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  3. Development Update #4

Development Update #4

[h2]Hey Everyone![/h2]

BlueTheRobot here, the community manager for Incursion Red River. Welcome to our fourth development update! It’s been some time since the previous one, but certain features that we wanted to show off took longer than anticipated. There has been a lot of progress in all areas and we are happy to bring you up to date!

[h2]UI Overhaul pt. I[/h2]

[h3]Inventory & Stash[/h3]

As teased in the last dev update, the inventory and stash received a complete UI overhaul, making them clean and modern. Alongside this, item icons have been improved, leading to better visuals and faster & more reliable texture loading. We have also added new sorting and filtering options, making it easier to find exactly what you need at a glance. Additionally, we consolidated the additional storage boxes per category into one large inventory box per category.

[previewyoutube][/previewyoutube]

[h3]Gunsmith[/h3]

The long awaited Gunsmith system has been implemented, allowing all weapons to be modified. Presets can also be saved and applied, making it easier than ever to maintain weapon configurations without manually adjusting each firearm repeatedly. We cannot wait to see what variants you guys come up with!

[previewyoutube][/previewyoutube]

[h2]Weapon MalfunctionI[/h2]

Weapon malfunction mechanics have been introduced to add more realism and depth to firefights. Weapons will now display a visible overheating effect, providing clear feedback on their condition during extended engagements. Malfunction chance occurs based on the weapon’s heat and durability. The more a weapon overheats and the lower its durability, the higher the likelihood of a malfunction occurring.

To help balance the economy, AI enemies will now carry used and worn weapons, making them less valuable when looted to increase the value of other loot. Also, as a long-time request, players can not only repair their worn weapons but also damaged gear with one click within the hideout.

[previewyoutube][/previewyoutube]

[h2]Quarry Overhaul[/h2]

Our goal is to blend an authentic environment with an enjoyable level design requires lots of iteration to reach a quality result. With thorough testing from both internal testing and community feedback- we’ve been able to bring Quarry into its final state with this upcoming patch.

Quarry has been expanded and re-imagined with our new design philosophies from both a technical workflow and level design perspective. Some of the major changes we’ve made include:

  • The military base has been moved further from the cliffside to increase downtime between points of interest and encourage the possibility of long range gameplay styles. Additionally, the base itself has been completely redesigned to better reflect what a modern, real-world military base might look like.
  • The Quarry cutting factory has been re-imagined with a complete layout and material overhaul.
  • The Quarry pit has been adjusted to be more accessible.
  • Extractions have been adjusted to better fit the new scale of the map.
  • Spawnpoints have been adjusted to give a greater buffer between enemy spawns and Players entering the raid.
  • New point of interest: cave
  • The cave provides a shortcut from the factory extract to the upper region of the Quarry pit. It is a CQB focused area housing new defense missions while giving the player a break from the longer sightlines.


Here are some WIP pictures of the cave:



[h3]New 3d Props[/h3]

As our development team continues to grow, we are excited to introduce the first assets created by our newest 3D artist, Satyaki. These new props will mainly be used for the quarry overhaul and showcase our continuous efforts to achieve a higher standard in the game's overall quality.



[h2]STV[/h2]

We are excited to introduce the STV, the first Vietnamese firearm featured in Incursion Red River. Expanding the variety of weapons available in the game while finally giving the VLF faction a reasonable weapon to add to their arsenal. Here are the first renders:



[h2]VLF Boss[/h2]

Last but not least, we also wanted to share the progress on the VLF boss that we showed briefly in one of our dev streams.



[h2]FUTURE[/h2]


On our development horizon, we’ll be looking at a weapon roadmap, a second part to the UI overhaul, more level design updates, and more. We look forward to seeing you all in our next dev stream which we’ll be announcing soon!