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Gray Zone Warfare News

Check Out the July Recap in 5 Minutes

[p]Hello, GZW community,

Missed the latest Gray Zone Warfare news? Here’s everything you need to know from July in under 5 minutes!

In this Community Briefing, we’re covering Gray Zone Warfare’s Patch 0.3.3.0 and 0.3.4.0, packed with gameplay improvements, critical bug fixes, and performance enhancements that push GZW closer to the polished tactical shooter experience you expect.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p][/p][p]Got any feedback or suggestions? Share it with us in the comments below and help shape the future of Gray Zone Warfare!

Every Move Matters,
MADFINGER Games Team [/p]

Patch 0.3.4.0 Now Live - Changelog

[p]Hey, GZW Community,[/p][p][/p][p]Patch 0.3.4.0 is now live on the public branch. Download the update and dive in.[/p][p][/p][p]This patch addresses numerous community-reported issues, ranging from key respawn rates in Fort Narith, AI vision tweaks, a fix to the Vulture's location, and many other improvements. [/p][p][/p][p]Thanks to everyone who joined the Experimental Testing and contributed with their feedback. We're already working on the next patches, so stay tuned.[/p][p][/p]
Changelog
[p][/p][h2]Community-requested changes and adjustments[/h2]
  • [p]Improved clarity of the notification message when logging out from the server outside of the friendly area[/p]
  • [p]Boosted the drop rate of keys in Fort Narith[/p]
  • [p]Adjusted the weather schedule to provide a more varied overall weather profile[/p]
  • [p]Removed collisions on wooden logs placed on the ground[/p]
[p] [/p][h2]World[/h2]
  • [p]Added more vegetation to the area around the India 2 landing zone[/p]
  • [p]Fixed several locations where players could get stuck in the environment:[/p]
    • [p]Near Spielberk COP[/p]
    • [p]Hill next to the stairs in Sunset Chalet[/p]
    • [p]Rocks near the UNLRA refugee camp[/p]
    • [p]Rocks near the Fishing hut[/p]
    • [p]Rocks near India 3[/p]
    • [p]Next to a concrete fence in Ban Phouphienge[/p]
    • [p]Bush in the starter towns[/p]
[h2]Gameplay[/h2]
  • [p]Fixed an issue where task items randomly disappeared when handing over task items in specific tasks[/p]
  • [p]Fixed an issue that caused safes to reset without also resetting the loot inside of them[/p]
  • [p]Fixed an issue that might cause the canting to get stuck if you spam the button[/p]
  • [p]Fixed an issue where more than one Squad strike mission was present in the same area[/p]
  • [p]Fixed an issue where players were able to capture a COP by interacting with the flag pole[/p]
  • [p]Fixed an issue where repair kit charges were not consumed under specific circumstances[/p]
  • [p]Fixed an issue where Vulture's location was not synced correctly between all servers[/p]
  • [p]Fixed the light direction of AI flashlights to better reflect where they are looking[/p]
  • [p]Adjusted AI's vision to better address the environment and weather conditions[/p]
  • [p]Adjusted the way sliding from a steep hill is detected, which should result in a decrease in accidental and unrealistic deaths[/p]
[p] [/p][h2]UI[/h2]
  • [p]Fixed a rare issue where the player locker was unavailable for some players under specific circumstances[/p]
  • [p]Fixed an issue where adding tracking tags to mortar shells resulted in an error and consumed the tag[/p]
  • [p]Fixed an issue that caused the maintenance notification to disappear after opening the game menu[/p]
  • [p]Improved the visibility of the server maintenance notification when in-game[/p]
  • [p]Fixed missing ban description on the ban notification screen[/p]
[p] [/p][h2]Technical & rendering[/h2]
  • [p]Various client crashes and a rare server crash were fixed[/p]
  • [p]Fixed a rare issue where the game cannot be started due to a 'Steam not Running' error if the path to the 'Documents' folder is invalid[/p]
  • [p]Fixed an issue that caused players to be unable to connect to a regular server after crashing on a custom server under specific circumstances[/p]
  • [p]Implemented a benchmark to adjust the optimal graphical settings for given PC specs when running the game for the first time[/p]
  • [p]Adjusted the default upscaler method to reflect the player's graphics card better[/p]
  • [p]Disabled NVidia Reflex when using FSR frame generation to prevent possible crashes[/p]
  • [p]Disabled DLSS Frame generation when using XeSS or FSR upscalers[/p]
  • [p]Implemented various RAM optimizations in the Skalla engine[/p]
[p][/p][p]If you encounter any further issues, please report them to our Customer Care. Your bug reports and feedback are invaluable in helping us improve Gray Zone Warfare: https://support.madfingergames.com/hc/en-us/requests/new[/p][p][/p][p]We're committed to improving Gray Zone Warfare with every step of development and will continue to share updates along the way.[/p][p][/p][p]Thanks for being part of the Early Access journey.[/p][p][/p][p]Every Move Matters,[/p][p]MADFINGER Games Team[/p]

Watch the 0.3.4.0 Deep Dive & Winds of War Trailer Breakdown on VOD

[p]Hello, GZW Community,
[/p][p]Catch up on our latest Dev Stream for an in-depth look at Patch 0.3.4.0, future updates, and the making of the Winds of War trailer.

Watch the full stream now and see what’s coming next:[/p][p][/p][previewyoutube][/previewyoutube][p][/p][h3]Stream Summary: [/h3][p]In our latest development stream, we kicked things off with a deep dive into Patch 0.3.4.0, which is currently available for testing (for more info, visit our Discord). [/p][p]This update focuses heavily on community-requested changes and stability improvements. Among the most impactful adjustments are a boosted key drop rate in Fort Narith, improved logout notifications to help players avoid item loss when leaving outside of friendly zones, and significant improvements to AI behavior, particularly how AI vision and flashlight direction respond to weather and environmental conditions. [/p][p]The patch also addresses a wide variety of world and gameplay issues, such as fixing areas where players could get stuck, resolving bugs with safe loot and task hand-ins, and reducing accidental deaths caused by unrealistic sliding on steep terrain. On the technical side, we implemented memory optimizations, resolved several rare crashes, and fixed visual issues tied to global illumination settings and upscaling methods. We've also added a new benchmark system to better calibrate graphics settings based on your system specs when running the game for the first time. [/p][p]Looking ahead, we offered a sneak peek at what’s coming in Patch 0.3.5.0, which will bring a number of critical improvements. Most notably, we're working on revamping AI aiming systems, addressing GPU-related crashes, and potentially upgrading the project to a newer version of Unreal Engine. This patch will have a dedicated week-long experimental phase to allow for broader testing. We also shared ongoing progress toward Patch 0.3.6.0, where we’re still actively balancing the game’s night lighting, aiming for darker, moodier environments without compromising playability. [/p][p]After the patch discussions, we shifted gears to explore the creation of the Winds of War trailer. Jimmy, our Video Artist, joined to break down the entire production pipeline, from early concepting and scripting based on gameplay themes, to storyboarding and capturing live-action reference footage for motion capture sessions. We highlighted the challenges of assembling custom environments and locations in Unreal Engine 5, and the intensive animation and VFX work involved. [/p][p]We also touched on the recent and upcoming events, including our presence at ChinaJoy and our plans for Gamescom. A community meet-up is being planned. We’ll share time and location details soon. We introduced several new team members across key areas such as rendering, AI, gameplay design, and analytics.

Thanks again to everyone who joined us live, and to those continuing to support Gray Zone Warfare through testing, feedback, and bug reporting. Your involvement is helping shape the future of the game.[/p][p]
Every Move Matters,
MADFINGER Games Team

[dynamiclink][/dynamiclink][/p]

Patch 0.3.4.0 Live for Testing #2

[p][/p][p]Hey, GZW Community,

Patch 0.3.4.0 is now live on the public-experimental branch for testing #2. We need to gather more feedback on the fixes we've implemented, and your input would be greatly appreciated.[/p][p][/p][p]Even if you submitted the previous feedback form for testing #1, we encourage you to test and fill it out again for the new build. Thank you![/p][p][/p][p]This patch addresses numerous community-reported issues, ranging from key respawn rates in Fort Narith, AI vision tweaks, a fix to the Vulture's location, and many other improvements.
[/p][p]This time, please also keep an eye on performance and let us know at the end of the feedback form if you notice any differences from the live version.

You’ll find the changelog below. (Please note: some details may still change before the patch goes live.)[/p][p][/p][h2]Experimental Changelog \[Not Final][/h2][p][/p][h3]Community-requested changes and adjustments[/h3]
  • [p]Improved clarity of the notification message when logging out from the server outside of the friendly area[/p]
  • [p]Boosted the drop rate of keys in Fort Narith[/p]
  • [p]Adjusted the weather schedule to provide a more varied overall weather profile[/p]
  • [p]Removed collisions on wooden logs placed on the ground[/p]
[p] [/p][h3]World[/h3]
  • [p]Added more vegetation to the area around the India 2 landing zone[/p]
  • [p]Fixed several locations where players could get stuck in the environment:[/p]
    • [p]Near Spieberk COP[/p]
    • [p]Hill next to the stairs in Sunset Chalet[/p]
    • [p]Rocks near the UNLRA refugee camp[/p]
    • [p]Rocks near the Fishing hut[/p]
    • [p]Rocks near India 3[/p]
    • [p]Next to a concrete fence in Ban Phouphienge[/p]
    • [p]Bush in the starter towns
      [/p]
[h3]Gameplay[/h3]
  • [p]Fixed an issue where task items randomly disappeared when handing over task items in specific tasks[/p]
  • [p]Fixed an issue that caused safes to reset without also resetting the loot inside of them[/p]
  • [p]Fixed an issue that might cause the canting to get stuck if you spam the button[/p]
  • [p]Fixed an issue where more than one Squad strike mission was present in the same area[/p]
  • [p]Fixed an issue where players were able to capture a COP by interacting with the flag pole[/p]
  • [p]Fixed an issue where repair kit charges were not consumed under specific circumstances[/p]
  • [p]Fixed an issue where Vulture's location was not synced correctly between all servers[/p]
  • [p]Fixed the light direction of AI flashlights to better reflect where they are looking[/p]
  • [p]Adjusted AI's vision to better address the environment and weather conditions[/p]
  • [p]Adjusted the way sliding from a steep hill is detected, which should result in a decrease in accidental and unrealistic deaths[/p]
[p] [/p][h3]UI[/h3]
  • [p]Fixed a rare issue where the player locker was unavailable for some players under specific circumstances[/p]
  • [p]Fixed an issue where adding tracking tags to mortar shells resulted in an error and consumed the tag[/p]
  • [p]Fixed an issue that caused the maintenance notification to disappear after opening the game menu[/p]
  • [p]Improved the visibility of the server maintenance notification when in-game[/p]
  • [p]Fixed missing ban description on the ban notification screen[/p]
[p] [/p][h3]Technical & rendering[/h3]
  • [p]Various client crashes and a rare server crash were fixed[/p]
  • [p]Fixed a rare issue where the game cannot be started due to a 'Steam not Running' error if the path to the 'Documents' folder is invalid[/p]
  • [p]Fixed an issue that caused players to be unable to connect to a regular server after crashing on a custom server under specific circumstances[/p]
  • [p]Implemented a benchmark to adjust the optimal graphical settings for given PC specs when running the game for the first time[/p]
  • [p]Adjusted the default upscaler method to reflect the player's graphics card better[/p]
  • [p]Disabled NVidia Reflex when using FSR frame generation to prevent possible crashes[/p]
  • [p]Disabled DLSS Frame generation when using XeSS or FSR upscalers[/p]
  • [p]Implemented various RAM optimizations in the Skalla engine

    [/p]
[p]If you’re interested in future testing opportunities, this is a great chance to get involved. We will always prioritize those who take part in 'smaller' tests and provide valuable feedback. Jump in, join the testing, and help us ensure a smooth and polished launch![/p][p] [/p][h3]STEPS FOR TESTING & FEEDBACK FORM: [/h3][h3]https://forms.gle/GwatxmKiVw159gocA
[/h3][p]Please read the instructions carefully and fill it out once you are done with the playtest. [/p][p][/p][h2]Available servers[/h2]
  • [p]EU West[/p]
  • [p]US East[/p]
  • [p]US West[/p]
[p][/p][h2]Modes[/h2]
  • [p] Warfare (PvEvP)[/p]
  • [p] Join Operations (PvE) [/p]
[p]In this experimental, you will be playing with maxed out accounts. Your live progression WILL NOT BE AFFECTED by playing in the experimental.[/p][p] [/p][h2]How to join?[/h2]
  1. [p] Go offline and online in Steam (via the Steam tab in the upper left corner). [/p]
  2. [p] Right-click on Gray Zone Warfare and select "Properties." [/p]
  3. [p] In the "Betas" tab, click on "none" ("Beta Participation" section) and select "public-experimental." server [/p]
  4. [p] Update the game. [/p]
[p]Feel free to discuss in the experimental-chat channel on our Discord. Playtest will last for a few days. [/p][p][/p][p]Thank you for your continued feedback and bug reports, they’re vital to making Gray Zone Warfare better with every update.

Every Move Matters,[/p][p]
MADFINGER Games Team[/p]

Join Us Live & Learn How GZW Trailers Come Together

[p]Hello, everyone,

Ever wondered how Gray Zone Warfare trailers are made? Tune in this Thursday as our Video Artist pulls back the curtain on our creative process.[/p][p][/p][p]Our Associate QA Lead will also join us to share insights on the game’s development. [/p][p][/p][p]And in the second half of the stream, we'll jump into some GZW gameplay with our community Game Master Tyy.[/p][p][/p][p]We'll go live at 12 PM ET / 6 PM CEST on Twitch and YouTube.[/p][p][/p][p]Prepare your questions, we'll answer them live! [/p][p][/p][p]See you there, [/p][p]MADFINGER Games Team[/p][p][/p]