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Dagger Directive News

Patch - 3

[p]Hi everyone![/p][p] This week's patch is here!  This patch is focused on improving performance, especially around networking.  We reworked the way the network messages are sent to reduce the CPU cost and size of the messages.  There was a general pass on over all performance and we took care of a few big issues.  There’s still a lot to improve on too. [/p][p][/p][p]Next week's updates will be focused on improving the mission and objective system to make it more robust.  We’ll be continuing to fix bugs and improve performance too.  Thanks for playing and for all the bug reports!  It has really helped us track down and fix problems quickly.[/p][p][/p][p][/p][p]Known issues:[/p]
  • [p]Only the first 100 lobbies will appear in the server browser[/p]
  • [p]Issue dragging the first rocket round into the slot will not work.  Pressing “R” does.[/p]
  • [p]The shotgun only reloads one shell when pressing “R”.  You can reload through the Inventory menu.[/p]
  • [p]If the owner leaves during a mortar strike the strike ends early.[/p]
[p]
[/p][p]Notes:[/p]
  • [p]Reworked network serialization for all entities to improve performance and reduce traffic.[/p]
  • [p]General performance optimization pass on the game.[/p]
  • [p]Spread out AI alert reactions over a few frames to improve performance.[/p]
  • [p]Added the command line argument option "-default_input_bindings" to reset input bindings on launch. Adding this for one launch of the game in its Properties -> General -> Launch Options will perform the reset. Remove the option afterwards so it doesn’t keep resetting.[/p]
  • [p]Added the mission name to the map[/p]
  • [p]Removed the server password character minimum[/p]
  • [p]Added a copy to clipboard button for the server info menu's join code[/p]
  • [p]Split NPC and Commander voice volume settings out from the SFX volume setting[/p]
  • [p]Changed the press input text to be more clear about holding the input down[/p]
  • [p]Aligned the compass distance text for player pings and mortar strikes lower down to the other compass markers[/p]
  • [p]Separated the WASD keys from the map controls.[/p]
  • [p]Setting the XM29 target range automatically adjusts the sight range. [/p]
  • [p]Added a connection error message that displays if you fail to connect to Unity’s backend.[/p]
  • [p] \[REDACTED] [/p]
[p][/p][p]Bug Fixes:[/p]
  • [p]Fixed locked key bindings allowing additional key bindings but not being able to remove them.[/p]
  • [p]The default input bindings for the mouse cursor, look, and console can no longer be unbound or changed to prevent getting into a no input state. Additional bindings can be added, changed, and removed on top of the defaults.[/p]
  • [p]Fixed engine noises and ringing volumes not being controlled by the SFX volume[/p]
  • [p]Fixed issue where small menu movements along the x-axis were not caught.[/p]
  • [p]Fixed Steam friend invites not sending the passwords and failing to join password protected games.[/p]
  • [p]Skipping the tutorial will now skip the on ship commander messages.[/p]
  • [p]Fixed the Iron Wolves RPG unit using Player uniforms instead of their faction’s uniforms[/p]
  • [p]Fix for the character's head not rotating when using the Javelin.[/p]
  • [p]Fixed the Javelin locked on sound continuously playing when you are killed while using it.[/p]
  • [p]Fix for overlapping commander audio when getting multiple messages[/p]
  • [p]Mortar strikes in single player pause when players pause the game.[/p]
  • [p]Mortar strikes no longer spam when loading in from a saved mission where mortars were used before. This fix applies to joining multiplayer sessions as well. [/p]
  • [p]When saving, magazines retain their ammo count. [/p]
  • [p]Fix for RPG and SMAW rounds getting stuck in players when reloading. [/p]
  • [p]Revive meter goes away once the player is revived.[/p]
  • [p]Fix for minigun breaking players when pressing X.[/p]
  • [p]L85 now uses STANAG mag[/p]
  • [p]Fix for OICW sight not being able to decrease range. [/p]
  • [p]Fix for flashbang stunning players that were out of range. [/p]
  • [p]Fix for XM29 range finder not setting target distance.[/p]
  • [p]Fixed briefing continuing to play when the mission was unselected [/p]
  • [p]Fixed an error that caused some objectives to not be completed properly.[/p]
  • [p]Increased the start mission trigger to cover the front section of the helicopter.[/p]
  • [p]The evac helicopter spawns properly at the end of Railroad Recon.[/p][p][/p]
[p]Thanks,
- Dan [/p]

Small Patch

[p]Hi Everyone! [/p][p][/p][p]We have another small update today. This includes a fix for anyone that was not able to continue their saved character profile after yesterdays patch along with a few other issues. Apologies to all who were unable to continue their character profile.[/p][p][/p][p]Next week we'll be focused on improving general performance and multiplayer stability along with fixing bugs. [/p][p][/p][p]Build: 669[/p][p][/p][p]Known issues:[/p]
  • [p]Only the first 100 lobbies will appear in the server browser[/p]
  • [p]Javelin menu becomes unusable in multiplayer if killed when actively holding it and revived
    [/p]
[p]Notes:[/p]
  • [p]Added "Optional" text to the server password and placeholder text to clear up confusion that it is not mandatory.[/p]
  • [p]Changed Private Server text to say Local Server instead to have a more clearly defined distinction between passworded and local servers.[/p]
[p]
[/p][p]Bug Fixes:[/p]
  • [p]Fix for players whose characters are not loading properly after the last update.  You should now either load into the hub or to the start of the last mission you played when clicking continue.[/p]
  • [p]Fix for clients crashing when completing objectives throughout the game. Most noticeable on the first objective of Chemical Crossfire but could affect all missions.[/p]
  • [p]Fixed the Javelin target lock beeping continuing after death and through loads[/p]
  • [p]Fixed a crash that can be caused by a corrupted global data save file.[/p]
  • [p]Fixed Manufacturing Meltdown not loading in multiplayer.[/p]
  • [p]Fixed OICW airburst range finder key binding.[/p]
  • [p]Controller localization for Xbox and PlayStation controllers[/p]
  • [p]Fix for inverted settings on mouse and controllers.[/p]
  • [p]Fix for sensitivity on menu not applying to controllers.[/p]
[p][/p][p][/p][p]Thanks![/p][p]- Dan[/p]

First Patch

[p]Hi Everyone!
[/p][p]First I’d like to say a big thank you to all of you!  It’s been amazing to hear all the feedback and seeing so many of you having fun!  We’ve also gotten a lot of reports of issues with crashes or blockers, especially while loading from a saved game.  We’ve spent the last few days focused on fixing single player and improving stability.

Our first patch is here and thanks to your help we’ve been able to track down and fix a number of issues.  Our goal for this first update was to fix as many saving or loading, random hang ups, and adding missing settings as we can.  There is one downside to all of these changes, any in-progress mission saves you have are invalidated.  Your character saves, progress through the campaigns, and your saved loadouts will all still be there.

If you continue to run into issues please continue to report them here in Steam or in our Discord (https://discord.gg/NnY2JrNPPd) We’ll continue to be focused on improving stability, fixing issues with multiplayer, and fixing bugs over the next few weeks.[/p][p][/p][h2]
Change Log[/h2][p][/p][h3]Important:[/h3]
  • [p]All previous in-progress mission saves are invalidated. Character saves, progress through the campaigns, and your saved loadouts are not affected.[/p]
[h3]Known issues:[/h3]
  • [p]Only the first 100 lobbies will appear in the server browser[/p]
  • [p]Destroying all of the BRDMs in the first objective of Chemical Crossfire is likely to cause non-host players to crash[/p]
[h3]Notes:[/h3]
  • [p]Key bindings now allow modifier key combinations (Shift, Control, Alt).[/p]
  • [p]Updated Default key bindings to use Shift + (1 - 6) for Pouch selection on top of the original  6 - 0. Requires resetting key bindings to take effect.[/p]
  • [p]Removed Console hotkey key bindings to prevent confusion.[/p]
  • [p]Updated credits with additional artists.[/p]
  • [p]Added setting “Invert Menu - Y Axis” so the menu and gameplay axis can be inverted separately.  “Invert Look - Y Axis” only affects the camera controls now.[/p]
  • [p]Slightly reduced AI’s ability to see drones.[/p]
  • [p]Increased smoke grenade throw distance to be the same as the frag.  Also increase the power meter duration.[/p]
  • [p]Updated localization for all languages.[/p]
  • [p]Recon drone can now place a marker and toggle its laser.[/p]
  • [p]Added control instructions to the drone menu.[/p]
  • [p]Added new pinging activation to binoculars. [/p]
  • [p]Equipping a new loadout from the loadout board now destroys your old items instead of dropping everything on the floor.[/p]
  • [p]Added Commander dialogue during the training intro flight that informs the player they can leave the training at any time through the Pause Menu.[/p]
  • [p]Increased helicopter speed in the training intro flight to reduce the time it takes to reach the landing.[/p]
  • [p]Adjusted enemy voices to have a further out volume falloff and increased volume.[/p]
  • [p]Reduced tank volume and distance.[/p]
  • [p]Reduced truck engine volume and distance.[/p]
  • [p]Added Invalid mission save version handling.[/p]
  • [p]The message popup menu can now be colored based on its message.[/p]
[p][/p][h3]Bug Fixes:[/h3]
  • [p]Fixed the "Game - Y Axis" input sensitivity labeled as "Menu - Y Axis" incorrectly.[/p]
  • [p]Fixed missing localization and audio for the compass intro.[/p]
  • [p]Fixed the Reset keybindings preventing new key remapping.[/p]
  • [p]Fix for m203 and SMAW breaking all input. [/p]
  • [p]Fix for color selection menu allowing players to interact with the UI behind it.[/p]
  • [p]Fixed magazine retention reload not returning the magazine to the player’s inventory.[/p]
  • [p]Fix for interacting with only the button you’re actively holding, not hovering.[/p]
  • [p]Fixed privately hosted multiplayer servers not spawning entities on the ship.[/p]
  • [p]Fix for black screening players when joining and setting up the compass player icons. [/p]
  • [p]Fixed swapping an item with the ground slot in the inventory menu breaking.[/p]
  • [p]Fixed vehicles going all the way back to their first waypoint when loading from a saved game.  Now they will properly resume the path.[/p]
  • [p]Fix for sub-objectives not completing loading from a save.[/p]
  • [p]You’re no longer able to pick up grenades once they start cooking and fixed a crash caused by attempting to interact with a grenade while it de-spawns or trying to pick up a grenade once it has been thrown.[/p]
  • [p]Fix for dialogue messages playing all dialogues up to current objective in a loaded mission. [/p]
  • [p]Fixed dead drones appearing for joining players in multiplayer.[/p]
  • [p]The player will no longer drop their equipped item if they die in the middle of swapping items.[/p]
  • [p]Fixed chance for pick ups to not properly clean up when destroyed.[/p]
  • [p]Fixed thrown and placed equipment not saving and loading their positions correctly.[/p]
  • [p]Fixed drones not saving and loading correctly.[/p]
  • [p]Fixed objectives not loading correctly from a saved game.[/p]
  • [p]Miniguns properly spawn when loading from a save.[/p]
  • [p]Fix for “Completed Missions” stat getting triggered more than once at the end of a mission.[/p]
  • [p]Fixed a crash while joining in progress caused by the AI in vehicles.[/p]
  • [p]Fixed an error with the tank not responding when it found a target.[/p]
  • [p]Fixed the HE drone not exploding.[/p]
  • [p]Fixed missing localization for the killed by rotor blades stat.[/p]
  • [p]Fixed Manufacturing Meltdown being unable to save.[/p]
  • [p]Fixed Quick Saves appearing in the Save Menu and breaking if overwritten.[/p]
  • [p]Fixed missing colliders on fishing boats.[/p]
  • [p]Fixed missing collider on Rock C3M5.[/p]
[p]
[/p][p][/p][p][/p][p]While we're mainly focused on fixing issues in the existing build, we’re also preparing the first content update! Here’s a sneak peak of some upcoming content:[/p][p]
[/p][p][/p][p]Thanks again![/p][p]-Dan[/p][p]
[/p]

💥 Dagger Directive – Locked, Loaded, and in Early Access! 💥

We’re excited to announce that Dagger Directive is officially in Early Access! After months of development—and thanks to a ton of valuable community feedback from the demo—we’re finally ready to drop you into the global sandbox of tactical combat.

But let’s be real with you up front: this is a true Early Access launch. That means there’s plenty of content already live (15 missions, 25+ weapons, and full co-op support), but also a few rough edges we’ll be smoothing out in the coming weeks and months.

[previewyoutube][/previewyoutube]



[h2]🛠️ What You Can Expect Right Now:[/h2]
  • Three unique campaign zones: Frozen coasts, jungle compounds, and war-torn cities await. Each offers distinct tactical options and challenges.
  • Tactical freedom: Choose your loadout, your time of day, and how you want to approach each op—stealth, chaos, or somewhere in between.
  • Co-op Multiplayer: Go solo or drop in with your squad. We've made recent improvements to stability, though some multiplayer hiccups may still occur.
  • Full arsenal access: 25+ weapons and dozens of attachments, along with deployable drones, mines, and gear for all playstyles.






[h2]👀 What We're Working On:[/h2]
  • AI fixes: Enemy behavior will improve significantly in the coming days. We're aware of inconsistencies and actively tuning how enemies respond, engage, and patrol.
  • Mission polish: Some missions may feel a bit undercooked or unclear. Objective markers and general mission clarity are top priorities moving forward.
  • Co-op stability: While mostly solid, there are a few known issues with player drops and mismatches. We’re on it.
  • Feedback loop: The first few creator videos have been incredibly helpful—and honest. That’s exactly what we need. Keep the feedback coming. We’re listening.


[previewyoutube][/previewyoutube]



[h2]🧪 Why Early Access?[/h2]
We chose Early Access because we want to build this game with you. Already, suggestions from the demo helped shape core systems, and we're committed to making Dagger Directive the best tactical FPS sandbox it can be—with your input guiding the way.



[h2]🔮 What's Coming Next?[/h2]
  • Mission Editor with Steam Workshop support
  • Advanced tutorials for stealth, tools, and tactics
  • Free Play Mode to spawn enemies, allies, and vehicles at will
  • Modding support for weapons and gear


[h2]💬 Help Us Improve[/h2]
Encounter an issue? Got a killer idea? Share it with us! We’re active on Steam forums, Discord, and more. This is just the beginning of the mission. We’ll be refining, expanding, and evolving Dagger Directive with every update.

Thank you for suiting up with us on Day One. We’re stoked to have you along for the op.

— The Dagger Directive Team 🎯




















Dev Blog: May 2025

We're thrilled to announce that Dagger Directive will launch into Early Access on June 3, 2025. This marks a significant milestone in our journey, and we couldn't have reached this point without the unwavering support and feedback from our community.

Watch the new trailer:

[previewyoutube][/previewyoutube]

[h2]🔹 What's Available in Early Access[/h2]

At launch, players can expect:
  • 15 missions spanning three distinct campaigns set in the Bering Sea, South Pacific, and Eastern Europe.
  • Cooperative multiplayer support, allowing you to team up with friends.
  • Over 25 weapons with a variety of attachments to suit different playstyles.
  • Diverse equipment, including drones, grenades, and mines, to enhance tactical gameplay.
  • Realistic simulation mechanics, where every projectile and piece of shrapnel considers mass, distance, velocity, and gravity.
  • Dynamic environments, where time of day and foliage can be used strategically.






[h2]🔄 Upcoming Features Post-Early Access[/h2]

We're committed to expanding and refining the game experience. Planned features include:
  • Expanded tutorial to cover more complex weapons and items.
  • Mission Editor with Steam Workshop support, enabling community-created content.
  • Free Play Mode, allowing players to spawn any entity in the game at any time.
  • Mod support for weapons and items, fostering a customizable gameplay experience.


[h2]🙏 Thank You[/h2]
A heartfelt thank you to everyone who's followed our development journey, played the demo, and provided invaluable feedback. Your support fuels our passion and drives us to deliver the best experience possible.

Stay connected and share your thoughts on our Steam Community Page or join the conversation on our Discord server.