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Wild Assault Dev Log #23: Balance, Matchmaking & Netcode Updates

1. The Dev Log is Back!


As promised, starting this Friday, we’ll continue sharing updates and staying connected with you through the Wild Assault Dev Log!

Combat Cat Studio is committed to Wild Assault's long-term development, with ongoing content updates and gameplay optimizations. During this challenging process, we truly need honest feedback from our Wild Ones. Staying closely connected with you all is exactly why we’re bringing back the Dev Log.

Following the discussions around our first balance patch on April 28, this week's Dev Log will give you a behind-the-scenes look at our weapon and Valiant balance adjustments. We'll also address your questions about matchmaking, network issues and share updates on our current development progress.

2. Weapon Balacing Logic


It’s important to understand that balancing is a massive and complex task. Adjustments involve numerous factors, including Valiant base stats, movement capabilities, abilities, talents, weapons available to each class, and attachment settings.

To minimize negative impacts on gameplay, we approach balance changes with extreme caution. Before implementing our first major balance update, we gathered player feedback through surveys. The final adjustments were determined by analyzing both player responses and backend data.

Below is an overview of our approach to the first weapon balance update:
(1m ≈ 3.28 ft)

[h2]2.1 NK Assault Rifle: Adjusting Mid-to-Long Range Dominance for Tactical Balance[/h2]

In previous versions, the NK rifle dominated mid-to-long-range engagements due to its minimal bullet spread and highly stable recoil. Backend data showed that the NK had an overwhelming lead in kill efficiency and pick rate beyond 50 meters, which led to stale tactical choices, while other rifles like the M4 and AUG saw lower usage.

We believe the NK’s core strengths should lie in close-to-mid-range burst damage and handling feedback. To reinforce this, we’ve increased its overall bullet spread, making sustained fire less accurate. This change isn’t a direct nerf to the NK’s power but rather encourages players to control their firing patterns more precisely:
  • Burst fire remains stable for controlled shots.
  • Full-auto spraying now requires stronger recoil control to compensate for the wider spread.
Testing data shows the NK’s hit rate beyond 50 meters dropped by 13%, while its close-to-mid-range (30–50m) kill efficiency remained consistent. The goal is to incentivize sniper/DMR use for long-range fights, and preserving the NK’s mid-range viability as a tactical option.

[h2]2.2 Shotguns: Limiting One-Shot Kill Range, Enhancing Tactical Depth[/h2]

Shotgun adjustments were a key focus in this balance update. Data showed that shotguns had an 85%+ one-shot kill rate within 15 meters, with an average engagement distance of just 7.2 meters. This "point-blank dominance" led to players over relying on shotguns in close-quarters combat, severely limiting the viability of other weapons.

To restore diversity in close-range engagements, we reduced the effective range of shotguns and slightly decreased pellet density. This means players must now more carefully control engagement distances, while opponents gain a better chance to counterattack. For example, if a shotgun user fails to land critical hits at close range, enemies now have a higher chance to fight back with SMGs or pistols.

We intentionally preserved the shotgun’s one-shot kill potential within 10 meters to maintain its role as the "king of close-quarters combat." Testing shows that after these changes, shotgun win rates dropped by 8%, but their interactive counterplay with other weapons improved significantly.

The goal is to encourage smarter positioning and timing when using shotguns, rather than relying solely on range advantage.

[h2]2.3 Weapon Adjustments Based on a "Weapon Ecosystem" Rethink[/h2]

This round of weapon balancing was guided by a data-driven analysis of multiple factors, including kill distance, headshot rate, and other key metrics to ensure all changes are well-supported. Our primary focus was sharpening role differentiation between weapons to create a more complementary tactical system, while also raising skill ceilings to reward player mastery and prevent extreme power imbalances. These adjustments aim to promote strategic variety and maintain fair, competitive gameplay.

Moving forward, weapon tuning will remain an ongoing process. These adjustments aren’t just about design philosophy, they’re also influenced by unforeseen issues (e.g., bugs or unintended interactions). Your feedback is critical. When we spot widespread player reports or abnormal backend data, we’ll act quickly to refine the experience.

For example, yesterday’s patch addressed the M88 silencer attachment’s overpowered state, a design oversight we initially missed. We deeply appreciate players who provided detailed data, enabling us to deploy a swift fix.

Keep sharing your insights! Together, we’ll keep improving Wild Assault’s combat depth.

3. Valiant Balancing


[h2]3.1 Why Does Jack Keep Getting Nerfed?[/h2]

As mentioned earlier, our balancing philosophy follows a data-driven approach, and Jack’s adjustments were made under the same careful consideration. We analyzed both backend statistics and player feedback to determine the necessary changes.

Jack has always been a highly debated valiant, with opinions sharply divided on his strength. Key points of debate include: the difficulty and power of his sniper rifles, his tactical ability (Q) dealing damage through cover, his signature ability (E) providing wallhack vision, his ultimate ability (Z) being available too frequently, the effectiveness of his SMG loadout, and his stacking power in coordinated squads.

This round of adjustments aims to create a more balanced and enjoyable combat experience while addressing long-standing issues in Jack’s design.

As the first and currently only scout in the game, Jack was forced to fulfill the most traditional role of the class, providing battlefield intelligence for allies in his area. This necessitated a large-scale, long-range reconnaissance tool as his "core skill." However, this clashed with his animal theming as a wolf: A creature whose senses (like smell) work subtly and continuously, not in sudden bursts. To reconcile this, we initially gave him a wide-ranging, spammable scouting ability, a decision that, in hindsight, violated basic balancing principles. But since Jack had to be a wolf, we kept the mechanic as an experiment.

Unsurprisingly, this proved once again that cutting corners in design will always backfire when tested by players. This is a lesson we’ve now learned the hard way. Jack’s balance predictably collapsed, forcing us to prioritize healthier gameplay and realign him with his intended scout class. For now, this is a stopgap measure. Like all the Wild Ones, we want Jack to fight as a wolf, but his current "traditional scout" constraints hold him back. When more scouts join the roster, Jack will no longer need to "fill the role" and can finally embrace his true nature — a rebirth we look forward to.

[h2]3.2 Why Will Hongying Get a Smoke Mechanic?[/h2]

As a medic, Hongying is designed to serve the critical role of reviving teammates during intense combat. We recognize that performing revives carries significant risk, so providing reasonable cover felt like a natural solution.

Initially, Hongying’s design included this capability. However, to better emphasize her animal-inspired traits, we shifted focus toward agility and mobile revive gameplay — removing the cover ability and enhancing her mobility and revive mechanics to balance risk and reward.

During testing, we received consistent feedback regarding the medic role’s need for revive cover. After observing actual gameplay, we realized that the risks far outweighed the benefits, as mobility alone couldn’t fully compensate for the lack of cover during revives. This highlighted a need to better balance her role’s functionality with her animal-themed characteristics.

Due to tight development schedules, this adjustment wasn’t finalized in the current version. As mentioned earlier, we’ve added it to our future update plans.

4. Matchmaking


Since the Early Access launch, we've been continuously monitoring match quality, which fluctuates in real-time based on player population. During this period, we've made multiple adjustments to provide the best possible gameplay experience.

Wild Assault has a well-developed matchmaking system, but the final outcome depends on the number of available players at any given time.

Regarding matchmaking, we're aware of the major pain points:
  • Low player population leading to uneven matches.
  • Large skill gaps between teams.
  • Solo players facing premade squads.
  • New players matched against veterans.
  • Back-to-back intense matches feeling exhausting.
In our last update, we adjusted matchmaking parameters based on real-time player numbers to better accommodate different skill levels and playtime preferences. That said, with a limited playerbase, we can't guarantee perfect matches yet, but we're actively exploring optimizations and will keep refining the system based on live data.

Looking ahead, we'll also expand gameplay variety to deliver more diverse experiences for all players.

5. Netcode


Since Wild Assault is a globally launched game, network conditions vary across regions, leading to complex connectivity issues.

We’ve received feedback from players in certain areas, especially regarding high latency and unstable connections, and have prioritized these issues for immediate improvement. Currently, we’re actively collecting and analyzing network data to implement optimizations as soon as possible.

Thank you for your patience! We’ll keep you updated on our progress.

6. Current Development Progress


Now that Wild Assault has entered a weekly update phase, many of you have expressed curiosity about our current development focus. Firstly, addressing critical issues remains our top priority. We are constantly working to reproduce, identify, and resolve problems based on your detailed feedback (thank you again!) At the same time, we’re also dedicating significant effort to new content development. Here are some exciting details we’d like to share:
  • New Game Mode: A new game mode is coming in Season 1! Once the core functionality is ready, we plan to conduct small scale test runs. Stay tuned for updates!
  • Season 2 New Map Update: Whitebox testing is finished, and we’re moving into detailed map design this week! We're refining the layout with more detailed designs for pathways, structures, and obstacles.
  • New Valiant: Meet Crock... Soon! We’ve completed the modeling, 3C refinement, SFX design, and animations for this new Valiant. We hope you’ll love this fierce, relentless, and cold-blooded warrior when they arrive in Season 2!
  • Achievement: As of May 8th, we’ve received 552 submissions for the Achievement System Design Survey. Your creativity sparked some bold new directions for our team! Many of these ideas are now being reimagined and brought to life by our artists. Thank you for the inspiration!


BTW, we’re planning to introduce a new female valiant in a future update! What animal would you like her to be? Share your ideas with us!
Survey: https://wjx.cn/vm/PmpuMaZ.aspx



Combat Cat Studio




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Wild Assault Early Access May 9 Hotfix Patch Note

Hello Wild Ones!

A hotfix is rolling out on May 9, 2025. Ingame matches won't be affected by this update. However matchmaking may not function normally during the process. Please exit the game, complete the update, and launch your game client again.

Patch Note


[h2]Optimizations[/h2]
  • Adjusted an invisible collision in Area C of The Crescent Bay (WA Raid mode) that was negatively impacting gameplay.




We’ve integrated the ingame channel survey into the game client. Feel free to share your suggestions and report any bugs you encounter. We’ll identify and address issues based on your feedback. https://wjx.cn/vm/hjG3A7d.aspx




Combat Cat Studio




Follow us on social media:

Twitter/X https://twitter.com/WildAssaultGame

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Discord https://discord.gg/WildAssault

Wild Assault Anti-Cheat Ban Notice - May 8

We have recently tracked and analyzed suspicious account activity, resulting in the permanent ban of 2 accounts confirmed to be using unauthorized third-party software, plugins, or cheats.

Permanently Banned Accounts:
  • UID: 115703 | Nickname: 鹿十一
  • UID: 140342 | Nickname: 我霸霸

Wild Assault is committed to maintaining a fair gaming environment. Any use of third-party tools that disrupt gameplay fairness is strictly prohibited.

We will continue to strengthen monitoring for suspicious activity, but we also need your help as part of our community. Please respect the rules and avoid any unauthorized software. Your game account is valuable.

If you encounter players exhibiting suspicious behavior, report them via the ingame feedback system or through our community channels. Together, we can keep Wild Assault fair and fun for everyone.

Thank you for your cooperation and support!




Combat Cat Studio




Follow us on social media:

Twitter/X https://twitter.com/WildAssaultGame

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Wild Assault Early Access May 8 Hotfix Patch Note


Cover Art by Berry.

Hello Wild Ones!

A hotfix is rolling out at 3 AM PT on May 8, 2025. Ingame matches won't be affected by this update. However matchmaking may not function normally during the process. Please exit the game, complete the update, and launch your game client again.

Patch Note


[h2]Optimizations[/h2]
  1. Removed certain roadblocks in The Ricky Mountains and The Crescent Bay to improve movement flow.
  2. Adjusted and optimized the ingame chat profanity filter system.

[h2]Bug Fixes[/h2]
  1. Fixed the incorrect reload animations displayed in third person view.
  2. Fixed abnormal reload behavior on certain shotguns.
  3. Fixed an issue where firing (LMB) during M88 reload would cancel the reload and jam the weapon.
  4. Fixed various Japanese localization errors.
  5. Fixed localization text errors in Erwin's cosmetic items.
  6. Fixed incorrect description for Zhenshan's Q ability.
  7. Fixed an issue where revived valiants appeared invisible to players who joined mid-match.
  8. Fixed an occasional issue where Valiant’s weapon would lose recoil after redeploying if knocked down immediately after a melee attack.
  9. Fixed incorrect LMG damage values when switching from shotguns to LMGs on the deployment screen.
  10. Fixed an occasional issue where Hongying’s max HP would become incorrect after retrieving a First Aid Capsule while not at full health.
  11. Fixed an unintended scrolling issue on the Project Sextans' main page.
  12. Fixed an issue where the red dot notification would not appear properly due to incorrect default settings for AN94 muzzle attachments in the weapon attachment system.
  13. Fixed a climbing exploit near Target C’s room door in Operation Mojave, accessible by spamming jumps.
  14. Fixed an issue where the game would get stuck loading when switching between the lobby and career profile.
  15. Fixed an issue where playtime data from no death matches was not being counted in players' career statistics.
  16. Fixed an issue where Uly's weapon model remained visible incorrectly after casting his Ultimate immediately following his E ability.
  17. Fixed an issue where Norman's E ability effect would persist permanently and the ability would become unavailable if activated the moment he was knocked down.
  18. Fixed an occasional issue where right-clicking a weapon on the Valiant Details page would incorrectly open the attachment settings for a different weapon.
  19. Added collision to the coastal area near Target C in The Crescent Bay to prevent players from entering restricted areas.
  20. Removed the Destroyer Silencer attachment for the M88 shotgun.
  21. Further optimized collision on the outer side of the shipping containers in Area B of The Crescent Bay.




We’ve integrated the ingame channel survey into the game client. Feel free to share your suggestions and report any bugs you encounter. We’ll identify and address issues based on your feedback. https://wjx.cn/vm/hjG3A7d.aspx




Combat Cat Studio




Follow us on social media:

Twitter/X https://twitter.com/WildAssaultGame

Bluesky https://bsky.app/profile/wildassault.com

Facebook https://www.facebook.com/WildAssault

YouTube https://www.youtube.com/@WildAssault

TikTok https://www.tiktok.com/@wildassault

Discord https://discord.gg/WildAssault

New Event: Commander Special Assignment is Coming!



A new weapon is joining the #WildAssault "Commander" cosmetics lineup!
  • ✨ New Item: MK4 – Commander
  • ⏰ Event Duration: 12 AM PT May 1 - 12 AM PT May 5
  • 📋 Complete a series of tasks to get the "MK4 – Commander" cosmetics for free, plus a bundle of XP Cards!

Don’t forget to check the event description ingame for full details!


Combat Cat Studio




Follow us on social media:

Twitter/X https://twitter.com/WildAssaultGame

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Facebook https://www.facebook.com/WildAssault

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Discord https://discord.gg/WildAssault