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Dagger Directive News

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.















Dev Blog: April 2025



Hi everyone! Last month I went over some of the new weapons and announced that co-op is getting added. This month brings more weapons and I’ll go into some more details on what’s changing with multiplayer.

[h2]Weapons[/h2]

FGM-148 Javelin with its two fire modes (Top Attack and Direct Attack) and ability to lock on to a variety of targets will make quick work of enemy vehicles.








XM29 OICW Provides a combination of a 20mm programmable grenade launcher with a 5.56mm assault rifle. This was an experimental weapon so we took some liberties with its implementation in the game.




[h2]Multiplayer Updates[/h2]

As the work to add co-op continued we’ve had to adapt some current systems and add some new ones to get the game working smoothly with multiplayer.



Changes to existing systems:
  • You will have a separate character to use in multiplayer.
  • Loadouts are now shared between all of your characters. This makes it easier to jump from single player characters to multiplayer. The preset loadouts can now be deleted to make room for more customized ones.
  • All missions will be unlocked by default in multiplayer. If you want to play the missions in order you can, but we didn’t want to restrict players just because they haven’t unlocked a mission yet.
  • Hardcore mode will only be available in singleplayer to keep the player data more organized.
  • Saving and loading mid mission is restricted to single player. There are just too many variables that can affect smoothly loading and saving in the middle of a multiplayer mission.


Additions:
  • Reviving dead players has been added as a way to keep the pace up and make the game fun for everyone, even if a player is taken out early.
  • While having everyone join on the ship, prepare equipment, and deploy on a mission is the ideal flow, we know that won’t work every time. We’ve added the ability to join mid mission. To get joining players started quickly they’ll parachute in near the existing team. Weapon selection can still be made from the loadout screen on the way down to the ground.
  • The ship now has a locker where you can customize your character's uniform, appearance, and patches.
  • Friendly fire became a bit of an issue during playtesting over the last couple of weeks so we’ve added a Friendly Fire warning to the UI. It can be seen in the gif below.
  • Communication is very important for a game like this. We’ve added voice and text chat along with a map pinging system to help get information back and forth within your team.




[h2]Night Changes[/h2]

Night missions complicate friendly identification. A few new features and items have gone in to make night missions easier with teammates.

  • Chemlights, both visible and IR, have been added to help mark areas or targets.
  • The patches on the players' uniforms now give off an infrared glow to make them easier to see at night.
  • IR Strobes are attached to players helmets to make them much easier to see even at longer distances.




Next month we’ll cover the lower level multiplayer systems and the multiplayer UI in more detail in addition to the new weapons of course!

- Dan