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Update 0.8.00 - Custom Weapons

[p]Hi Everyone![/p][p][/p][p]Update 0.8.00 is here!  With it you’ll find the custom weapons and magazine, multiple front attachment support, exporting and importing of loadouts, two new third person camera views, along with various other small improvements and bug fixes.  Below you can read about the new features and at the bottom you’ll find the full change log.[/p][p][/p][p] [/p][p][/p][h2]Custom Weapons and Magazines[/h2][p][/p][p]You can now create, share, and play with custom weapons and magazines through the Steam Workshop.  We’ve created templates and guides to help get you started creating weapons and magazines.  You’ll also find the M1928 Thompson and a 20 round magazine on the Workshop.[/p][p][/p][p][/p][p]Workshop:[/p][p]https://steamcommunity.com/app/2437670/workshop/[/p][p][/p][p]Custom Content Guide:[/p][p]https://www.daggerdirective.com/custom-content[/p][p][/p][p]There's a local testing system so you can make sure everything works before uploading it to the Workshop. Local testing is only available in single player. You'll find two items listed in the Workshop named "Local - ".[/p][p]
[/p][p]We’re looking forward to seeing what you all create!  In the Discord you can find new channels to discuss and share what you are working on and report any issues with the tools.[/p][p][/p][p]Custom weapons work in multiplayer and we've added a new toggle when creating a server to say if they are allowed or not, just like the cheat toggle. Anyone using a custom weapon in multiplayer causes the other players to also download that weapon. You can see which servers allow custom weapons by looking for this icon.[/p][p][/p][p][/p][p][/p][h2]Multiple Front Attachments[/h2][p][/p][p]Since the demo, weapons have only supported one front attachment. Today you can finally have more than one!  You no longer need to choose between a PEQ-15 and an M203, you can have both.  The only restriction is that the M203 and Masterkey must still go into the bottom slot.[/p][p][/p][p][/p][p][/p][p]The inventory layout has changed to make room for all of the new slots.  The front attachments are off to the left of the weapons with the muzzle attachment slot in the center and the four rail slots in a ring around it.  You may see on some weapons that the under barrel slot is on the left or right instead of the bottom.  This is due to how we’ve chosen to implement the attachment system for custom weapons.  To keep it simple, instead of having to list every attachment that is compatible with a weapon we instead base compatibility on the rail type.  Bottom Rails accept everything while the other three block the M203 and Masterkey.  [/p][p][/p][p]We've loosened some of the other restrictions too. This was to reduce the complexity of the modding tools. Our old system required us to specify which attachments can slot to which weapons and which attachment slots. Now compatibility is based on rail types for scopes, suppressors are only restricted by weapon types, and magazines now use a tag based system. You may be able to attach things in an unrealistic way, however we think it's better to leave the choice up to you rather than create rigid and limiting restrictions.[/p][p][/p][p][/p][p]The key bindings have changed slightly too.  With the last update we added a new key ‘J’ as a way to toggle the top flashlight attachment.  This was not a great solution and has been replaced with a new system.  Tapping the attachment toggle, ‘X’ by default, will now toggle attachments in a priority order.  Under barrel weapons first, then sight lights, then lasers and flashlights.  [/p][p][/p][p]To toggle other attachments you need to hold ‘X’ to open the new attachment toggle menu.  From there you can set the attachment states on any of the weapons attachments.[/p][p][/p][p][/p][p][/p][p][/p][h2]Exporting and importing loadouts[/h2][p][/p][p]You can now export any of your loadouts, send them to a friend, and they can import the loadout into to be saved and used any time. To export simply click the "Export" button on the selected loadout. This will copy it to your clipboard to be pasted into a chat message or into a text file to be saved. [/p][p][/p][p][/p][p]To import, just click the new "Import" button and paste the loadout text into the text box and click "Ok". You will now see the new loadout in the list with the others.[/p][p][/p][p][/p][p][/p][h2]Third Person Cameras[/h2][p][/p][p]The third person cameras are no longer half broken debug console commands.  We’ve cleaned them up and added a proper setting to the options menu.  At any time you can open the settings and change between; First Person, Third Person - Over the Shoulder, or Third Person - Centered.
[/p][p][/p][p] [/p][p]Thanks for taking a look at the update! You can find the full change log below.  We’ll have more info on upcoming content later this month in the Dev Blog Post![/p][p]- Dan[/p][p] [/p][p][/p][h2]Change Log[/h2][p][/p][p]March 17, 2026 - V0.8.00 Weapon Mods
[/p][p]Notes:[/p]
  • [p]\[Attachments] Added support for multiple front attachments.[/p]
  • [p]\[Attachments] Tapping ‘X’ or the attachment toggle will toggle based on priority, holding the button will open a quick select menu to select individual items.[/p]
  • [p]\[Attachments] Removed the “Toggle Secondary Attachment” key for the sight light as it’s handled by the new attachment toggle menu and shortcut.[/p]
  • [p] \[Attachments] Suppressors have been made more generic.  They now attach based on types of firearms instead of specific weapons.  This was done to make custom weapon compatibility easier.  You can still play realistically if you want to or have a little more freedom, it’s up to you.[/p]
  • [p]\[General] Added Proper third person cameras.  Settings can be found in the General Settings tab.  “First Person” is the default, “Third Person - Centered” Places the camera above and behind the character.  It leans slightly when you lean.  “Third Person - Over Shoulder” is a closer camera and will look over the shoulder of the hand you select and swaps sides when leaning.[/p]
  • [p]\[General] Added Loadout Import/Export so you can share your loadouts with your friends[/p]
  • [p]\[Maps] Militia Mountain - increased the exfil helicopter speed[/p]
  • [p]\[Modding] Added custom weapon and magazine support. More info can be found here (https://www.daggerdirective.com/custom-content) (https://steamcommunity.com/app/2437670/workshop/)[/p]
  • [p]\[Networking] Added a toggle to allow or block custom weapons when creating a server.[/p]
  • [p]\[Networking] the default listen Port can be edited in the direct connect menu. This applies to all network games.  You can also change it in the console with the “net-port “ command.[/p]
  • [p]\[UI] The text input field popup now automatically selects the text field upon opening[/p]
  • [p]\[UI] Reworked the Inventory menu to account for the new attachment slots.[/p]
[p]Bug Fixes:[/p]
  • [p]\[AI] Fixed AI not spawning with RPGs when they should.[/p]
  • [p]\[General] Fixed duplicate loadout names appending the next index instead of replacing[/p]
  • [p]\[Maps] Fixed minor visual issues with Poseidon in the hub[/p]
  • [p]\[Equipment] Dropped magazines from reloads now appear to come from the weapon instead of floating in the air in front of the character.[/p]
  • [p]\[Equipment] Fixed drone weights showing 1kg.[/p]
  • [p]\[Equipment] Destroying drones in the Armory no longer stops them from respawning.[/p]
  • [p]\[Equipment] Fixed networking with dropped drones not appearing for other players.[/p]
  • [p]\[Networking] Added checks to help avoid the issue where you can get into a broken state at the end of a mission and the “Mission Accomplished” menu is stuck.[/p]
  • [p]\[Networking] fixed IP and port not saving and loading properly in the Direct Connect menu.[/p]
  • [p]\[Networking] Fixed the clients seeing the wrong mission selected when returning to the hub.[/p]
  • [p]\[Networking] Fixed the wrong map displayed in the hub and having the ability to break the game by firing mortars in the hub.[/p]
  • [p]\[Networking] Fixed a connection issue resulting from mission transitions.[/p]
  • [p]\[Save/Load] Parachute now loads its state properly.[/p]
  • [p]\[UI] Fixed text input placeholder text not being localized[/p]
  • [p]\[UI] Fixed highlighting for ammo in multi round weapons. [/p]
  • [p]\[UI] Fixed compass not displaying full 360 degrees.  [/p]
  • [p]\[UI] Fixed the SMAW spotting rifle showing up incorrectly in the inventory.[/p]
  • [p]\[UI] Fixed text overlapping in the binocular menu’s strike call in buttons[/p]
  • [p]\[Vehicles] Fixed mixed up destruction states on vehicles[/p]
  • [p]\[Weapons] Fixed SMAW Spotting round having slightly different ballistics vs the rocket, they are now the same.[/p]
  • [p]\[Weapons] Fixed missing localization and mislabeled death messages from secondary effects such as shrapnel or explosions.[/p]
[p][/p][p] Known Issues:[/p]
  • [p]\[Workshop] Rarely, when joining a multiplayer game with custom weapons, the weapon mesh may take some time to load in. The offsets may be off until the player swaps weapons.[/p]
  • [p]\[Workshop] If the Workshop is down, icons may not load properly even from a local cache. We'll improve error handling in the future. [/p]
[p]
[/p]

Dev Blog February 2026

[p]Hi Everyone!

It’s another short dev blog this month as we’re finishing up custom weapon support and a few other features for the 0.8.00 Update.
[/p][p][/p][p][/p][p][/p][h2]Custom Weapons[/h2][p][/p][p]Interacting with custom weapons will be done through a menu in the armory.  From the menu you can subscribe/unsubscribe, create, and update weapons and magazines.  [/p][p][/p][p][/p][p][/p][h3]Configuration Menu[/h3][p][/p][p]Originally the configurations were done in a text file but we’ve created a UI to make it easier to work with.  From this menu you can create and edit the weapon or magazine settings.  You can adjust the weight, recoil, fire modes, ammo count, and more.  We've reworked many of the weapon systems to make it more accessible for modding. Most recently we swapped out the strict Magazine compatibility system with a simple string tag based system. You can see in the image below that the Magazine Tag is set to "thompson" tag. If you want to make a drum magazine for the Thompson we uploaded, you'll just need to add the "thompson" tag to your magazine and it will work with ours and with any other weapons on the workshop using that same tag. [/p][p][/p][p][/p][p]Same for existing weapons in the game. If you create a weapon with the "stanag" tag it will work with all of the stanag pattern magazines in the armory. We'll be providing a full list of the tags we use internally and you'll also be free to create new tags as needed.[/p][p][/p][p]We’re currently preparing the guide and model templates which we will release before the update goes out.  This way anyone can get started creating weapons and magazines to have them ready for the day the patch releases.[/p][p][/p][p][/p][p][/p][p][/p][h2]Third Person Camera[/h2][p][/p][p]We’ve had quite a few requests for a third person camera mode. While we had a version we did quickly in the console commands, it hasn't always worked properly. We’ve gone in and cleaned it up. You'll soon be able to select from "First Person", "Third Person - Over the shoulder", or "Third Person - Centered" camera modes from the settings menu.[/p][p][/p][p][/p][p][/p][p][/p][h2]Loadout Importing and Exporting[/h2][p][/p][p]Another new feature coming is the ability to export and import loadouts to share with others.  This is all done in the loadout menu.  Simply select the loadout you want to share and click the `Export` button.  This will save the loadout text to your clipboard to be pasted in messages or a text file to share with others.[/p][p][/p][p][/p][p]Importing is just as easy.  Select the `Import Loadout` button and paste the loadouts text into the window.  You will then be able to select and play with your new loadout.[/p][p][/p][p][/p][p][/p][p]This isn’t everything coming in the next update and we’ll have more information to share over the next couple of weeks as we prepare for the Weapon Mods patch release![/p][p]
Thanks!
- Dan[/p]

Devblog January 2026

[p]Hi Everyone!
[/p][p]
The SAS update is here!  With it comes new weapons, attachments, uniform options, updates to maps, and a list of AI improvements and bug fixes.  You can read more about what has changed below.  At the bottom you will find the full change log.[/p][p]
[/p][p][/p][h2]Weapons and Attachments
[/h2][p]SPAS-12 - a semi-automatic shotgun[/p][p][/p][p]M10 - a compact sub-machine gun with an optional suppressor[/p][p][/p][p]Update MP5 and MP5SD models - pictured with the illumination and aiming device[/p][p][/p][p][/p][p]HK G36 - Seen here with the new M68 Aimpoint sight[/p][p][/p][p]HK G3 - It includes rails to attach scopes and sights.[/p][p][/p][p]FN FAL - Similar to the G3 but has a higher rate of fire.[/p][p][/p][p]MG3 - it lacks attachment points but makes up for it with a very high rate of fire.[/p][p][/p][p]AWM - Chambered in .300 WM and includes rails for front mounted attachments.[/p][p][/p][p]PGO-7 - this is the scope from the RPG and you can now use it on any of the AK style weapons.[/p][p][/p][p]

[/p][h2]Uniforms[/h2][p]
You can choose the new SAS Smock and select from eleven different color and camouflage patterns. You'll find the Zip Front Assault Vest with five different color options.
[/p][p][/p][p]

[/p][h2]Mission updates[/h2][p][/p][p]We’ve made various changes to the missions in the second campaign.  All of the maps received additional enemy patrols, props, and buildings.  The largest changes were to Runway Rampage and Manufacturing Meltdown.  You’ll have access to the new AH-6 strike in some of the missions too.[/p][p][/p][p][/p][p]Runway Rampage has more enemies along the long walk out to the village, the runway objective was broken up into three smaller objectives to help prevent the need for back tracking, and we filled out the area with trees for additional cover.[/p][p][/p][p]Manufacturing Meltdown is in a much better state.  Props like boxes, furniture, and vehicles have been added around.  Additional enemies and patrols were added.  Locations of existing enemies have been moved to make the mission feel better paced.  The terrain colors were adjusted too.[/p][p][/p][p][/p][p]The next update will include custom weapons and workshop support so check back soon for those![/p][p][/p][p]Thanks![/p][p]- Dan[/p][p]
[/p][h2]Change Log
[/h2][p]Jan 31, 2026 - V0.7.00 SAS[/p][p][/p][p]Notes:[/p]
  • [p]\[Attachments] Slightly reduced flashlight brightness and improved the cone[/p]
  • [p]\[Attachments] Added M-10 Suppressor[/p]
  • [p]\[Attachments] Added M24 Suppressor[/p]
  • [p]\[Attachments] Added PGO-7 Scope for AK style weapons[/p]
  • [p]\[Attachments] Added M68 CCO red dot sight[/p]
  • [p]\[Attachments] Updated ACOG mesh and texture[/p]
  • [p]\[Attachments] Added aiming flashlight for the MP5/G3A3 - Press “J” to activate this attachment.  This is a step towards having multiple activatable attachments.[/p]
  • [p]\[Attachments] Added a carry handle adapter to the ACOG, C79, and M68 to make them compatible with weapons that do not have removable carry handles.[/p]
  • [p]\[Bullets] Added .22cal, .300 Blackout, .338 Lapua, 6.5 Creedmoor, 6.8mm, and 5.7mm to prepare for upcoming custom weapons.  Will be adding more in the future.[/p]
  • [p]\[General] Increased random rotation speed when dropping items so they fall over properly.[/p]
  • [p]\[Maps] Improved C2M1 - additional enemies, buildings, and props.[/p]
  • [p]\[Maps] Improved C2M2 - additional enemies, vehicles, buildings, props, improved objective visibility.[/p]
  • [p]\[Maps] Improved C2M3 - additional enemies, lots of trees, buildings, props, split the 1 large air field objective into 3 smaller objectives, improved ground and grass textures.[/p]
  • [p]\[Maps] Improved C2M4 - additional enemies, props, trees.[/p]
  • [p]\[Maps] Improved C2M5 - additional enemy patrols, additional buildings, added foliage, improved terrain textures, added furniture, streetlights, and destructible boxes and barrels.[/p]
  • [p]\[Strike] Made the AH6 air strike available in various missions in the second campaign.[/p]
  • [p]\[UI] Compatible item names are now sorted alphabetically.[/p]
  • [p]\[Uniforms] Added SAS Smock with 11 variants[/p]
  • [p]\[Uniforms] Added SAS Zip Front assault vest with 5 variants[/p]
  • [p]\[Vehicles] Updated car textures[/p]
  • [p]\[Weapons] Added AI AWM - a .300 Win Mag sniper rifle[/p]
  • [p]\[Weapons] Added FN FAL - a 7.62mm battle rifle[/p]
  • [p]\[Weapons] Added M10 - a .45 ACP submachine gun[/p]
  • [p]\[Weapons] Added H&K G36 - a 5.56mm assault rifle[/p]
  • [p]\[Weapons] Added H&K G3A3 - a 7.62mm battle rifle (shares magazines with PSG-1)[/p]
  • [p]\[Weapons] Added MG3 - a belt feed machine gun[/p]
  • [p]\[Weapons] Updated MP5 model[/p]
  • [p]\[Weapons] Updated MP5SD model[/p]
[p]
[/p][p]Bug Fixes:[/p]
  • [p]\[AI] Fixed an issue where the AI could appear stuck after flanking a player.[/p]
  • [p]\[AI] Fixed AI seemingly ignoring players' gunshots when in certain states.[/p]
  • [p]\[AI] Fixed AI continuing to suppress the last known player location after too long of a time. [/p]
  • [p]\[AI] Reworked state transitions to avoid AI flip flopping between states too quickly.[/p]
  • [p]\[Art] Fixed bone weights on characters arms.[/p]
  • [p]\[Maps] Added trash to the dumpsters so you can climb out and no longer get stuck in them.[/p]
  • [p]\[Maps] Fixed terrain holes in a few places where players could get stuck.[/p]
  • [p]\[Maps] Fixed missing exifl compass markers in the tutorial missions.[/p]
  • [p]\[Networking] Fixed error that could cause players to spawn in and die right away when experiencing poor internet connection speeds.[/p]
  • [p]\[Networking] Improved host migration[/p]
  • [p]\[Networking] Added additional feedback when you are disconnected.[/p]
  • [p]\[Networking] Fixed a spawning error caused by the host disconnecting as a player is joining.[/p]
  • [p]\[Networking] Added a 45 second timeout when joining a game so you don’t sit in the “Joining” screen forever if the host has a poor connection.[/p]
  • [p]\[Networking] The server browser no longer gets stuck when refreshing servers if you close the window while it’s refreshing.[/p]
  • [p]\[Save/Load] Fixed error that would cause the save system to fail when saving inventory items that are held by AI in certain situations.[/p]
  • [p]\[Save/Load] Players' stances are now saved and loaded properly.[/p]
  • [p]\[Weapons] G11 Hyper burst now has the proper recoil.[/p]
  • [p]\[Weapons] Fixed missing ammo belts on belt fed weapons after reloading a few times.[/p]
  • [p]\[Weapons] Fixed an issue with auto slotting front attachments on weapons with built-in bipods.[/p]
  • [p]\[UI] Fixed compatible item names for some pistol magazines.[/p]
[p]

[/p]

Dev Blog December 2025

[p]Hi everyone![/p][p]
[/p][p]We’re at the end of the year and I wanted to thank you all for the feedback and support!  We released the demo back in February and since then we've added co-op, released into Early Access in June, had a few bug patches, released the 90’s update, had a large performance patch, and we’re just about done with the SAS update. Looking into next year we've got the SAS update first, then the weapon mods, map mods, and then finally the third content update along with leaving early access.
[/p][p]Keeping this update post short since the next one will have a lot more info. Here's one last preview of what’s coming in the next update:[/p][p][/p][p][/p][p]
[/p][p][/p][p]Thanks again for a great first year and we’re looking forward to building up to the full release in 2026!
[/p][p]Happy New Year!
- Dan[/p]

Dev Blog November 2025

[p]Hi Everyone!
[/p][p]There’s not too much to go over since the last patch notes included some preview content, so this will just be some additional info.  We’ll go over some more details of upcoming features like the SAS Content update and the Custom Weapons update.  This content is in addition to fixing issues from the performance update last week along with continuing to improve performance, improve gameplay, and fix bugs.  You can view the previous update info and notes here: [/p][p][dynamiclink][/dynamiclink][/p][h2]Preview: SAS Content Update[/h2][p]Here’s another preview of the upcoming SAS Update.  You’ll get some new uniform options, updated MP5 and MP5SD models, along with new weapons including the H&K G3A3 (as seen in the previous patch notes) and the FN FAL (seen below).[/p][p]
Update MP5SD:[/p][p]
[/p][p][/p][p]New Uniform and Vest Options[/p][p][/p][p]FN FAL[/p][p] [/p][p][/p][h2]Preview: Custom Weapons Update[/h2][p][/p][p][/p][p]The current flow for custom weapons is for you to download the .fbx template file we've created. This has a base weapon and empty nodes.  You’ll create your own weapon, move some nodes around on the template such as the muzzle, attachment points, hand IK positions, and various other controls to fit your weapon.  Then you’ll create a data file that has the weapon stats.  You will also create some inventory icons and screen shots for the Workshop.[/p][p][/p][p][/p][p][/p][p]Next you’ll go into the game to the Custom Weapons board in the armory. Then Find your weapon listed and be able to both test and upload your weapon from within the game.  If you need to update the weapon later on you’ll simply update your local files, head to the armory, and upload the updated files.[/p][p][/p][p][/p][p]Most of the remaining work is in creating an easy to use editor for the stats file.  Right now it’s just editing a JSON text file, so it was not the most intuitive thing to work with, and we want to make the process as smooth as possible.[/p][p]

[/p][p]Thanks!
- Dan[/p][p]
[/p]