Development Update #7
Hey Everyone!
Hey everyone, BlueTheRobot here, the community manager for Incursion Red River! I just have to say thank you to everyone for the support. Seeing the community’s growth lately has been very heartwarming.
Attending Gamescom was nothing short of amazing! From meeting up with fellow developers, to seeing members of the community face to face at our booth: it really meant a lot to us as a team. We’re also grateful for all the feedback not just from this past update, but all developments from your YouTube videos, comments on X, Steam, and even messages in Discord. We try our best to see it all, and take all feedback into consideration.
With that being said, we have quite the dev update for you. We’re going to be showcasing the new map, mantling and vaulting movement mechanics, and even some melee moves. Afterwards, we’ll discuss more additions and features for the rest of the dev update. Hope you all enjoy!
[h2]New Map[/h2]
As promised during previous Dev Plays, here’s the next map - Delta. This region is focused on both long range, and urban centered combat. Prepare to traverse open rice fields or cut through the distant treelines to reach your targets. Skulk through what's left of the rural towns to find the loot you’re looking for.
Delta from a design perspective will juxtapose between CQB in its urban centers to long range combat. Ranged combatives will take full advantage of our ballistics system, long range optics, and provide a fun experience for all our snipers out there.
Thanks to previous feedback we kept orienting our design approach towards more realistic spaces true to the setting, and dynamic enough to support a variety of new missions. Regarding the latter, you’ll be encouraged to explore new routes throughout the map and approach objectives from ways that previously would give you too large of a disadvantage.



[h2]New Features[/h2]
In addition to new content, we have also been working on some new systems that will finally make their way to Incursion Red River.
[h3]Mantling & Vaulting[/h3]
A highly requested feature in the past was mantling and vaulting. There were quite a few situations where even the best of crouch jumpers couldn’t get past a hurdle that shouldn’t have been an obstacle in the first place. We’ve decided then to step away from being able to crouch jump, and instead replace it with a proper mantling and vaulting system. The game’s traversal actions are hopefully much smoother. Again, our focus while implementing it was to strike a good balance between smooth yet realistic movement.
As seen in the showcase, the system makes windows more easily traversable for players, which can open up new strategies. Another feature that was on the list was proning, unfortunately we need to postpone the implementation as it is a much more complicated process (adjustments for AI would need to be made as well). While this may disappoint some, rest assured, proning will make its way to the game eventually!
[previewyoutube][/previewyoutube]
[h3]Melee[/h3]
Fists, but no melee attack? We know it was a bit weird to have an unarmed without the ability to attack, so we were finally able to get back and solve that. This means punching and melee weapons with the ‘enabled’ melee slot in the next update!
Melee weapons will provide the fastest movement speed and lowest stamina cost, making wearing only a knife a bit more viable. (Also, we can’t wait for knife-only runs.)
[previewyoutube][/previewyoutube]
[h3]Grenades[/h3]
Another major request has been to add grenades to the game. In all FPS games, grenades play a major tactical role, and we are pleased to say IRR now has them. Grenades can be equipped via the Quickslots just like medical items and work as soon as equipped like any standard weapon.
For the first iteration we added frag grenades which have two variants of “damage”. One is “blast damage” dealt by the shock wave, and the other is “frag damage”, which is dealt by fragments from the grenade.
Damage is calculated (as seen in the video) by casting rays to each bone of the character in a certain range. Each hitting ray has a chance to deal “shrapnel” fragmentation damage. Fragmentations at their core work as bullets and have a penetration value and piercing chance. The percentage of ray hits and distance from the explosion source define the blast damage. Future grenades will come with different values. We’re also aiming to add tactical grenade variants such as smoke grenades and flashbangs.
[previewyoutube][/previewyoutube]
[h2]Worldbuilding[/h2]
As a result of our previous calling for native Vietnamese Advisors, we’ve been focusing our worldbuilding efforts into more authentic environments, scenarios, and cultural details. This will be an important transition for existing maps and a long process. Delta however, is being built from the ground up very closely to references. This includes our inclusion of semi-modern rural Vietnamese houses that will be more frequent throughout maps new and old, along with more accurate foliage.
[h3]New Texel Density[/h3]
During this update cycle, we’ve taken broad measures to increase texture resolution to match the current FPS standard. Last patch we moved to support virtual texturing, which enabled us being able to use UDIMs. This opened an easier path to implement the higher texel density of 10.24 pixel per centimeter of geometry. Along with the resolution increase across the board, we’ve also taken to standardizing this resolution as well. Currently and very noticeably- our props have a wide range of resolutions, but after this update the world will feel much more consistent.

[h3]New 3D Props[/h3]
We want to show off our recent efforts in that regard by showing Vietnamese architecture. We’ve added new custom walls, floor trims, pillars, several slant roof types, doors, windows, indoor stairs and much more to our catalogue, allowing for more unique and authentic designs. In the texturing phase we gave special attention to the tropical conditions of Vietnam, such as moss overgrowth, humidity damage, and overall wear from harsh weather conditions.


[h2]New Weapons[/h2]
While we just added (as an exclusive small content update for Gamescom) the Honey Badger to the game, we’re already working on the next weapon: the Galil Ace 2. Since we added the STV 380, a Vietnamese copy of the base Galil version, we decided to add the updated Galil Ace 2. It will serve as a great DMR choice that may be especially useful in the new map for long-range combat!
[previewyoutube][/previewyoutube]
[h2]OUTLOOK[/h2]
That’s it for now! We’ve been doing a lot over the last two months since our last major overhaul update in June, and we plan on showcasing even more later down the road.
We have a ton planned coming very soon! More Developer plays, introducing Ben aka Solarint as our new Lead A.I. programmer, more insights with the new map Delta, and of course more playtester announcements. All of which you will be able to get updates and participate in over on our Discord server. Make sure to stay up to date with all of our socials, including X and YouTube for any upcoming news!
We appreciate all of your support, we look forward to answering questions, and to talking with you in the near future.
Thank you!