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Unplanned maintenance completed (September 12th, 2025)



Today, there were multiple issues with the data players received from our servers.

We have now restored Battle Pass progress for all affected players. Battle Pass rewards will need to be claimed in-game.

Our team is currently working on restoring the remaining data and we expect it to be fully recovered sometime next week.

Battle Pass: Seventh Season of 2025



We're getting close to the start of the next season! On September 10th, the new Battle Pass season will begin, but today we'll show you the new rewards that you can look forward to!

Main rewards of the season



[h3]Scotti Naval Rifle (BR V, Germany)[/h3]
A fully automatic Italian rifle using the 6.5x52mm Carcano cartridge designed by Alfredo Scotti.

This weapon was designed for the Navy as an anti-aircraft weapon to help sailors on patrol boats combat low-flying aircraft. Only a few prototypes were built, some even with AA sights, but it was never adopted for service.

In the Elite Battle Pass, you will also find a unique Spitfire Mk Vc/trop and a unique camouflage for the T-34-85 (D-5T).


[h3]Spitfire Mk Vc/trop 85 Sqn, RAAF (USA)[/h3]


[h3]T-34-85 (D-5T) - Dmitri Donskoi[/h3]

In this Battle Pass, you will receive an aircraft that can be assigned to its respective Fighter pilot squad and a camouflage that you can apply through the "Customization" menu of the respective tank.

And of course unique soldiers for Japan and the USSR:


[h3]Makoto Ogawa – Fighter pilot II (Japan)[/h3]


[h3]Stepan Averyanov - Machine Gunner II (USSR) - requires Elite BP[/h3]

As a reminder, Elite BP owners receive four unique weapons, two unique soldiers, one unique tank camouflage and one aircraft with unique camouflage by progressing in the Battle Pass. Meanwhile, players with basic BP receive one weapon and one unique soldier of the season.

Ray tracing is coming to Enlisted!

[previewyoutube][/previewyoutube]
Commanders, in the upcoming "Scorching Rays" major update, you'll be able to push your game's graphics to new heights with ray tracing. In this devblog, we'll explain in detail how these new graphics settings work and show you how they improve the visuals.

Ray traced scene


For ray tracing effects to work, we need to build a scene to trace. To avoid iterating over all instances in the scene, this is through an accelerator structure called bounding volume hierarchy, or BVH for short. Each mesh loaded makes one bottom level acceleration structure (BLAS), and these meshes get instantiated in a top level acceleration structure (TLAS), to be traced by the ray tracing hardware inside the GPU.

In Enlisted we added almost everything into the BVH scene at a close to rasterized quality, for physically accurate rendering. This way our ray tracing can calculate ray traced effects on the entire map, such as seeing trees in reflections as far as they are rendered in the frame too.



This scene gets updated on each frame, since it contains animated objects too, and that step is done on many CPU threads to keep the frame rate high, and as such a relatively modern CPU is recommended.

Ray Traced Shadow Map (RTSM)


Ray traced shadow replaces the shadow maps from the Sun. How this works is that we shoot a ray from the pixels visible on the screen towards the Sun’s surface in a stochastic manner, to temporally sample how much of the surface is visible from the point. Then we pass it through a denoiser to get the final soft shadows.

As a result, shadows become much more realistic and smooth depending on the distance of the object that casts them. Just like in life.

No RTSM:

With RTSM:


On higher end GPUs you can also enable ray traced dynamic lights, which will trace pixel perfect hard shadows on any light source that has shadows currently enabled.

No RTSM:

RTSM dynamic lights:


Ray Traced Ambient Occlusion (RTAO)


Ambient occlusion is meant to simulate objects blocking ambient light coming from the sky.

No RTAO:

With RTAO:


In the rasterized pipeline this is a screen space effect, meaning it can only take samples of what’s visible. This can lead to false occlusions, where light can pass through, or disappearing occlusion at the edge of the screen, as there the occluding object basically stops existing as far as the screen space implementation is concerned.

RTAO circumvents that by doing it in the ray traced scene, having access to all information it needs to calculate it correctly.

Ray Traced Reflection (RTR)


The most iconic effect of ray tracing is reflections. Normally we use a screen space reflection alongside reflection probes, and on high quality tracing the GI scene to get an approximate color of what’s there. With ray tracing however we can sample the reflections in a Monte Carlo manner, calculate the exact color of what was hit, and then denoise it for physically correct reflections.

SDF specular + SSR:

RTR:


In Enlisted we use variable length rays to optimize reflections on rough surfaces. A shorter ray means the tracing is faster, and since the reflection is less important for the lighting of those surfaces, we don’t lose perceived quality!

No RTR:

With RTR:


The BVH scene also allows us to trace transparent effects, such as smoke and fire, that were previously missing from all reflection implementations, so for example a flamethrower can light up the surrounding area, and distant smoke stacks are visible in puddles.

On this screenshot you can also observe how the rough ceiling doesn’t form an image due to the reflection rays being shot in a wide lobe, but some details of the fire can be observed on the much smoother, though not mirror-like, walls.

Light sources are also used to light up the BVH scene, so in the reflection you can see lamps that are not visible on the screen.



One further technique we used is using the previous frame as a lighting cache. Essentially if the ray hit something that was present on the previous frame, we don’t need to calculate the lighting from scratch for that surface, we can just read the cache. This is not only slightly faster, but it improves the quality of the lighting, since the previous frame was also lit by ray tracing, so it approximates the effect we’d get by shooting rays recursively, but much faster. On this screenshot the walls directly reflect the sky, but the floor only reflects the walls, and yet the indirect reflection of the sky is still present.

Ray Traced Transparent Reflections (RTTR)


No RTTR:

With RTTR:


We also have a separate option for ray traced transparent reflections. This setting adds reflections to all transparent glass surfaces in the game. As glass is smooth, they have mirror-like reflections, and since glass is a rather rare material in the game, it’s a relatively cheap effect that makes a large impact.

Scopes with Cubemap:

Scopes With RTTR:


Now you can also see what’s behind you in the scope of your sniper rifle.

Ray Traced Water (RTW)


SDF and SSR:

RTW:


And finally, there is an option for ray traced water. This option enables ray traced reflections on the water surface, with a custom temporal accumulation algorithm with minimal ghosting. This setting also enables soft ray traced shadows from the Sun on Water.

Performance


Ray tracing is intended for high end PCs, but we tried our best to make it more accessible.

The options can be enabled and disabled independently to allow for scaling the performance overhead based on your GPU. However do note that all RT effects require maintaining the BVH, which is a shared cost among all effects.

Depending on your GPU and display resolution, using a bit of upscaling is recommended from the many resolution scaling algorithms that Enlisted supports (Temporal Hyper Resolution, DLSS, FSR, XeSS).

Please note that due to technical reasons dynamic resolution is currently not supported with ray tracing enabled.

In the upcoming "Scorching Rays" update, we are only adding support for NVIDIA and AMD graphics cards, but we are committed to delivering it to Intel too, and hoping to deliver further improvements and features in upcoming patches.

Recommended hardware


We recommend the following hardware for ultra preset with all ray tracing effects enabled:
  • 1080p 60fps: NVIDIA GeForce RTX 4060 / AMD Radeon RX 9060 XT
  • 1440p 60fps: NVIDIA GeForce RTX 4070 Ti / AMD Radeon RX 9070 XT
  • 2160p 60fps: NVIDIA GeForce RTX 5080
These technologies greatly improve the visuals of the game by making the lighting and the reflections more realistic. So be sure to check out the beauty of Enlisted using them once the major update is live, and share your experiences with us!

Weapons and vehicles of the "Scorching Rays" update



The "Scorching Rays" update will bring even more variety to battles and today we'll show you the new additions to the research tree.

The confrontation between Japan and the USA in the Pacific is gaining momentum, and the new weaponry will give the conflict more color.

USA


[h3]M1921AC Thompson (BR V)[/h3]
The Thompson submachine gun was developed to be used in the trenches during World War I. The M1921AC, which came out in 1926, featured a Cutts Compensator, which provided additional control during automatic fire. Together with the front grip, it made the gun's 1040 rounds per minute fire rate manageable, and with the 50-round drum mag, it became a deadly weapon in the hands of every soldier.


[h3]Churchill VII (BR IV)[/h3]
A late-war variant of the well-known British heavy tank, sometimes referred to as "Heavy Churchill". Roughly 1400 were built and it was used until the end of the war. The 57 mm 6pdr OQF Mk.V cannon was replaced with a new 75 mm OQF Mk.V and it got a much thicker 152 mm frontal armor to better protect its crew.

Show the enemy the power of the Royal Armoured Corps!

Japan



[h3]Kawaguchiya shotgun (BR I)[/h3]
What could be more deadly than a double-barreled shotgun in close combat? This question probably preoccupied the gunsmiths of Kawaguchiya until they came up with an elegant solution. The addition of a bayonet lug transformed this already formidable shotgun into a universal weapon, allowing instant transition between ranged and melee combat while maintaining its effectiveness even without ammunition, plus it had a powerful psychological impact on the enemy.


[h3]Chi-Nu II (BR IV)[/h3]
A continuation of the Chi-Nu’s design. It was specifically developed for the decisive defense of the Japanese home islands as part of Operation Ketsugō and was intended to become a serious challenge for the invading Allied forces.

Compared to its predecessor, it featured a 75 mm Type II Model II cannon with much better penetration capability.

This tank never had the chance to prove itself in battle, because the war ended before it could demonstrate its combat potential. But on the battlefields of Enlisted, it will get its chance.


[h3]Ki-83 (BR IV)[/h3]
The Mitsubishi Ki-83 represented Japan's ambitious attempt to create a long-range twin-engine heavy fighter / interceptor capable of opposing the latest American aircraft in the final stages of the war. With its two powerful Mitsubishi Ha-211 radial engines, this elegant aircraft could reach an impressive speed of over 700 km/h.

Japanese attacker pilots will get the chance to test this machine in combat.

Reworking old locations: The cave village of Tunisia



In the upcoming "Scorching Rays" major update, you’ll notice that we reworked the "Kahif cave village" section of Tunisia. The truth is that there's a real risk of getting lost in it, so to avoid that, we are going to guide you through the updated location!

The first thing that will catch your eye is that the once desolate area has become a real oasis. Now the mission can be divided into roughly three parts: a section with plenty of vegetation, an urban area and the ruins.



We've improved the layout of the terrain to make it easier to navigate both on the outskirts and within the village. It will also be much clearer where to attack and where to expect enemy vehicles.







The famous caves of the village have also changed - staircases have been added to them for better accessibility, alongside additional cover around them to offer extra protection against enemy vehicles and machine gun nests built by engineers.



But that's not all! Some of the capture points have been changed too, for example, at one of them you’ll be fighting among ruins instead of a cave.



We tried to add more striking pieces to the location to make it more unique and memorable. One of them is the new tower in the middle of the village.



We are still not done yet! The update will also include improvements to hit marks - from bombs to even the largest shells.



They will become more detailed, will better match the type of the projectile and will leave more distinct marks on various surfaces, from wood to metal.

[previewyoutube][/previewyoutube]
Looks beautiful, the "Scorching Rays" update will really shine! See you soon in Tunisia, commanders!