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Wild Assault Early Access December 11 Hotfix Patch Notes

[p]Hello Wild Ones,[/p][p]We will be performing a live update at 02:00 AM PT on December 11. Ongoing matches will not be affected during the update, but matchmaking will be temporarily unavailable. Please exit the game, update your game client via Steam, and then relaunch the game.[/p][p][/p][h3]▌CHRISTMAS GIFT Act I: "Frosted Treasure" Event Now Live[/h3]
  • [p]Event Details: Winter has arrived, but the battle rages on! Starting now, participate in the Frosted Treasure Event. Complete daily missions to accumulate progress and unlock multiple rewards.[/p]
  • [p]Rewards: Finish a set number of missions to claim generous rewards, including Weapon EXP Cards, Badges, and the event-exclusive Christmas-themed weapon skin.[/p]
  • [p]Rally your comrades and seize your glory in the snowy night![/p]
[p][/p][p][/p][h3]▌Weapon Balance Adjustments[/h3][p]To further optimize combat fairness and the competitive experience, we've made the following adjustments based on recent battlefield data:[/p]
  • [p]AR[/p]
    • [p]AM16: Slightly optimized horizontal and vertical recoil, improving stability during rapid semi-auto fire.[/p]
    • [p]A94: Significantly reduced horizontal recoil for the first six bullets, enhancing first-shot accuracy in close-to-mid range engagements.[/p]
    • [p]AS-VAL: Fine-tuned horizontal recoil for the first three bullets, improving burst fire grouping and solidifying its close-quarters assault advantage.[/p]
[p][/p][h3]▌Bug Fixes[/h3][p]This update addresses the following issues to provide a more stable combat environment:[/p]
  • [p]Fixed a collision issue in Zone C2 of the R.K. Mount Map – WA Raid Mode that allowed characters to enter unintended areas.[/p]
  • [p]Fixed text localization errors in the Bundle Store and for the AL-01 skin.[/p]
  • [p]Fixed an occasional display glitch (pixelation) with the Lobby background UI.[/p]
  • [p]Optimized performance for lower-end devices on Vesca Outpost and fixed an issue where doors in Area B could block movement paths.[/p]
  • [p]Fixed an issue where Ryan would experience an abnormal speed reduction when activating the SIGNATURE(E) while aiming down sights.[/p]
[p][/p][p]The holiday festivities are just beginning—stay tuned for more surprises![/p][p]Bonus hint: Keep an eye out for new Custom Room features in next week's update![/p][p][/p][p]Combat Cat Studio[/p][p][/p][h3]Follow us on social media ⤵️[/h3]

Wild Assault Dev Log #48: Q&A on Key Content in the Current Version2

[p]Hello Wild Ones![/p][p][/p][p]This week, we continued "lurking" across major communities, gathering feedback from Fearless ones all over the globe. We know everyone’s feedback comes from a place of "tough love" for Wild Assault. Based on the sharp questions collected in QA 2.0, we’ve organized this week’s Q&A highlights. We’re keeping it real today—no empty promises![/p][p][/p][p]🎨 Part 1: Art & "That" Suggestion[/p][p]Q: Some people suggested we learn from 《XXX》 and make the skins a bit... bolder? Also, why do Jack’s Gold skin effects look the same as the Purple ones?[/p][p]A: Regarding the style of skins... Ahem, we do have standards (though they are flexible).[/p][p]Jokes aside, we have indeed planned many new styles of skins (with huge support from community fan artists!), so please stay tuned.[/p][p]To address the quality issues: We are fixing the missing AP ammo visuals on Jack’s Gold skin, the black spots on the fur (one version has already been optimized), and the blurry muscle textures as soon as possible! If there are obvious bugs in any sold skins, feel free to screenshot them and "call us out"—we will take full responsibility and fix them.[/p][p][/p][p]🛠️ Part 2: Production Capacity & The "Grind"[/p][p]Q: Production is so slow, and events are grindy and boring. Should we just extend the season to a full year?[/p][p]A: Ouch, that hurts, bro.We admit that our production capacity is facing challenges (the Snow Leopard is on the way!), but "one season per year" is a bit of an exaggeration.[/p][p]We are adjusting our event strategy:[/p]
  1. [p]Reducing the Grind: The grind for the Sextant in Season 2 was indeed unreasonable. For future events, we aim to let everyone get most rewards by playing just 2-3 matches a day.[/p]
  2. [p]More Benefits: We are applying for more budget to give away more free skins in active events.[/p]
[p][/p][p]⚔️ Part 3: Balance & The "Melee Siblings"[/p][p]Q: The damage on Akaihime(Fox) and Crock (Crocodile) ’s SIGNATURE ABILITY (E) is ridiculous—it hurts more than a punch. Is this balanced?[/p][p]A: Indeed, it’s not very balanced.[/p][p]We have noticed the high burst damage issues with these "Troublesome Siblings." We are currently evaluating modification plans and believe we will deliver suitable skill mechanics and numbers soon.[/p][p]At the same time, issues like Vladimir(Bear)’s shield being too thick, SMG ballistics looking like a catapult trajectory, and Shotguns turning into "water guns" beyond 10 meters are all in our "Needs Pool." Please give us a little time![/p][p][/p][p]🎮 Part 4: System & Experience Optimization[/p][p]Q: Can we get more permissions in Custom Rooms? I want to adjust HP! Also, can the team NOT automatically disband after a match?[/p][p]A: Arranged![/p][p]Custom Room HP settings and the "Keep Team / Play Again" feature after a match have been added to our development list and will be implemented soon.[/p][p]Also, regarding the "Map Interactive Elements" (like fixed machine guns, support items) suggested by hardcore players: this is a great idea, but it involves core code changes, so we need a bit more time to evaluate it.[/p][p]Q: No buffs or compensation when the team numbers are extremely unbalanced (1 vs Many).[/p][p]A: Please observe carefully if these matches still occur with a large gap in actual players (imbalances caused by players voluntarily quitting mid-game do not count).[/p][p][/p][hr][/hr][p]Final Words:[/p][p]To all Fearless ones globally: your feedback (even the roasting) is the fuel that keeps us going. Although Season 4 (and the Snow Leopard) will be late, they will definitely arrive.[/p][p]Thank you for your patience. That’s all for this week’s Wild Assault Dev Log. See you next week! If you have questions about other aspects or want more details on the above, feel free to leave a comment and let us know[/p][p][/p][p]Combat Cat Studio[/p][p][/p][p][/p][p]X:https://x.com/WildAssaultGame[/p][p]Discord:https://discord.gg/WildAssault[/p][p][/p][p][/p][h3]Follow us on social media ⤵️[/h3]

Wild Assault Early Access December 3 Hotfix Patch Notes

[p]Hello Wild Ones,[/p][p]We will be performing a live update at 23:00 PM PT on December 3. Ongoing matches will not be affected during the update, but matchmaking will be temporarily unavailable. Please exit the game, update your game client via Steam, and then relaunch the game.[/p][p][/p][h3]▌S3 Season Extension & S4 "New Year Special Edition" Major Preview[/h3][p]To bring you a richer and more comprehensive experience for the new S4 Season, we have decided to adjust the season transition, originally scheduled for December 18 (PT), to a "New Year Special Version," which will officially launch on January 1, 2026![/p][p]Although S4 Season is arriving a few days late, we have prepared rich compensation and transition content:[/p][p]We hope to present S4 Season as a substantial "New Year's Gift" to everyone. To achieve this, we are focusing on polishing a batch of core content to release a massive version update on New Year's Day![/p][p]🎉 S4 Season (January 1 at 00:00 PT) Update Preview:[/p]
  • [p]❄️ New Valiant Arrives: The highly anticipated "Snow Leopard" will officially join the battlefield. Winter is coming![/p]
  • [p]🎮 Control Upgrade: Controller Support + Aim Assist.[/p]
  • [p]🔫 Weapon Expansion: Snow Leopard's signature weapon, the Galil (AR), arrives to enrich tactical choices.[/p]
  • [p]🏜️ Tactical Upgrade: The Desert Map will officially support "WA RAID Mode," offering a brand-new offense and defense experience.[/p]
  • [p]📦 New System: The "Quartermaster" system will open, providing more ways to acquire resources.[/p]
  • [p]✨ More Content: Includes system optimizations, support for new commercial cosmetics, and rich themed events.[/p]
[p]🎁 December 11 – January 1: S3 Overtime & Christmas Carnival[/p][p]Although S4 Season is slightly delayed, the fun will not be missing! During the "Season Overtime" period from December 11 to January 1 (PT), we will launch a series of Christmas Themed Events. There will be holiday-exclusive gameplay and generous rewards waiting for you, accompanying everyone through a heartwarming Christmas.[/p][p]During the Christmas event period, the Snow Leopard and Controller Support will also be available in Custom Rooms on select dates, allowing everyone to practice and experience them in advance![/p][p][/p][h3]▌"Cursed List" Limited-Time Event[/h3]
  • [p]Event Description: During the event, complete daily designated tasks to accumulate event points.[/p]
  • [p]Reward Redemption: Points earned from completing tasks can unlock generous items, including Weapon XP Cards, Beast Tags, and event-exclusive Commander Series weapon skins.[/p]
[p][/p][h3]▌Weapon Balance Adjustments[/h3][p]To provide a fairer and more competitive combat experience, we have made targeted adjustments to some weapons based on recent battlefield data feedback:[/p]
  • [p]AR[/p]
    • [p]AM16: Slightly increased close-range suppression capability. Base damage increased from 24 to 26.[/p]
    • [p]AL01: Optimized mid-to-long-range combat capability. The first damage drop-off multiplier increased from 0.8 to 0.85.[/p]
    • [p]AS-VAL: Improved shooting feel and hit feedback. Bullet velocity significantly increased from 400 to 550.[/p]
  • [p]LMG[/p]
    • [p]M2: Nerfed its burst damage ceiling at all ranges. Base damage decreased from 40 to 38, and headshot multiplier adjusted from 1.6 to 1.5.[/p]
[h3]▌Bug Fixes[/h3]
  • [p]Fixed an occasional TickTimer error on the battle server.[/p]
  • [p]Fixed an issue where AKAIHIME(Fox)'s model displayed abnormally during the Bleeding out state under low graphics settings.[/p]
  • [p]Fixed an issue with transparent textures on some tents in the Impel Sandbar map under low graphics settings.[/p]
[p][/p][p]Combat Cat Studio[/p][p][/p][h3]Follow us on social media ⤵️[/h3]

Wild Assault Co-Creation Plan - Imagine Epoch Phase II Results Revealed!

[p][/p][h2]Wild Assault Co-Creation Plan - Imagine Epoch Phase II Results Revealed![/h2][p][/p][p]To all Wild Assault players and creators:[/p][p]Thank you for your enthusiastic participation and support! The voting phase for the "Wild Assault Co-Creation Plan - Imagine Epoch Phase II Skin Design Contest (featuring Hongying and Marquez) has successfully concluded.[/p][p]https://steamcommunity.com/games/2827230/partnerevents/edit/612054606286947480[/p][p]After tallying votes across multiple platforms (as of Nov 28, 02:00 PT), the top three winning designs and their creators are:[/p][p]🏅 1st Place: diablok_Tygrysek (42 Votes)[/p][p]🥈 2nd Place: carrion_cat echosix21 (38 Votes)[/p][p]🥉 3rd Place: Dagoth Ur (35 Votes)[/p][p][/p][p]Congratulations to these three creators! Their designs will now enter the production phase and will be released progressively according to our version update schedule. Please look forward to seeing the final results in-game![/p][p][/p][p]🎁 Rewards for Top 10Additionally, all creators who made it to the Top 10 are eligible for an exclusive reward: One in-game Bundle of your choice![/p][p]Our staff will contact you via official channels to distribute the rewards. To ensure you receive the notification in time, we highly recommend adding our staff member (Steam ID: 1275701437) as a friend on Steam.[/p][p][/p][p]By the way, Phase 3 of the Co-creation Project is launching soon. Stay tuned[/p][p][/p][p]Combat Cat Studio[/p][p][/p][h3]Follow us on social media ⤵️[/h3]

Wild Assault Dev Log #47: Q&A on Key Content in the Current Version

[p]Hello Wild Ones![/p][p]We recently gathered a massive amount of feedback and suggestions regarding the new version of Wild Assault from the community. The development team has immediately held internal discussions addressing your top concerns, such as the update frequency for new heroes, PVE gameplay, and balance issues.[/p][p]In this issue of the Wild Assault Dev Log, we will provide concentrated answers and updates on the core issues you care about most.[/p][hr][/hr][p]📅 Part 1. Future Roadmap[/p][p]Q: What is the plan for future season updates? What is the production capacity for new characters?[/p][p]A: Regarding the release of new characters, our current plan is tentatively set at 2 new Valiants per year [/p][p]This decision is primarily to ensure quality. As skill designs become increasingly complex, we need more time to polish the playability of the mechanics. At the same time, we confirm that we will continue to stick to the "Small-Scale Test Server" model to allow you to participate in validation ahead of time.[/p][p]Q: The PVE mode is in high demand. When will it be served up?[/p][p]A: Good news! The design work for PVE is in full swing! We have already established some core directions and are currently discussing further details. Please wait patiently.[/p][p]Q: Are there plans to open a Workshop or Custom Maps?[/p][p]A: We are currently researching the workflow for building a Workshop. Although there are quite a few technical hurdles to overcome, increasing player freedom is a direction we are very interested in.[/p][hr][/hr][p]⚖️ Part 2. Fearless (Valiant) Balance Adjustments[/p][p]Q: Are there rework plans for the two controversial Valiants, "AKAIHIME (Fox)" and "JACK (Wolf)"?[/p][p]A:[/p]
  • [p]Regarding AKAIHIME (Fox): We see the current controversy clearly. We need to analyze the data carefully and will consider adjustments to skills in the future.[/p]
  • [p]Regarding JACK (Wolf): We have recorded the controversy surrounding the "Wallhack/X-Ray" ability (and the issue of his skill floor being too low). We are not ruling out future adjustments to his skill mechanics to provide a better counter-play experience.[/p]
[p]Q: The roles of CROCK (Crocodile) and ULY (Meerkat) feel a bit vague. Will they be adjusted?[/p][p]A:[/p]
  • [p]CROCK (Crocodile): His role is clearly a "Recon." We recently nerfed the damage of his Q while expanding its reconnaissance range. The speed boost on his Ultimate is designed primarily to improve his fault tolerance.[/p]
  • [p]ULY (Meerkat): He is a "Specialist" character who relies on teamwork. We are aware of the current pain points regarding his power level and are evaluating optimizations for his talents and skills.[/p]
[p]Q: The Talent System is too simple. Will there be deeper gameplay branches?[/p][p]A: That is exactly what we want to do! Currently, talents are mainly positioned to increase stats/effects. We are researching "Talent Tree Improvements" and "In-Match Upgrades," hoping to let talents truly change skill forms and bring more build variety.[/p][hr][/hr][p]🔫 Part 3. Combat & Gunplay Experience[/p][p]Q: Many players report slow bullet speed and weird sniper handling. Are there optimization plans?[/p][p]A: Our weapon designers are conducting a comprehensive analysis of weapon handling.[/p]
  • [p]Regarding Bullet Speed: The current version is live, and large-scale changes require assessing the adaptability of different player groups. We will conduct testing and adjustments gradually (yesterday, we buffed the bullet speed for some Rifles and SMGs).[/p]
  • [p]Regarding Snipers: Whether the feedback is "Overpowered" or "Feels like a useless stick," we have received these polarized opinions. We will make targeted adjustments after evaluation.[/p]
[p]Q: There are keybinding conflicts (e.g., the F key is used for both reviving and ammo crates). Will this be optimized?[/p][p]A: We are sorting out the conflicting keybinds and referencing solutions from other mature FPS titles. We aim to solve this operational pain point as soon as possible.[/p][p]Q: Dynamic AI (Bots) are sometimes too strong, sometimes too weak, and throw smoke grenades that block vision randomly?[/p][p]A: Our programmers are working hard to "train" them! We will continue to optimize BOT logic to solve issues like bots not entering objectives, spamming skills randomly, and inconsistent difficulty. We aim to make them smarter and more reasonable.[/p][hr][/hr][p]⚙️ Part 4. System Optimization & Anti-Cheat[/p][p]Q: When will game performance issues (frame drops/slow startup) be solved?[/p][p]A: The high performance cost is mainly because we put a lot of effort into "Fur Rendering." The engine team wizards are digging deep into the potential of UE5, striving to reduce resource usage while maintaining the quality of the fur effects.[/p][p]Q: Is the current anti-cheat mechanism sufficient?[/p][p]A: Please rest assured. We currently have BattlEye (Little Blue Bear) support, combined with an auto-kick function. This is a relatively mature mechanism. We will continue to iterate in the future to strive for a fair competitive environment for everyone.[/p][p]Q: Can matchmaking be optimized? We often encounter uneven team numbers.[/p][p]A: This is a "long-standing" issue, mainly limited by the current size of the real-player pool. Sometimes uneven teams (like 2v8) appear because some players fail to enter the battlefield after assignment. We are thinking of ways to optimize the matchmaking logic and doing our best to ensure match fairness.[/p][p][/p][p]Closing Words: As we said in our answers, "The general direction remains unchanged, and we will persist."[/p][p]Thank you all for your tolerance and support of Wild Assault. Although our team size is limited, our steps toward optimization will not stop. Please look forward to our future updates![/p][p][/p][p]That’s all for this week’s Wild Assault Dev Log. See you next week! If you have questions regarding other aspects or detailed inquiries about the directions above, feel free to leave a comment and give us feedback anytime![/p][p][/p][p]Combat Cat Studio[/p][p][/p][p][/p][p]X:https://x.com/WildAssaultGame[/p][p]Discord:https://discord.gg/WildAssault[/p][p][/p][p][/p][h3]Follow us on social media ⤵️[/h3]