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Incursion Red River News

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!

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!