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Development Update 8/31/25

Dev Blog Update – Building Toward Method of Entry,
[p]Over the past few months, the team at Attack Dog Studios has been hard at work taking Method of Entry from a proof-of-concept build into a fully realized Steam client build. This has been a big milestone for us, and with it came the opportunity to refine, rebuild, and push forward many aspects of the game. We wanted to give you a look behind the curtain at what’s been happening during this transition and highlight some of the major improvements that have gone into the latest build. [/p][h3]From Proof-of-Concept to Steam Build,[/h3][p]Moving to our new Steam build wasn’t just a matter of shifting platforms—it was a chance to rebuild the game’s foundation with more stability, scalability, and polish. Since May alone, we’ve pushed 500+ updates, changes, and tests, making sure every system feels sharper and more refined. [/p][h3]Technical & Visual Upgrades,[/h3]
  • [p]Engine Upgrade: We’ve moved from Unreal Engine 5.3 to 5.5, giving us access to better tools, improved performance, and more flexibility for development.,[/p]
  • [p]Physically-Based Lighting: Lighting is now more consistent, realistic, and cinematic across all maps.,[/p]
  • [p]Performance Passes: Ongoing optimization of maps, materials, and assets to keep the game running smoothly on a wide range of hardware.,[/p]
[h3]Core Gameplay Improvements,[/h3]
  • [p]UI/UX Overhaul: From the HUD to menus to interaction systems, we’ve reworked the interface to be cleaner, more intuitive, and easier to navigate.,[/p]
  • [p]Utility Items: Tools now feel more grounded—literally. Instead of spawning from nowhere, they can be equipped and held in your hands as you move. We’ve also added a default knife utility item for all players.,[/p]
  • [p]Animations Retooled: Updated and refined animations for smoother, more realistic motion and better overall performance.,[/p]
  • [p]Weapon Attachments (v1): Customization is beginning to take shape with our first pass at an attachment system.,[/p]
  • [p]Looting Mechanics: If you take down another player and pick up their weapon, you can now loot ammo from their body to keep yourself in the fight.,[/p]
[h3]Game Loop & Systems,[/h3]
  • [p]Persistent User Data: Progress and settings now carry over between sessions on the client side.,[/p]
  • [p]Basic Host Migration: Multiplayer stability just got a boost with the early integration of host migration.,[/p]
  • [p]Round Structure Work: We’ve begun rebuilding the round structure to finalize the core loop that will define Method of Entry.,[/p]
[h3]Expanding the Experience,[/h3]
  • [p]Single Player Level: We’ve added a training level that introduces players to the game’s mechanics and includes a basic gunsmith to experiment with.,[/p]
  • [p]Ladders (Early Version): Verticality is here—interactable ladders are live, adding new tactical options to maps.,[/p]
[h3]Looking Ahead,[/h3][p]The last several months have been about laying strong foundations and sharpening the tools that will carry Method of Entry into its next stages of development. Every update brings us closer to the experience we want players to have: tactical, immersive, and uncompromising. We’ll have much more to share in the coming months, including deeper looks at gameplay systems, map design, and the ongoing evolution of Method of Entry. Until then, thank you for following along with our journey—and as always, we can’t wait to see you breach, clear, and adapt when the time comes. – The Attack Dog Studios Team[/p]