[h2]Hey Everyone![/h2]
BlueTheRobot here, the official community manager, and firstly, just wanted to say thank you for all of your support over these past few months. We also just hit our one year anniversary recently of our Steam Early Access Release, and a ton has changed in what seems to be a short amount of time. So again, from the entire team, which is slowly growing- thank you for playing and sharing our game.
[h2]UI Overhaul pt. II[/h2]
With this upcoming update, a lot will be changed from what you know and are used to in the current version of the game. One of our biggest changes is our complete User Interface (UI) Overhaul. While in our last update, we showcased the new inventory and stash; This update focuses on all other elements, such as settings, the safehouse terminal, main menu, and newly added raid summary screen.
[h3]Laptop & Menu[/h3]
The new Safehouse terminal UI has already been shown off in one of our dev streams, but for those who have missed it, here is a brief overview of all new elements:
[previewyoutube][/previewyoutube]
To touch on our design choices a bit, we’ve decided to move away from the bright green/cyan aesthetic of the old computer and move towards something easier on the eyes and more user-friendly. The computer’s UI style is now cohesive with the rest of the menus and features some much needed quality of life changes as well- some of which being sourced directly from Community feedback.
[h3]Raid Summary[/h3]
With the next update, players will finally be able to see a full breakdown of their raid statistics after each run. This has been a long-requested feature from the community, giving players a better sense of what they accomplished during a raid — or what went wrong in the case of a KIA. The summary includes details like loot value, raid time, and confirmed kills. Here's a quick look:
[previewyoutube][/previewyoutube]
[h2]GCPS Overhaul[/h2]
After we showed off the new GCPS model in one of our last development updates, we’re finally ready to show it off in-game with new animations that will make using it more immersive. The GCPS's UI was also partially updated to follow our new UI design philosophy.
[previewyoutube][/previewyoutube]
[h2]Quarry Overhaul[/h2]
As some of you may have already seen in last week’s Dev Stream, near the end of the stream we had shown off a work in progress view of Quarry’s new re-designed military base.
We looked to the following goals for this new VCUP Base:
Offer a more realistic design overall with each building having a dedicated purpose
Allow for creative objective design that inspires more unique mission structures and environmental interaction within those missions
Integrate greater opportunities for lore inclusion and environmental storytelling
In particular with the last point, we’ve always had a story in mind for Quarry, though we haven’t quite had the chance to tell it properly. The general idea has always been that Quarry was once controlled by the prior VCUP (Vietnamese Communist Union Party) government, and recently taken over by the Western Mercenaries known as the UICS or United Intercontinental Security.
In our next patch, vehicle types, enemy placement, dead bodies, and graffiti will express these details. We will continue to use these tools throughout our future environments.
We showcased a part of the Quarry Overhaul at the end of our last dev play stream, you can rewatch it here:
[previewyoutube][/previewyoutube]
[h3]New 3D Props[/h3]
One of the most complex aspects of redesigning the Quarry has been the architecture. We had been planning to create our own workflow regarding architecture (as well as the rest of the 3D environment workflow) for quite some time. This process allows us to iterate much faster and finally establish our definitive style rather than having to adjust marketplace assets.
The first few sets we’ve included are corrugated metal, traditional mud houses, and military cast concrete.

[h2]AK 100 Series & AKS-74[/h2]
While not shown in our weapon roadmap, we are introducing a bunch of new AK variants with this update, particularly the AK 100 series and the AKS-74. These will bring more variety and increase the pool of weapons the AI can choose from. In addition, we’ve also added more AK attachments, such as new handguards, silencers, and magazines. Here is the overview of all Kalashnikov variants viewed from the upcoming Gunsmith:
[previewyoutube][/previewyoutube]
[h2]FUTURE[/h2]
This update is our way of upgrading everything already in the game to a higher quality and building upon the foundation of our game. While we didn’t dedicate a category to audio with this dev update, we are hard at work fixing the audio bug a lot of you guys are reporting. We are confident that with the next update, the bug will be fixed, and audio will be improved in general. So stay tuned!
We love hearing feedback from you guys, so please don’t hesitate to comment down below, or even better yet, join our
Discord to post your comments in our feedback thread section.
We have been doing more consistent development playthrough streams on our Official
YouTube channel, so go ahead and check that out here. We try to stream at least twice a month, but please be patient with us. We love talking to you all, and showcasing some behind-the-scenes dev stuff, as well as just playing with members of our team and content creator program members. We also throw a few steam keys every now and then, so keep an eye on them!.
Again, thank you to everyone who has supported us thus far, and we look forward to showcasing more in the future, and releasing this update within the next 2-3 months…