • Fixed an issue in which VOIP functionality lost after reinforced
  • Fixed an issue in which HUD not displaying correctly after reinforced
  • Fixed an issue in which crosshair not displaying correctly after reinforced
  • Fixed an issue in which depth of field not functioning correctly after reinforced
  • Fixed an issue in which background smoke affected by player lean
  • Fixed an issue in which black smoke observed after shooting mattresses
  • Fixed an issue in which manual lean remained while sprinting
  • Fixed an issue in which lean settings not prioritized correctly on gamepad
  • Fixed an issue in which menus not functioning correctly on gamepad
  • Fixed an issue in which inputs not displaying correctly on gamepad
  • Fixed an issue in which game stuttered with inputs on gamepad
  • Fixed an issue in which Sprint input removed crouch on gamepad
  • Fixed an issue in which cursor lost after matchmaking on gamepad
  • Fixed an issue in which keyboard and mouse settings not navigable on gamepad
  • Permanently calling out Freyja for his mediocre FIRE score
  • Fixed an issue in which sniper missing on Apartments
  • Fixed an issue in which sniper emergent objective not functioning correctly
  • Fixed an issue in which two Team Leads present in lobby
  • Fixed an issue in which player list fluctuated in lobby
  • Fixed an issue in which player nameplates improperly displayed during gameplay
  • Fixed an issue in which player names not populating on pause menu
  • Fixed an issue in which background cinematics not functioning correctly at main menu
  • Fixed an issue in which font color in cooperative menu not displaying correctly
  • Fixed an issue in which mission completion resulted in black screen
  • Fixed an issue in which player death resulted in black screen
  • Fixed an issue in which SATMAP not functioning correctly
  • Fixed an issue in which objective marker and map pin same color on compass
  • Fixed an issue in which FRAGO text misaligned
  • Fixed an issue in which AAR menu prompts not functioning correctly
  • Fixed an issue in which launch video repeated involuntarily
  • Fixed an issue in which Jolan Park missions not loading correctly
  • Fixed an issue in which cutscenes unskippable
  • Fixed an issue in which convoy stuck during intro cinematic on Phase Line Henry
  • Fixed an issue in which driver not seated correctly during intro cinematic on Phase Line Henry
  • Fixed an issue in which VBIED lights too bright during intro cinematic on Phase Line Henry
  • Fixed an issue in which LAV wheels not animating correctly during intro cinematic on Phase Line Henry
  • Fixed an issue in which reinforcements not functioning correctly on Phase Line Henry
  • Fixed an issue in which RPG lingered after intro cinematic on Jolan Public Square
  • Fixed an issue in which Marines out of focus during intro cinematic on Jolan Public Square
  • Fixed an issue in which duplicate RPGs present during intro cinematic on Jolan Public Square
  • Fixed an issue in which convoy visible on Jolan Public Square
  • Fixed an issue in which Untimed not functioning correctly on FUBAR Jolan Public Square
  • Fixed an issue in which window vaults teleported players on Northern Train Station
  • Fixed an issue in which basement lighting not functioning correctly on Northern Train Station
  • Fixed an issue in which player spawned outside of bounds on Objective Virginia
  • Fixed an issue in which VBIED damage not functioning correctly in Objective Virginia
  • Fixed an issue in which AAV not following Crazy Horse in Objective Virginia
  • Fixed an issue in which IED lights not displaying correctly on Apartments
  • Fixed an issue in which geo missing on Apartments
  • Fixed an issue in which white geo observed during intro cinematic on Jolan Amusement Park
  • 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 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 out of bounds messaging and functionality
  • Various fixes for geometry blocking mission progression
  • Various fixes for interacts missing
  • Various fixes for interacts not functioning
  • Various fixes for role assignment in lobby and gameplay
  • Various fixes for primary objectives not updating correctly
  • Various audio fixes and performance improvements
  • Various localization optimizations
  • Various networking optimizations
  • Various performance optimizations
  • Various fixes for common crashes
KNOWN ISSUES
  • When playing Single Player with Mission Settings > Enemy Difficulty > HARD, the setting will function as DEFAULT (Normal).
For 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

Controversial FPS game Six Days in Fallujah gets first single-player missions

Six Days in Fallujah is a squad and tactics-based FPS that takes its mechanical inspirations from the likes of classic Rainbow Six, Swat 4, and the erstwhile SOCOM series. Narratively, however, it is ostensibly rooted in the reality of the Iraq War. Based on interviews with American soldiers, Iraqi soldiers, historians, and civilians, the game recreates events from the Second Battle of Fallujah, when Coalition forces recaptured the city from Al-Qaeda and Ba'ath Party occupiers in November and December of 2004. Until now, Six Days in Fallujah has only allowed for online play. Now, its first two single-player missions are here - rather than playing co-op with three other people, you can play Six Days in Fallujah's campaign solo using its squad-shooter mechanics to command a small fireteam.


Read the rest of the story...


RELATED LINKS:

Six Days in Fallujah release date confirmed

Six Days in Fallujah dev: "we could've done a better job" explaining our goals

Six Days In Fallujah dev details the canceled game's creation process

"Command and Control" Content Infographic

Our Command and Control Update is coming on November 7th, and we're detailing all of the content coming with the next major content update to Six Days in Fallujah! Additionally, we want to outline all the existing content available for new players looking to join the community.

For a full list of changes and bug fixes, Patch Notes will be available on November 7th.

Announcing the Six Days in Fallujah Creator Club!

Ahead of our Command and Control Update on November 7th, we're launching the Six Days in Fallujah Creator Club! We're assembling a community of the most passionate Six Days creators to strategize, exchange intel, and secure exclusive details on game-related content.

Apply here! https://bit.ly/SixDaysCreatorClubApp

SITREP: GO! Commands Overview

[h3]“I don’t have eyes in the back of my head, and I don’t have eyes in the side of my head. Everywhere you can look, there has to be somebody watching.” – Sgt. Elber Navarro, USMC 3/5[/h3]

Most military shooters reduce your responsibilities to following someone else’s plans. Go here. Do this. You’re an actor playing a role. In contrast, Six Days in Fallujah is all about the plans and choices you must make instantly under duress. And, these decisions will impact every single member of your team. Three points stand at the forefront of our design—leadership, command, and control.

Please remember all assets shown are currently a work-in-progress.

Until now, the few military shooters that have given you leadership of a team have often slowed down, or even paused, combat to give you more time to make decisions. The reality is that combat does not, and will not, wait for you. In Six Days, the tempo of battle and the constant pressure of combat are critical to our experience.

We created GO! Commands because it must be as easy for you to give orders to your team as it is to fire your weapon. Old-fashioned radial menus slow things down too much to be real. You must be able to point and tap a button. That’s it.

[previewyoutube][/previewyoutube]
DEVELOPER COMMENT
Just like Marine fireteams, solo players commanding AI fireteams in Six Days operate in “buddy pairs.” As Team Lead, you issue orders to the Automatic Rifleman (FIRE) and Assistant Gunner (ASSIST) while the Rifleman (READY) follows and supports you. With Buddy Pairs, each fireteam role can rely on the other half of their pairing for cover and security.

There are five basic types of GO! Commands available, and their success very much depends on the Team Lead issuing them:

[h3]Watch![/h3]

By default, your team will always try to provide 360-degree security around the team. The “Watch” command orders the fireteam to watch a specific area marked by the player. While these are most commonly doors, windows, and stairs, players can also order Marine AI to watch barricades, courtyards, streets, and alleyways. Once ordered, Marine AI will move to the position in which the command was given by the Team Lead and hold this position while scanning the target area for threats. “Watch” is just one of the many ways in which Team Leads can split the fireteam to assault enemies from multiple sides.

[h3]Advance![/h3]

“Advance” orders the fireteam to move to a specific area marked by the player. Once issued, Marine AI will traverse any environment created by Procedural Architecture to execute your order. This means that your teammates will navigate through rubble, staircases, doorways, and windows to reach their destination (all while eliminating potential threats). Once completed, Marines provide 360-degree security, continuously changing sight lines and covering all angles.

[h3]Suppress![/h3]

“Suppress” allows players to execute one of the most basic of all military tactics – but something that is unavailable in other military shooters right now—Fire and Maneuver (one example of which is Fix and Flank). The “Suppress” command orders your fireteam to suppress enemies by achieving fire superiority. Once ordered, Marine AI will move to the position in which the command was given by the Team Lead and unload firepower on a specific area marked by the player. Suppressed enemies hunker down and hold their position, allowing players to make strategic advancements on the battlefield.

[h3]Form Up![/h3]

Marine fireteams try to move as single units whenever possible to provide security all around the team. “Form Up” causes the FIRE and ASSIST roles to return to you as the Team Lead. Similar to “Advance,” Marine AI will eliminate potential threats along the way. This is most useful after the fireteam is split using other GO! Commands and allows the fireteam to reset positioning, tactics, and strategy. Once they’re with you, the team will automatically try to provide 360-degree security around the team, helping your team move as a single unit.

[h3]Context Sensitive Commands[/h3]

Additionally, there’s a series of other context sensitive GO! Commands available, depending on what you’re pointing at. When pointing at a door, for example, issuing an “Advance” command will order Marine AI to stack on that door to prepare for a breach.

DEVELOPER COMMENT
The fatal funnel is one of the most dangerous obstacles in urban combat, and breaching doorways was life or death for Marines in Fallujah. Breaching can take many forms in Six Days, depending on the desired tactic. Players can order Marine AI to kick open doorways and flood inside for abrupt and chaotic entries. Cracking open the door is another, slower option for more methodical strategies. Once cracked, players may toss a frag grenade inside or issue a combination of other GO! Commands to chain tactics together. Team Leads can also perform these same actions to open doorways themselves, with Marine AI following thereafter.

You can also issue a variety of other context sensitive commands. For example, you might have your team plant C4, open doors, disarm weapons caches, and much more. We want to offer players the functionality required while maintaining the speed, efficiency, and precision real-world combat requires.

In case you missed it, we announced our next major content update—“Command and Control”—launches on Thursday, November 7. For the first time, players can lead a fireteam of Marine AI completely solo in Six Days.

We also announced for the first time that the first two narrative campaign missions of our documentary videogame, one additional cooperative mission, a major graphics overhaul, as well as hundreds of bug fixes, will also be included in this -huge- update to the game.

[previewyoutube][/previewyoutube]
Thank you to our passionate community of players for being so patient with us. The next chapter of Six Days is coming, and it’s our biggest one yet (in fact, our next biggest ones don’t even compare). We’re anxious for everyone to experience a modern iteration of friendly AI, digest our story missions, and dive into our latest cooperative mission as our Early Access content catalogue thickens.

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