1. Incursion Red River
  2. News

Incursion Red River News

Patch #1.2.0.0

PATCH NOTES


! **DISCLAIMER** : Update will wipe your inventory !

[h2]New Content:[/h2]



Patch 1.2.0.0 aims to increase both content and quality on all fronts. Both maps Quarry and Bunker have received substantial changes. Quarry and your FANG Safehouse have been entirely overhauled, now featuring twice the playable size with major POIs redesigned from the ground up for authenticity and realism.

  • NEW Points of Interest
    - 7 additional POIs added with Bunker’s Medbay, Quarry’s Cave, 3x Size Military Base, Hilltop Fireteam Base, Riverside Beach Outpost, Jungle Village, Redesigned Marble Cutting Factory.
  • NEW Terminal/Defense Missions
    - Hack into a Terminal and Defend the area from incoming enemy Reinforcements.
  • NEW User Interface
    - Redesigned all menus to be more up to date with the setting and tone of the game.
  • NEW GCPS Tablet
    - Custom model and diegetic animations for your tablet for all objective location needs.
  • NEW Viewmodel Animations
    - Aside from all new weapon additions, movement animations have been overhauled to give more weight and impact to traversing the jungle.
  • NEW Improved Co-Op Networking
    - Ballistic calculations are now much more responsive.
  • NEW Malfunction/Jamming Feature
    - Determined by weapon durability (easily reparable from Safehouse), overheating, and firing method.
  • NEW Weapons
    - AK-101
    - AK-102
    - AK-103
    - AK-104
    - AK-105
    - AK-12 [TBA]
    - AKS-74
    - RPK
    - SVDS
    - STV-380
    - QSZ-92 [TBA]
    - QBZ-97
  • NEW Complete Audio Overhaul
  • NEW Improved AI
    - AI is now more aggressive, deadly, and tactful than previous patches- with 2 more customization options to control their behavior. There are also now 2-3x the amount of AI per level depending on Player count (Co-Op).
  • NEW Scope Shader Overhaul
    - Now uses a system that allows for a middle-ground between Picture-in-Picture and standard rendering, but without the major performance drop.
  • NEW Gunsmith System
  • NEW Optimization Improvements
  • NEW Overhauled Foliage
  • NEW Automatic Stash Sorting
  • NEW Reworked Mission Locations
  • NEW Light Effects
  • NEW Audio Ambiences
  • NEW Loot and Economy Balancing
  • NEW Thermal Scopes
  • NEW Text Chat
  • NEW Raid Summary Screen
  • NEW VLF Boss Model
  • NEW 13 Gear Items
  • NEW Magazines and Attachments

Development Blog #2 - Complete Overhaul

Hey Everyone!


BlueTheRobot here! We are excited to share everything new coming up with update #1.2.0.0. In this blog, we’ll go over the newly added content and all the improvements made to existing systems. We are so happy to finally give you a deep dive on what we have been working on the last couple of months, so let’s get into it!

[h2]Reworked Audio[/h2]

We heard you loud and clear! Our audio was the most mentioned issue by our community and it was our top priority to fix it with this update. To do so, we utilized a completely new method that handles occlusion and reverb. While we were previously relying on Unreal Engine’s built-in occlusion system, we now use Wwise Rooms & Portals. Therefore, we went through every map and hand-placed simplified rooms and portals that explicitly tell the sound engine to simulate audio raycasts. Now, we simulate proper reverb and occlusion with audio being able to bounce off walls and traverse through windows/doors.
This is the first iteration of the new system, so not everything might be perfect yet, but we believe it is a huge improvement from the old build.



We’ve also refined existing audio cues and added additional ones to improve overall sound immersion. Gunshots were a focus when it came to improving sound. Shots from a distance have a much stronger punch. We introduced new ambient sounds, to Quarry in particular, so the environment can feel more lively. We also improved player foley effects, such as footsteps and jumping.
Last but not least we also worked on a new breathing/injured system that triggers when a player runs out of stamina or drops below a certain health threshold.

[h2]Quarry Rework[/h2]

Despite our improvements last patch to Quarry and its surroundings; the world was still far from our final vision for that map alone, but also for what we wanted for our environments moving forward. We strive for authentic and believable locations while maintaining fun yet challenging tactical gameplay.

From a Level Design perspective, we need an environment that our AI can lock down so Players are forced to think about how they’ll approach their next contact point, and think creatively about sightlines and angles.. And of course, when the fight has begun, our AI needs an environment that allows them to employ their custom features such as taking cover, flanking, and as of this patch: calling in reinforcements to defend specific high value regions.

One aspect holding back the previous iteration of the map was its density and pacing. Therefore, we expanded westwards to push the Military Base further from the Factory POI. However, this area is not just a deadzone, we’ve scattered more villages with associated patrols to ensure you stay on your toes throughout the trek.
The Military Base itself has received a complete overhaul for the sake of realism and authenticity as requested from community feedback. We’ve taken the steps to gather the help of enlisted Vietnamese personnel to ensure this.
If you’d like to read more about the Military Base, as well as viewing some in-progress screenshots, feel free to follow this link to a previous dev blog!

[previewyoutube][/previewyoutube]

[h2]Bunker Expansion[/h2]

Quarry is not the only map that has received additional areas, Bunker has finally received its last planned area to complete the loop through the map. The Medbay was always originally intended, but due to time constraints had to be previously postponed.
However, the Medbay is now available for exploration and keeps the same sinister tone and high intensity CQB action as the rest of the map.

[previewyoutube][/previewyoutube]

[h2]NEW Safehouse[/h2]

The Hideout is now replaced with the Safehouse, while now this just seems like a nice fresh coat of paint- this new location will act as the building blocks for our later plans regarding resources, the story, and progression in general.

The Safehouse is located on a relatively remote coastal airfield island and was prepared by your employer (FANG) to be used for all your operations in-country. With subsequent patches, we intend for you to grow the area to strategically assist your in your various deployments across Red River.
Just don't let the rest discover your location…

[previewyoutube][/previewyoutube]

[h2]NEW Gunsmith[/h2]

Another intended QOL feature that was frequently requested by our community was a gunsmith. Previously assembling weapons has always been quite fiddly with only the marketplace available, and losing a loadout has been quite time consuming to reassemble. That has changed now with our new Gunsmith that lets you go through all available weapons, try out different attachments and save & load presets.



[h2]NEW Weapons[/h2]

With this update we are adding a lot of new content for you to explore. First and foremost: plenty of new weapons to choose from.

  • AK 100 series
  • AK 12
  • AKS 74
  • RPK
  • SVDS
  • STV 380
  • QSZ-92 [TBA]
  • QBZ-97


Our focus with the newly added weapons was first to give the VLF, and later, the IGC factions more weapons to choose from. This way we can create a more interesting and dynamic loot pool for Quarry and Bunker.

In addition to that we also added 13 new gear items and many new mags and attachments to choose from.

[previewyoutube][/previewyoutube]

[h2]NEW Mission[/h2]

With this update we are also introducing a new mission type: Intel Extraction. We previously called this *Defense* in our roadmap, but during development the legacy name was no longer suitable as the focus became more about extracting intel via a Terminal interface than defending a zone. Reinforcements are still triggered while interacting with the Terminal though, so watch out!
Look up one of our previous dev updates to see the Terminal in action!

[previewyoutube][/previewyoutube]

Alongside the development of the new intel extraction mission, we also reworked some existing missions to fit the new map layouts while also adding several new tasks for you to explore and complete!

[h2]NEW Durability System[/h2]

Weapon malfunction/jamming mechanics have been introduced to add more realism and more importantly- depth to firefights. Weapons will now display a visible reddish 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 towards sourcing your own weapons, AI enemies will now carry used and much more worn down weapons, making them less valuable in comparison to 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 from the Safehouse.

[h2]Reworked UI[/h2]

One aspect of the game that we felt needed a fresh look after the launch of Early Access was the user interface.

With this next update, we’re looking to completely overhaul the current UI. We also want to make some important user experience changes as well to keep the UI consistent across the entire game.

Our core philosophy behind the new user interface was to inject our unique setting into the design itself, while giving a chance to bring major UX and QOL improvements. We tried our best to strike a balance between the requirements for a game of this nature, which requires many details to be presented to the player at all times, and ease of use.

This new design allows us to improve what we’ve already got, as well as making way for new features such as resources for safehouse improvements, the gunsmith, and other features that will be revealed later!



[h2]Reworked GCPS[/h2]

The GCPS (Global Combat Positioning System) plays a major role in Incursion and helps the player track the current mission and navigate through the level. With this update, we completely overhauled the look of it to allow the Player to feel as if they’re really controlling it by hand.

We’ve reworked the 3D model with in-house talent, added new immersive interaction animations and overhauled the UI entirely.

[previewyoutube][/previewyoutube]

[h2]Misc Improvements[/h2]

Apart from all the listed additions and improvements, we’ve also worked on smaller changes to improve the overall polish and experience of the game.
As the famous gamedev quote goes: “small improvements and minor bug fixes.”

[h3]Coop Experience[/h3]

One thing that always bothered us was the experience of playing as the client in a framework which didn’t fully allow the gunplay to shine. Bullets didn’t really connect properly and the overall experience felt less snappy. We tackled that issue by greatly improving the network load balance as well as introduced client authoritative bullets. Meaning the client (your machine) does the bullet calculation itself and tells the server where the actual impact is. This means we can also afford to immediately spawn the impact fx & sfx on the client, making gunfights much more responsive.

[h3]Viewmodel Animations[/h3]

Additionally, we’ve touched up our viewmodel animations and weapon handling. Weapons now will feel more weighty when turning and movement animations feel more impactful. This also includes reworked fire animations and smoother transitions between player stances.

[h3]Icon Generation, Loading, and Textures[/h3]

A common issue in the last build was unloaded & blurry icons that negatively influenced the looting experience. To tackle this issue, we now have pre-rendered icons for all items that only need to load from the game-files to greatly improve item loading time & quality. Additionally, we made improvements to force textures to be loaded when inspecting and for weapon icons in the inventory.

On the same note of blurry textures, we’ve taken steps while overhauling our shaders for the Quarry Rework, to adopt virtual texturing for a more optimized approach towards streaming in textures. Material quality will now be more relevant to what you’re looking at and therefore cuts back immensely on blurry models in the world due to high VRAM usage.

[h3]Performance[/h3]

Last but not least one of our key concerns is always to improve performance while also improving the visual fidelity of our game.
With this update we managed to find several areas to improve performance (such as enabled virtual shadow maps by default) and still keep an overall smooth experience on most systems.
In our internal testing we were able to see improved performance across the board.

[h3]Thermals[/h3]

We also reworked our scope material to be more realistic by adding eye relief and a small zoom & distortion effect. Additionally, we also added two entirely new thermal scopes, very useful for bunker & night raids. Check one of our previous dev updates out for more information!

[h3]Chat[/h3]

Long term we definitely want to add ingame VOIP. But for the time being we added a chat option so you can now also communicate with your team mates via the game.

[h2]Outlook[/h2]

So to wrap it up, this update is a huge step forward for us, bringing all systems to a new level, and we believe we now have the foundation and quality level we wanted from the get go to build upon and add more content. We cannot wait to hear your opinions on the update! Feel free to join our upcoming dev stream tomorrow that we will announce soon, where we’ll be playing and showcasing this patch. Also, make sure to follow our socials and join our Discord to stay up to date!


Development Update #6

Hey Everyone!
[p][/p][p]BlueTheRobot here -[/p][p]Firstly, I just wanted to say thank you for the continuous support over these last couple of months. [/p][p]We've been focused on making the upcoming update solid and stable with the help of our Discord Playtesters. Speaking of, if playtesting sounds interesting to you, feel free to join the group over on our Discord. It's been amazing to work alongside our community to ensure put out a solid update.[/p][p][/p][h2]Release Date[/h2][p][/p][p]So, the day you have all been waiting for, the highly anticipated 1.2.0.0 Update is set to launch on June 25th, bringing everything we've showcased these past few months, and more. Players can look forward to new AK Variants, a new durability system for weapons, armor repairs, a complete overhaul of the Quarry Map, an additional section in the Bunker map, completely new UI, the highly requested Audio Overhaul, and so much more. All of this is aimed at enriching the overall immersive combat experience in Incursion Red River. Check out the teaser trailer here![/p][p][/p][previewyoutube][/previewyoutube][p][/p][p][/p][h2]Internal Testing[/h2][p][/p][p]So as stated earlier, internal testing is currently underway within our Discord. The team is actively seeking feedback from the community to refine and enhance the update, ahead of the June 25th release. Players that are interested in checking out the new build and providing feedback, sharing insights can join using the hyper link posted here. Your participation is extremely invaluable, and helps shape the final version of this major overhaul update. To join, make sure you click on the little wrench icon to gain access to the playtester role, and check the pinned message to gain access to the test build on steam. Here's a few more screenshots from the current test build.[/p][p][/p][p][/p][h2]Creator Test Dates[/h2][p][/p][p]To all our amazing content creators: we’ve made a slight adjustment to the early access schedule for Update 1.2.0.0. The exclusive creator test has been moved from June 11th to June 18th. We apologize for the delay, but we’re taking this extra time to fine-tune some key features so you get the best possible experience during your hands-on preview. We truly appreciate your patience —it’ll be worth it![/p][p][/p][h2]Socials[/h2][p][/p][p]Stay connected with everything about Incursion Red River by following the team over on Twitter/X for the latest news, announcements, and behind-the-scenes updates. We also invite you to join our official Discord, where you can stay up to date on all development progress, share your feedback, and be part of a growing community. It really is the best place to engage directly with the devs, and fellow players as we continue building the future of Incursion Red River together. [/p][p]Thanks everyone![/p]

Development Update #5

[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…

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!