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Contain News

New features for the next patch/update and the Road[map]

[p]It has been a little over two months since we released the Contain Genesis Update. Genesis was a major step, but it was just the beginning. Now that the foundation is much more solid, we’ve shifted our focus to expanding the world, the gear, and the threats.[/p][p]We can see that we are good, but we are not fast. We are a small team, and we have to be careful with our promises (mistakes were made and lessons were learned). We would have loved to grow the team and ship things faster, but we simply can't do that right now.[/p][p][/p][p]Anyways, let's move on to the fun part of this devblog![/p][p][/p][h2]What are we actively working on?[/h2][p][/p][h3]New Type of Guns[/h3][p]First, we are currently adding Shotguns and LMGs for the armory. These aren't just simple additions; they require their own handling and weight to feel right in the game. Here is a look at some of the FPS animations we are working on in Blender for Shotguns.[/p][p][/p][h3]Shotgun:[/h3][previewyoutube][/previewyoutube][p][/p][h3]LMG:[/h3][previewyoutube][/previewyoutube][p][/p][h3]Map Progress[/h3][p]While we work on the weapons, we are also building new environment. This is a raw look at an upcoming operation map, there are tons of placeholders, and also the ligting is not final, so it is still a work in progress and needs more polish, but the scale and layout are getting there. Of course, this new operation will introduce new anomaly enemies as well. [/p][p][/p]
[p]Dev Note: We will share new anomalies visual details for this later on.[/p]
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[p]Dev Note: The working title for this map is "Bermuda" for now. But we believe this may tease the main concept of the map for everyone. Also, we wanted to include one of (ours too) the most beloved SCP environment (we will share visual details for this part later on) into this operation map; but as we always try to do, we want it to have its own style with just the right combination of novelty and familiarity.[/p]
[p][/p][h3]The Weather Conditions[/h3][p]This has been one of our personal most-wanted features since the very beginning. Our plan is simple: adding randomly occurring weather to missions, while eventually giving players the ability to select their preferred conditions. Initially, all missions will feature random weather; the manual selection option will be added later. To start, we’re planing to introduce classic rainy weather, then snowy and then stormy variants of these.[/p][p][/p][h3]The Terminals Mini Game[/h3][p]At first, we thought it would be fun to run commands like in the MS-DOS era. However, it was hard to make it both simple and challenging for everyone. We wanted players to find usernames and passwords in the terminal with simple commands to unlock doors. But in the end, gameplay tests showed that asking other players for the password had already "killed" the mini-game. We iterated on this by making the passwords randomly generated for every session, but the result was the same—the password was in the same text file anyway. So, the terminal mini-games are changing; for now, as a starter, we are adding a classic "Pipe-link puzzle" game.[/p][p][/p][p]Here is the very first WIP version;
[/p][p][/p][p]It's very simple. The player needs to find the terminal and connect their DataPad. Once the UI appears, they must rotate the octagons to hack the system. There are some anomaly-influenced nodes (the red ones) that cannot be rotated. All you need to do is create a path from the start node to the end node. Of course, all nodes will be randomly generated on every attempt. To add to the challenge, higher game difficulties will introduce time pressure, requiring you to complete the connection before the timer runs out.[/p][p][/p][h3]Armor and Health Systems Rework[/h3][p]We have started to chage players armor and the health system. Let's get into details for who likes it![/p][p]Armor Actually Protects (But Only Where It Covers) When you equip a heavy plate, it doesn't just artificially boost your total health. We have implemented a true armor plating system. The game tracks the exact physical impact of every bullet. If you hit an enemy in the chest, the plate catches the round, absorbing and reducing the damage.[/p][p][/p][p]But what if you shoot them somewhere else? [/p][p][/p][p]Flesh Hits & The Armor Bypass [/p][p]If you are facing down a heavily armored enemy aiming for center mass might get you killed. Because armor only protects what it physically covers, arms and legs are fully exposed. If you shoot an enemy in an unarmored limb, the bullet completely bypasses their armor and instantly damages their raw health pool.[/p][p][/p][p]To keep this balanced, we’ve introduced a dynamic body-part damage system: [/p]
  • [p]Headshots: High risk, devastating reward. Unarmored heads take massive bonus damage.[/p]
  • [p]Chest (Armored): Takes standard damage, but it gets heavily absorbed by the plate you chose to equip.[/p]
  • [p]Limbs (Arms/Legs): Limb shots deal less base damage than a chest shot. However, because they bypass the plate entirely, aiming for the legs might just be the smartest way to take down an armored enemy.[/p]
[p]Materials Matter: Protection vs. Mobility[/p][p]All of this ties directly into your loadout. In our game, the material of your armor (whether it’s light Kevlar or heavy Ceramic) changes everything. Every piece of gear you equip directly impacts three core stats: [/p]
  • [p]Armor HP: How much total dmg the plate (armor) can take before it breaks.[/p]
  • [p]Damage Reduction: How effectively the material absorbs the kinetic impact of a bullet.[/p]
  • [p]Movement Speed: The mobility penalty for carrying all that weight.[/p][p][/p]
[p][/p][p]Swapping from a light to heavy plates instantly changes how your character handles. Do you want to be fast and vulnerable, or a slow-moving fortress? The choice is yours, and you will feel the weight of that decision the moment you step out of the equipment screen.[/p][p][/p][h3]Interactable NPCs[/h3][p]We wanted to add interactable NPCs into the Base of Operations (HUB). With these NPCs, we believe we can reveal more about the Contain universe. Who/What is the Contain Organization? Why they do what they do, and what kind of danger is coming? What are those giant circling rings with the red stuff in it? The NPCs will start answering many questions and unfold the story piece by piece.[/p][p][/p][h3]Codex[/h3][p]With the NPCs, we are also adding a Codex. The Codex will work as an encyclopedia, where everyone can reach and read all the details about what they have encountered before. Such as the Queen (named by the community). What is that crawling creature, where has it been seen before, what is its weakness, or how should you encounter it? [/p][p][/p][p]Many answers will be revealed in the Codex.[/p][p][/p]
[p]Dev Note: We may have push the codex release into Q3. It's on Q2 schecule right now.[/p]
[p][/p][h3]AI Teammates[/h3][p]Currently, we already have different team systems for the AI's working in the background (We have shared a video about it in our Discord few months before). Players, Anomaly creatures, and Anomaly-affected soldiers are three distinct teams. As players, you are fighting against the other two. So, with a simple variable change, we can already make them fight each other.[/p][p]Then, why are we telling you this? [/p][p]The answer is simple: we could easily add follower teammates to fight alongside you. BUT![/p][p]We’ve already tried this in our development tests, but having them just fight alongside the player felt... empty, not engaging, and (of course) buggy.[/p][p]So, what we want is, players to be able to give them commands, just like in many other similar games nowadays. That is why you haven't seen them in the game yet. We are working on it, and once it’s ready, we will introduce this feature in an update in the near future[/p][p][/p][h3]Steam Achievements[/h3][p]We have already introduced a few Steam Achievements for the game, but as the game evolves, we want to add more. Alongside our future patches and updates, you may notice that new Steam Achievements will continue to be added.[/p][p][/p][h3]Text Chat[/h3][p]We have already introduced voice chat into the game, but not everyone wants to speak or some may have technical difficulties with it. You’ve asked for a text chat, and we have good news for those who want it: it’s now WIP![/p][p][/p][p]We have talked about the current WIP, which includes the Q1 features. For the Q2 feature details, we will introduce a new devblog when they have found more solid ground. That’s all for the in depth details we'll share "for now".[/p][p][/p][h2]So, The Roadmap[/h2][p]We hope everyone sees that things have shifted since the Genesis release. We are no longer just fixing the game; we are focused on adding new stuff to it. As we mention all the time, being a small team makes sharing long-term details risky, as we want to keep our promises. [/p][p][/p][p]So, we decided to reveal the Roadmap partially, for now.[/p][p][/p][p][/p]
[p]A reminder;[/p][p]The dates and content listed are our current goals. These plans might change based on technical needs or your feedback. Instead of releasing one massive update every few months, we plan to release content in parts within the quarters. This lets us stay flexible and get new things to you sooner.[/p][p]Items listed as "Ongoing" will be updated or added regularly throughout the roadmap, rather than waiting for a specific quarter.[/p]
[p][/p][h3]Early Access is a journey[/h3][p]And we are excited to keep moving forward. While we already have quite a vision for Contain, even though we don't have a huge community yet, we are still getting great ideas from players and we’re taking notes from all of them.[/p][p]We are trying to benefit from Early Access as much as we can, and the best part is that we can always switch things up a bit, or even more. So, please keep those ideas coming. While some are very close to what we’ve already come up with (obviously, we cannot tell you which!), others are very different from our own. [/p][p][/p][p]Please keep the feedback coming.[/p][p][/p][p] - Contain Dev Team[/p][p][/p][h2]Join our Discord![/h2][p][/p][p][/p]

Small Update //v.0.1.252 is now live!

[p]Hello everyone![/p][p][/p][p]As we mentioned before, updates will now take a bit more time unless they are urgent hotfixes. Here are the details of this small update;[/p][p] [/p][h2]Visuals & Immersion[/h2]
  • [p]End Game Experience: Completely overhauled the end-of-match flow. Instead of just cutting to a black screen on mission completion, successful squads are now brought together into a cinematic lineup! Exclusive to completing the mission, you will now see your character and your teammates standing side-by-side alongside the final scoreboard, complete with new victory animations.[/p][p][/p][p][/p][p]Low GIF quality is due to Steam file size limits.[/p]
[p]Dev Note: We are currently working on unique animations and visual distinctions for "Win" vs. "Lose" states, which will be implemented in an upcoming update. [/p]
[p][/p]
  • [p]Shadow Quality: We have adjusted the baseline shadow settings for better visual consistency. The option to turn shadows completely "Off" has been renamed to "Low" and is slightly more demanding on hardware. If you are playing on "Epic," the shadow quality remains unchanged.[/p]
[p]Dev Note: Turning shadows completely off didn't do our lighting system justice. We've set "Low" as the new baseline to ensure the atmosphere remains intact for everyone. [/p]
[p][/p][h2]Gameplay & Balance[/h2]
  • [p]Knockdown Safety: Implemented a 1-second input lockout immediately after being knocked down to prevent unintentional Stimpack usage while firing.[/p]
  • [p]EchoSurge Balance: Corrected the Anomaly Computer loading time from 10 seconds to 50 seconds to align with the intended design.[/p]
[p][/p][h2]Animation & Fixes[/h2]
  • [p]Mission Complete Sequences: Fixed an issue where the mission complete cinematic sequence would fail to trigger for players who were too far away from the objective.[/p]
  • [p]Grenades: Fixed a bug where the "cancel throw" animation (putting the pin back in) would incorrectly play on clients after a successful throw.[/p]
  • [p]HUB: Fixed an issue where the player's weapon would unintentionally lower when reaching the far end of the deployment zone.[/p]
[p][/p][h2]Audio[/h2]
  • [p]Heartbeat Audio: Removed an unnecessary heartbeat sound that was playing during the loading screen and the final sequence of the Loose Ends map.[/p]
  • [p]Fixed an issue where breathing and heartbeat sound effects would persist after death or while spectating.[/p]
  • [p]Fixed an issue where the fire mode switch sound was audible to all players in the match.[/p]
[p][/p][h2]UI & Localization[/h2]
  • [p]Interaction UI: Fixed an issue where only one interaction line could display at a time.[/p]
  • [p]UI: Enabled the ESC key to close various pop-up menus.[/p]
  • [p]Localization: Added missing Chinese translations from Crowdin.[/p]
    [p]Dev Note: Thanks to everyone who got involved in the changes and new wording translations from our China Community.[/p]
[p][/p][p]We know you’re also waiting for the Roadmap. Instead of rushing out a placeholder, we want to ensure our timeline is as accurate and realistic as possible. Our plan is to release an estimated roadmap within the next week. This will outline the new content and improvements planned for each quarter of 2026.[/p][p][/p][p]If the update does not appear, please re-launch your Steam Client.[/p][p]
- Contain Dev Team[/p][p][/p][h2]Join our Discord![/h2][p][/p][p][/p]

Patch v.0.1.238 is now live!

[p]Hello everyone![/p][p][/p][p]Here are the current patch details; [/p]
  • [p]Difficulty settings now save automatically, even if the "Start" button is not pressed.[/p]
  • [p]Added a "Return to Hub" button for the Host, allowing the entire lobby to transition back to the hub together.[/p]
  • [p]Fixed a bug where the USP-H pistol magazine check would cause the character to "A-pose" in third-person view.[/p]
  • [p]Resolved text overflow and clipping issues where translated text exceeded UI boundaries in various languages.[/p]
  • [p]Corrected broken social media links in the Main Menu.[/p]
  • [p]Fixed the reported locations where players get stuck in the environments.[/p]
  • [p]Redesigned the specific location reported by the players in the Underground facility (Loose Ends Operation) to improve flow and visibility. This adjustment ensures players have more room to maneuver while managing the Anomaly, preventing accidental softlocks during the encounter.[/p][p][/p]
    [p][c]If you happen to encounter these bugs again, please send us a report.[/c][/p]
    [p][/p]
[p]Note: We were planning to include all missing and changed localizations in this patch, but they will be added in later patches.[/p][p][/p][p]If the update does not appear, please exit and re-open your Steam Client.[/p][p][/p][p]- Contain Dev Team[/p][p][/p][h2]Join our Discord![/h2][p] [/p]

Hotfix v.0.1.235 is now live!

[p]Hello everyone![/p][p][/p][p]We have identified the cause of the password-protected session issue, and our tests show it is now resolved. [/p][p][/p]
[p][c]If you happen to encounter this bug again, please send us a report.[/c][/p]
[p][/p][p]If the update does not appear, please exit and re-open your Steam Client.[/p][p][/p][p]- Contain Dev Team[/p][p][/p][h2]Join our Discord![/h2][p] [/p]

Patch v.0.1.234 is now live!

[p]Hello everyone![/p][p]Here are the current patch details; [/p][p][/p][h2]Fixes[/h2]
  • [p]Fixed an issue that allowed players to join an active operation already in progress. This should improve session stability and ensure mission integrity, and our tests show it is now resolved.[/p]
  • [p]We have identified the cause of the password-protected session issue, and our tests show it is now resolved. [/p][p][/p]
    [p][c]If you happen to encounter these bugs again, please send us a report.[/c][/p]
    [p][/p]
  • [p]Fixed an issue causing players to "bounce" mid-vault. Overall, vaulting mechanics should now feel more stable.[/p]
  • [p]Fixed a bug where reloading an empty magazine would incorrectly trigger the "Normal" reload animation instead of the "Fast" reload.[/p]
  • [p]Fixed servers not listing until pressing the button in the Join Session UI.[/p]
  • [p]Fixed the missing main menu keybindings issue.[/p][p][/p]
[h2]QoL[/h2]
  • [p]Weapon Selection Screen Improvements:[/p]
    • [p]The menu now automatically expands the category of your currently equipped weapon upon opening.[/p]
    • [p]The equipped weapon is now automatically focused and highlighted with a yellow border.[/p]
    • [p]Opening the Primary or Secondary lists now automatically equips the relevant weapon for that slot.[/p]
  • [p]The game now remembers your last played difficulty and automatically selects it when you reopen the mission screen.[/p]
  • [p]We have implemented a game version check system for joining sessions. To ensure stability, players with mismatched game versions will no longer be able to connect to each other. Please make sure everyone in your party has updated to the latest version before playing.[/p][p][/p]
[h2]Audio[/h2]
  • [p]Base of Operations (HUB) music theme added back.[/p]
  • [p]Added sound effects for collecting DataCores.[/p]
  • [p]Added sound effects for the Loose Ends Bunker Door opening sequence.[/p][p][/p]
[h2]UI[/h2]
  • [p]Localization: Fixed text-overflow issues where translated text was cut off or exceeded UI bounds in certain languages.[/p]
  • [p]Settings Menu: Fixed an issue where raw icon tags () were visible in setting descriptions.[/p][p][/p]
[p]We continue to make additional under-the-hood structural changes and fixes to improve the game's foundation.[/p][p][/p][p]If the update does not appear, please exit and re-open your Steam Client.[/p][p][/p][p]- Contain Dev Team[/p][p][/p][h2]Join our Discord![/h2][p] [/p]