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Incursion Red River News

Supporter Edition #1.1.0.5

Hey everyone!


As you may have seen, we just released our Supporter Edition.

To start the prototype builds via the main game, we needed to make some adjustments and, therefore, push this patch.

There are no in-game changes; sorry for the inconvenience!

Happy holidays!

Supporter Edition Release

https://store.steampowered.com/app/3405150/Incursion_Red_River__Supporter_Edition/

We've just launched a new DLC with the game: the Supporter Edition.

This edition will directly impact the financial backing and rate of progress for the game's development.

Some of the perks for you are:

  • [Immediate] access to two prototype builds of the game. (PROJECT QUARANTINE V1, and V2)
  • [Future] Art concepts and media in digital format
  • [Future] Audio tracks.


On behalf of the team, have an amazing winter holiday and thank you again for all your support!

Development Update #3

[h2]Hey Everyone![/h2]

BlueTheRobot here, the community manager for Incursion Red River. Welcome to our third development update! It’s been some time since our last one, and we have much to cover. The bottom line is that the team has been hard at work to push new features, add more content, and polish the current state of the game. Our art team is currently drafting a complete UI overhaul! Development wise, after we pushed the latest hotfix (#1.1.0.5), we shifted our development focus towards replayability. We’ve added a brand new interactive terminal, as well as a new mission type. Alright let’s get into it!

[h2]DEFENSE MISSION & TERMINAL[/h2]

Outlined in Roadmap was a new mission type, and we’re happy that the next update will include: Defense.

In addition to the Defense mission types we’re going to introduce a brand new system to the game, the Terminal. Terminals are going to play a key role in several new missions. As an example for a Defense mission, you may need to download a certain file to an external storage from the terminal. First you have to collect the external objective, find the admin login and then start the download process. Once the process is started, reinforcement is triggered and you need to fight them off until the download is completed and you can safely extract.

[previewyoutube][/previewyoutube]

[h2]UI OVERHAUL[/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 look coherent across the entire game.



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 and other features that will be revealed later!

[h2]TABLET OVERHAUL[/h2]



The GCPS (Global combat positioning system) plays a major role in our game and helps the player track the current mission and navigate through the level. With the next update, we plan to expand on the GCPS by replacing the current model with a much more detailed one, and equipping it with advanced interaction animations for panning and zooming the on-screen map.

[h2]QBZ[/h2]

The QBZ was first shown in our Dev Stream (check it out if you haven't already!), and we are now excited to share the final animation set, as well as confirm that it will be in the next update.

[previewyoutube][/previewyoutube]

[h2]SCOPE OVERHAUL & NEW THERMALS[/h2]

We are finally ready to address the feedback on our scopes, and their lack of realism. We reworked the scope material entirely and added eye relief and a small additional zoom & distortion effect to it. Also, the reticle now zooms correctly on the Vudu scope!

[previewyoutube][/previewyoutube]

After reworking the scope material we looked into adding thermals to the game. We attempted a few different approaches and are really happy how they turned out. We’ll include two variants, one Black Hot and one Red Hot Thermal.

[previewyoutube][/previewyoutube]

[h2]FUTURE[/h2]

While new missions, features, and weapons are exciting for the future of the game, we still hold true to our philosophy of ensuring we remain polished, and optimized with the current state of things... For example, while we are currently overhauling Quarry and adding new areas, we are reworking existing ones. The bunker is also getting additional areas to explore.
Apart from the level design progress we are also looking at adding a new durability system for weapons, a weapon bench and more..!

We want to re-iterate how thankful we are for all of your continued support and for taking the time to check in with us. If reading long blogs isn't your thing, we encourage you to join us in our Dev Streams to stay up to date and in touch with us! We look forward to catching you guys there or on our Official Discord Server so we can keep you up to date with the latest information.

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Along with the content and overhauls this dev update offers, we wanted to let you know we are also working hard on squashing bugs and more technical issues as well. Currently one of the most important issues for us is the sound occlusion, which currently causes difficulties pinpointing enemy locations. Unfortunately, these things take time- but nonetheless will come eventually!

Development Vlog: Alpha Update #1.1.0.0.

Hey Everyone! Blue here...

With multiple hot fixes pushed out, we now feel it is time to showcase our Development Vlog on our YouTube channel, where you can see some breakdowns of this update, as well as some upcoming concept art for our new VLF Boss.

Stay tuned for more news here, as well as on our discord and social medias...

Discord:
Official Discord Server
X:
Official X Page

[previewyoutube][/previewyoutube]

Hotfix #1.1.0.5

Hey everyone!


We've released another small hotfix. This will be likely the final for this content update cycle.

[h2]Fixes:[/h2]

- Fixed healing while reloading not working
- Fixed several crash occurances
- Fixed SKS reload not working (with internal mag + tapco mag inside rig)
- Fixed backpacks not being able to pickup again
- Fixed AI occasionally not firing
- Fixed AI occasionally stuck in cover stance
- Reduced Noise for NVGs a bit