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Six Days in Fallujah News

SITREP: AI Pathfinding & Improvements

Our next major content update is coming this Autumn, and we’re taking a deep dive into the latest iteration of our Fireteam AI, including major improvements to our AI pathfinding and navigation system. Please keep in mind that our job’s not done yet with this release, though—you’ll still see many more improvements after this.

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

All game development ultimately comes down to performance. All games must find every opportunity to reduce the burden on the processor wherever possible. One way 3D shooters do this is by pre-calculating and “baking” AI pathfinding, hints, scripted behaviors, and much more, into the level’s geometry when it is built, so much less computation is necessary at runtime.

Typically, AI operate on invisible paths that are integrated into the level geometry when the mission is created. These are pre-determined and pre-set, which means that once a map is built, polished, and tested in most 3D shooters, the map is deemed finished, and designers move on to the next.

This approach comes at the cost of a static—and therefore, arcadey—game world. Players memorize fixed positions of doorways, staircases, hallways, windows, and courtyards. And, tied to these fixed locations are enemies, who are able to spawn only in a very limited number of places. These “threats” can be anticipated, practiced, rehearsed, and cheesed. We believe this isn’t an accurate simulation of real-world combat.

What’s more, AI have more space to navigate in other games. Most 3D shooters make the rooms artificially larger than real life, the doors wider, and environments less congested. This gives both friendly and enemy AI much more freedom in their navigation. From the very start, the environments in most 3D shooters are built to minimize as much of the technical challenge as possible. In contrast, our actual-scale building geometry requires an even higher level of AI pathing sophistication as all these AI try to navigate around and support each other in tight environments while simultaneously trying to gain the upper hand in fast-moving gunfights. Urban combat is chaotic, and so is our game.

And then, on top of this, there’s the problem of clutter across the environment. Many Six Days missions, like the Northern Train Station, contain tons of debris from partially destroyed buildings. And this debris comes in all different shapes, sizes, and heights. Just getting AI to navigate environments like this is a challenge, much less giving them the intelligence to understand what they can use for cover, how to lean around debris, and how to take advantage of all this debris during combat.

Most 3D shooters avoid all three of these huge technical challenges – for very good reasons! But we do not have these luxuries in Six Days in Fallujah. As a matter of fact, we’ve done quite the opposite of our competitors so we can offer procedurally generated environments that you can’t memorize, environments that feel as claustrophobic as real life, and battlefields cluttered with the consequences of battle.

All of this forced us to re-invent many of the AI “shortcuts” games have used for years. It created an absurdly difficult challenge.

DEVELOPER COMMENT
With a nearly unlimited number of possibilities for the geometry, our AI is blind. It’s impossible for our AI to completely know the terrain. So, with every single action, we perform an analysis of the environment that dictates how Fireteam AI will respond. This analysis also considers exterior factors like number of threats and enemy positions. Our system is anything but automated, which comes at a great development and performance cost.

Making things even more difficult is that the Unreal Engine was not originally designed to do many of the things we’re now asking it to do with our AI. It has taken us a long time to realize this, but many of the underlying causes for deficiencies in our Fireteam AI aren’t actually in our code. We’re pushing Unreal Engine’s AI navigation systems so hard that we’ve exposed deficiencies. And, because these deficiencies sit inside the foundation supporting our entire game code, changing them now is like digging out the dirt underneath pillars that are holding up a bridge—while cars are crossing the bridge.

To do this, we’ve spent the last five months ripping Unreal’s AI navigation system out of our code and replacing it with a third-party solution. And here’s where things gets tricky. This AI navigation system isn’t just a single pillar. It has hundreds of connections throughout our code. In reality, we’re ripping out a full 3-mile stretch supporting hundreds of pillars holding up the bridge, all at the same time.

DEVELOPER COMMENT
The paths an AI character can follow inside a level are called a “Navigation Mesh.” Nav meshes are like carpets, and the AI can only walk where there’s carpet. One of the problems with Unreal’s nav mesh technology is that it creates islands. These are like gaps, or holes, in the carpet. When Fireteam AI get stuck in our game, it’s not because they don’t have the logic to know where to go—it’s because they physically cannot get there. Until now, we’ve had to spend absurd amounts of resources fixing these islands on a case-by-case basis.

These screenshots show some differences in how Unreal Engine’s navigation meshes (which is what we have been using until now) provide information to AI characters about where they can stand and move. Notice how the blue nav mesh (our old method) covers much less territory than the green mesh (the new method).

Our new tools ensure there are far fewer gaps in our navigation mesh, or carpet. What this means, to the player, is Fireteam AI pathfinding is not only more reliable than it used to be, but it’s also more natural. Paths chosen by AI will be more “human” with curves and bends instead of robotic lines that cut through the terrain. This also means Fireteam AI avoidance is more natural, too. Because we’ve improved pathing, their movement is also smoother around one another. Marines can more reliably pass by one another, anticipate one another’s positions, and collision between characters is less harsh.

Notice how the old nav mesh system left gaps in this staircase, causing AI to get stuck on stairs. The new system fixes this.

Now that we’ve addressed many of the navigation issues, we’ve also been able to address many other problems, some of which are able to leverage the new AI pathfinding system. In our Autumn update, players should expect:
  • Fewer cases of blocking the player
    • Will go around or behind
  • Improved positioning when both holding and firing
    • Previously, they’d occupy the most optimal firing position (which could sometimes be where the player was standing)
  • Improved combat response
    • Fewer cases of repeating the same lethal action leading to AI death
  • Improved room clearing
    • Now follow exterior walls instead of cutting straight through rooms
    • Properly pan doors, staircases, and windows
With all this being said, we want to remind everyone how massive an undertaking Fireteam AI can be, and as a result—edge-cases still exist. Fixing problems in one area can expose problems in another. There will be more improvements needed. However, we’ve massively reduced the challenge associated with their development with this update, we’ve created a much stronger foundation for future improvements, and we’re excited for the long list of improvements that will hit the live game in the coming months.

As always, a huge thank you to our community for the support! Your reports, comments, and feedback have shaped Fireteam AI into the best iteration Six Days has seen to date, and we hope you’ll continue to share your thoughts as we progress through Early Access and beyond.

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

https://discord.gg/SixDaysGame

Note From Victura's CEO - August 1, 2025

There are some big improvements coming to Six Days this Autumn, and I’d like to share a few of them with you.

We’ve got some exciting changes coming that will deepen the tactical experience.
  • We’re introducing new mechanics designed to give you smart, situational advantages—whether you’re containing enemies, tracking their movements, taking down buildings, resupplying your team, or more. Used tactically, these will open up new ways to outthink and outmaneuver your opponents. Your tactics will matter more than ever!
  • Please note, these additions won’t reduce the intensity or realism of building and street clearing. Instead, they’ll create new layers of decision-making—from which structures to target, to how best to clear a room. And every change is grounded in real-world tactics and equipment.
We’ll also begin rolling out NEW WEAPONS, NEW ATTACHMENTS, and NEW ABILITIES—all inspired by real-world counterparts.
  • You’ll earn these through battlefield success. The Autumn update will offer a first taste, with more arriving in future updates. Expect to see some familiar weapon types that offer their own unique combat efficiencies on the battlefield.
  • Please note, we’re paying very close attention to ground these additions in reality. We want to thank the community for sharing feedback in this area.
Missions are evolving, too.
  • Two missions are getting major adjustments, and the new tactical mechanics will also change these missions and the way all of the other missions play. Expect fresh challenges in familiar scenarios.
Finally, we want to reassure you: Procedural Architecture remains at the heart of the game.
  • While we may make starting points more consistent in Campaign mode, procedural generation remains a big part of the game -- including customizing this procedural generation in the Co-op Lobby, just like you can today.
Besides the new features, we also have a host of big quality improvements coming, as well. Three of these include:
  1. Fireteam AI: A lot of our remaining AI bugs are rooted within the game’s navigation system. So, beginning a few months ago, we began a wholesale replacement of this navigation system, and the results so far are outstanding! Of course, these changes sit right at the foundation of all our AI code, so this is not a quick fix. We still have a few weeks of work left to uncover all the ways this new code is incompatible with the old code, and then we’ll have to rebalance all our friendly and enemy AI based on these new capabilities. Since we know many of you are curious to get a look under the hood, we’re going to take you inside this overhaul in our next major community update around the end of this month.
  2. Stability: Most remaining issues related to stability are due to the ray-traced lighting we introduced in November and improved in April. We’re finding some graphics cards still struggle with ray tracing, and the combination of Procedural Architecture and ray tracing can make VRAM usage fluctuate wildly, causing some cards to crash. Fortunately, our team has already found lots of ways to reduce VRAM usage, and we’re also introducing some methods to create more consistency in all memory usage, even with Procedural Architecture. Additionally, we’re also addressing a few other non-graphics crashes.
  3. Performance: You’ll also notice some substantial performance improvements in our Autumn update. Over the past few months, our team has been decoupling systems to let each system run faster, optimizing components, and more aggressively multi-threading tasks. We’re already seeing some nice improvements, and more consistency, in performance due to this work, with lots more coming.
As you can see, our Autumn update is very much focused on the game’s core experience, quality, and performance. Once we get through this, we will then add more new missions in future updates – we’ve only released roughly half of the game’s planned content so far.

This is just a short list of some of the big changes coming this Autumn. There’s lots more, including some highly requested community improvements.

I’d also like to thank those of you who’ve been providing specific and constructive feedback about what we’ve already released. This feedback is reviewed by many on our team each week, including me. Just to call out a couple examples from the last week – we really appreciate the specificity within Mudroc’s and drpepper’s comments. Our designers and AI team have been consuming and discussing these already.

Our next community update will do a deep dive into the game’s extremely unique AI and the improvements that are coming to our AI navigation.

Thank you for your continuing support for Six Days!

-Peter

Patch 0.4.3.1

Today's patch brings more fixes to Fireteam AI, more animation improvements when turning in place, and a toggle for hit marker SFX. Patch 0.4.3.1 is available now on Steam!

Please restart the Steam client to download the latest build.

BUG FIXES
  • Fixed an issue in which Fireteam AI not returning fire correctly
  • Fixed an issue that could cause AI Fireteam to clear rooms incorrectly
  • Fixed an issue that could cause AI to stare at walls
  • Fixed more cases in which Fireteam AI stuck in environment
  • Tuned AI responsiveness
  • Various fixes for turn-in-place animations
  • Various lighting fixes
GAMEPLAY IMPROVEMENTS
  • Added toggle for hit marker SFX in settings
    • Defaulted to ON
    • Navigate to Settings > Audio > Hit Marker SFX > ON/OFF
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

35% Off - Steam Summer Sale!

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

Experience two narrative campaign missions or jump into any co-op mission with AI or human teammates. The choice is yours!

The promotion ends with the Summer Sale on Thursday, July 10th.

Grab your copy here:

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

Patch 0.4.3

Today's patch brings fixes for crashes on a variety of graphics cards, our next group of improvements to Fireteam AI, some targeted performance improvements, and improvements to our turn-in-place animation technology. Patch 0.4.3 is available now on Steam!

Please restart the Steam client to download the latest build.

BUG FIXES
  • Fixed several cases in which Fireteam AI stuck in environment
    • More fixes coming
  • Fixed some cases in which Fireteam AI doesn’t provide first-aid
  • Fixed an issue in which insurgents were not firing while moving
  • Various performance improvements
  • Various crash fixes
GAMEPLAY IMPROVEMENTS
  • Reduced likelihood of Fireteam AI getting killed by Armory explosion
  • Improved stationary animations when turning for players and Fireteam AI
  • Introduced prototype vibration for gun fire and bullet impacts on gamepad
    • Defaulted to off
    • Only includes about 10% of planned vibration, right now
    • Can be toggled in the settings menu
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