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Wild Assault Dev Log: Shreds of Lore

Hello Wild Ones! It's me Vincent again!

First of all, Combat Cat Studio would like to wish you a Merry Christmas! We hope you truly enjoy this holiday time with your family, friends, and loved ones.
The holidays are a great time for stories! In this episode, let me be the storyteller and reveal what had happened in the Wild Assault universe for you.

One


Art by 15218

Times Square is always crowded.

The clock tower's hands slowly turn back to a time when the economy was still promising. A street performer plays his guitar while the corner record store blasts "Thriller."

That figure finally appeared — when I first met Norman, I was a profiler at the Serene Confidential Intl. Org. and hadn't yet turned 30. Norman, on the other hand, was a young soldier in the army — and one of my subjects.

Back then, the young yet experienced private was full of ambition, with no failed assessments in his record. His left eye still saw the world just as you and I do.

Pvt. Norman, a.k.a. Subject Norman, had a close relationship with reconnaissance personnel named Jack. Regarding Jack, I remember writing the following in my report at the time: Lonesome and sensitive. Intentionally avoids social contact. It was quite troublesome to approach him, even if I was observing from a mile away. It felt as if he could sense all living souls that are aware of his presence... There's still a .338 bullet lodged in my left shoulder that doctors haven't been able to remove.

It took my colleagues and me great pains to finally extract a few photos of them from the developing solution. These were among the few materials we gathered on these subjects for the organization. Now, ten years later, those files have already been classified and sealed as top secrets by Serene.

Two



"Nah, I'd win" by BlackBliz

At the WealthGuard BioTech Research Institute, I met Lianhua (Lotus), Hongying's mother, a nice and calm lady. While we talked in her lab, the one standing next to Lianhua was Marquez, a new graduate obsessed with studies about "biological life forms" and "immortality."

Marquez was having a rough time with her research back then. She often locked herself up in the lab, day and night, putting her health aside. As Marquez's mentor, Lianhua suggested that she dial it down a little and truly experience life besides studying it.

The deep green liquid in the swaying test tube Marquez held glimmered faintly. Perhaps it was destined that Marquez would walk a path totally separate from her mentor's.

Three



Art By @Teteteko

Hongying.

I learned that name many years later, on the day she pointed a gun at my head. I guessed she had always been a good child.

That year, when I was about to be executed for rebellion. On the other side of the barbed wire, she reached out her hand and gave me a candy.

Was it candy? By then, I had already lost my sense of taste because of the drugs they forced me to swallow during the tortures.

What was it I held in my hand? My intuition was the only thing I could rely on to make a guess.

Four


Art by @NemeaNReiN

The war concluded, and I was pardoned for the rebellion, with my shackles removed.

Our ship once again docked at the very same place. Gunshots echoed through the neighborhood, and all I could see were herds fleeing the chaos. Amidst the conflict stood a huge chunk of beef — the infamous Ryan, who could navigate both the bureaus and the skid rows unscathed.

Five


Art by @NemeaNReiN

The European journey was quite hurried, leaving me only enough time to sketch a brief outline.

We crossed countless mountains later on to reach a quiet town beside the snowy plains. I saw fear in the eyes of the residents — the cruel and greedy mayor had governed them for ages, stripping away the last bit of vitality from this poor town.

On a night without a shred of starlight or moonlight, the mayor fell from the town tower and paid his debt. There appeared Vladimir, the herd's most friendly neighbor.

The wind scattered sparks into the dark night sky, spreading like stars.

Six


Art by Louis Wood

The road turns south, and things go south — the inevitable.

Rain night, neon lights, chatter and laughter, beers and wine. One of our assets stepped into Akai Hime's carefully crafted trap. What are the odds? It seemed Akai Hime did not intend to wrap it up there.

Later on, the asset informed me that Akai Hime finally agreed to "their" terms, leaving the realm she built bare-handed and entering another territory.

Seven


We crossed the long coast and reached the other side at last. Passing by me, alongside the sea breeze, was Uly.

Uly, who was unemployed for the fourth time, asked me: "Why do you look a bit familiar, mister? Where are you headed? Could I be company?"

Eight


Finally returning to Serene HQ after years of traveling, I logged all my reports for safekeeping. Hopefully, in the future, you, who might be destined to cross paths with my subjects, will have a glimpse of these materials.

By the time that happens, there may be another war on the horizon.

...Sorry, could you help push my wheelchair?

——
Side Note: We have been consistently creating and improving the Wild Assault universe, and while there may be contradictions and loopholes in the early designs, we have addressed numerous issues regarding the lore. Please refer to our upcoming latest build as the standard.
Additionally, although the Wild Assault universe contains references or inspirations from reality, it is constructed as an entirely distinct parallel universe. We hope you can be flexible with the details and let us know how we can make it better!


Combat Cat Studio

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

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

Discord: https://discord.gg/wildassault

Wild Assault Dev Log: Lead Designer Reads Comments (ENG SUB)!

[previewyoutube][/previewyoutube]

Early Access in April 2025? 🤩
PvE mode? Player vs. Bot mode? 🤖
Controller support? Weather system? 🎮
Maid & Pool Party series cosmetics? 🏖️
In this episode of the Wild Assault dev log, the lead designer reacts to some of the hottest topics!



Combat Cat Studio

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

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

Discord: https://discord.gg/wildassault

Wild Assault Dev Log: New Weapons in Stock!



Hello Wild Ones! I’m the weapon designer Cat Cat Cat at Combat Cat Studio. This week, it’s my turn to share the dev log with you. I’m excited to introduce you to some of the swift and deadly new firearms we’ve been working on: the A94, G17, M72, QBB95, and M88!

Weapon Design Ideas


[h2]Swift and Deadly[/h2]

Based on our observations and your feedback during the last few open tests, we've identified a significant demand for weapon mobility and firepower in close combat from our players. By adding these new weapons to the Wild Assault arsenal, we hope to provide players with more options to explore aggressive gameplay and better improvise during intense gunfights. We also hope that these new weapons will complement the valiants’ swift combat styles.

[h2]Adding more Genres to the Playlist[/h2]

We aim to provide you with as many kinds of firearms as possible, and we’re making each piece unique. We hope that no matter which valiant you main, you’ll be able to find the ideal new weapon that suits your valiant and your style!

New Weapons


[h2]A94[/h2]

  • Reference: AN94
    The AN94 was designed by Russian firearms expert Gennadiy Nikonov and standardized in 1994. This modern assault rifle is small-caliber, highly advanced, and still in service with the Russian military.

  • Design Concept
    The A94 is an AR built for precision and speed. We’ve worked to bring its deadly performance to life in Wild Assault.

  • Features
    The A94 is a high RPM rifle capable of delivering tons of damage in a short time without sacrificing precision. Its unique recoil mechanism allows players to handle it precisely even when rapidly firing at the target. The A94 is indeed a deadly weapon for close & mid range encounters, as well as long range tappping fire. As for its firepower, the A94 can burst the first few bullets, dealing massive damage in the blink of an eye. It could be your rivals’ worst nightmare.

  • Best For The go-to weapon for close and mid range combat. With its rapid fire rate and reliable precision, you can easily take down any target that comes within your sights.

[h2]G17[/h2]

  • Reference: Glock17
    The Glock GmbH invited Austrian military personnel and senior NATO officers to pool their opinions and redesign the appearance and structure. Using new materials and advanced industrial technology, they introduced a new pistol in 1983. After rigorous testing by the Austrian Army, it was officially adopted and named P80, with its commercial name being Glock 17, and it fires the NATO-standard 9×19mm Parabellum pistol cartridge.

  • Design Concept
    The G17 is a classic, famous for its reliability and portability. We aim to capture its fast and agile nature in Wild Assault, making it the sniper’s best companion by delivering massive damage at close range.

  • Features The G17 features a fast RPM, rapid reload speed, and minimal recoil, allowing players to easily handle close range combat. Although the G17 has relatively low damage, its speed compensates for this, making it a threat your rivals can't overlook in close combat.

  • Best For
    One of the best sidearms for snipers and other classes, it's the perfect choice for close range self defense or when you don’t have time to reload your primary weapon. Its swiftness also helps in close quarters encounters.

[h2]M72[/h2]

  • Reference: M24
    In the early 1980s, the semi-automatic M21 sniper rifle used by the U.S. military could no longer fully meet combat requirements. At that time, the Remington 700P/M40's simple free-floating barrel design was difficult for the U.S. Army's conservative factions to accept. However, after extensive discussions, the importance of the free-floating barrel design in improving shooting accuracy was recognized, which eventually led to the development of the M24 sniper rifle.

  • Design Concept The M72 is a high performance sniper rifle known for its firepower and precision. Its exceptional mobility also sets it apart from other powerful sniper rifles, such as the L90. By introducing the M72 to Wild Assault, we aim to provide players with a sniper solution that combines high damage with maneuverability.

  • Features In order to emphasize its swiftness, we've specifically enhanced the M72's scoping and bolting speed, making it quicker to locate and fire at targets. As for firepower, the M72 can deal decent damage at long range, thanks to its range and precision advantages. Like other sniper rifles, it can one-shot any target with a headshot.

  • Best For
    The M72 works best for long range sniping classes. With the M72 at hand, you can either be a lone sniper that ambushes the enemies alongside their attack route, or provide fire cover for your team at a save spot. Of course, if you're a pro sniper, you won’t just stay put. You’ll carry the M72, move across the map, and take out enemies on the go, playing more like an assault player.

[h2]QBB95[/h2]

  • Reference: QBZ-95
    The QBZ-95 is a bullpup LSW designed and manufactured by Norinco, and issued since 1995 as the service rifle for the PLA, PAP and various law enforcement agencies in the P.R.C.

  • Design Concept
    The QBB95 is an outstanding LSW belonging to the Type-95 family, solely designed and manufactured by China. Its stability and reliability are highly praised. As the default weapon for our upcoming new valiant (guess who?), we hope it adds a bit of eastern flavor to Wild Assault's universe.

  • Features The QBB95 has an average level of accuracy, but its recoil is relatively low, making it easier to spray bullets at targets. Compared to other MGs, the QBB95 offers high mobility and fast reload speed. Valiants equipped with the QBB95 can reload and ADS much faster, handling complicated situations easily at mid range. As for firepower, the QBB95 can deal decent damage to targets at close and mid range.

  • Best For
    Clearly, the QBB95 is your reliable friend in close and mid range gunfights. As one of the main choices for the heavy expert class in Wild Assault, it offers an agile option to provide covering fire for the team.

[h2]M88[/h2]

  • Reference: M870
    The M870 is a pump action shotgun developed and produced by the American company Remington. It is known for its high reliability, powerful performance, and simple design. Since its release in 1950, it has been widely used by civilians, law enforcement, and military personnel.

  • Design Concept
    The M88 is a classic shotgun (so classic). Its strong firepower can intimidate anyone who stands in front of it. We hope both M88 users and their enemies are impressed by its devastating damage at close range.

  • Features The M88 uses a single round reloading mechanism, but players can interrupt the reload at any time and fire at enemies in close encounters. As for firepower, as I mentioned, it deals devastating damage at close range. Try confronting your rivals at close range and let them know what devastating truly means.

  • Best For
    Close range, indoor spaces, narrow areas. Suppressing fire. Devastating!
Challenges


[h2]Weapon Balancing[/h2]

Weapon balance has always been one of our biggest challenges. During the entire process, we've conducted a lot of tests and adjustments to make sure each weapon has its unique features while not damaging the overall balance. We run weapon benchmarks and comparsion tests twice a day to evaluate each weapon's specs, including damage, fire rate, recoil & fire range and make adjustments based on our evaluation. We've also conducted experiments to test each weapon's performance under different circumstances to finally reach a satisfied result. Of course we'll further test these new weapons in open tests and collect your feedbacks.


Weapon balance test results

[h2]Weapon Model and VFX[/h2]

We've collected a large amount of data and referred to various information on real-life weapon models to recreate them in Wild Assault as authentically as possible, including their appearance and gunfeel. Additionally, thanks to Unreal Engine's latest technologies and tools, we've utilized some of the most advanced methods to deliver a top-notch VFX experience.


There you go, Norman! Show them how it’s done!

[h2]Designing SFX[/h2]

Weapon SFX plays a crucial role in gunfeel and gunplay experiences. We've collaborated with some of the most highly recognized SFX studios to design and create SFX for our new weapons, aiming to deliver a high-class gunfight gameplay experience for our players. We worked closely with the SFX artists to fine-tune every detail repeatedly, ensuring the sounds reflect each weapon's unique characteristics and enhance the overall weapon effects and performance.


Testing and processing weapon SFX under various conditions.

Future Goals


[h2]Player Feedback[/h2]

We're more than happy to connect with you and gather your feedback through our social media once the new weapons are implemented in the latest build. Feel free to share your thoughts! Thank you for co-creating Wild Assault with us!

[h2]The Next Step[/h2]

We've prepared more content, and we can't wait to share it all with you through our upcoming dev logs! We'll continue optimizing the weapon system and introducing more exciting content and modes to Wild Assault based on your feedback. We hope that through continuous optimization and development, Wild Assault can become one of the most active and best community-driven games out there!

Summary


Cat Cat Cat and Combat Cat Studio can't wait for you to try the new weapons the next time you play Wild Assault! With the addition of the A94, G17, M72, QBB95, and M88 to the Wild Assault arsenal, we hope to further meet your demand for swift and intense gunfight combat. Let us know what you think in the comments.
See you next time! 🫶



Combat Cat Studio

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

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

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

Discord: https://discord.gg/wildassault

Wild Assault Dev Log: Designing the Third Map (W.I.P.)!

The Third Map! 🗺️


What's up, Wild Ones!
Though it's still in its early design stage, in this episode we'd like to share with you what we've been working on for the third map in Wild Assault! We also want to collect your feedback on our designs and ideas. Let's make it happen together!

The Background 📖


[h2]Lore 📜[/h2]

As our attention shifts away from the Ricky Mountains, warfare over the Feral Relic intensifies at Crescent Bay, located along the shore of the Pacific Ocean. Beneath the waves, dark currents stir beside the coastline. The story begins here. Our valiants will join different factions in the complex terrain of Crescent Bay and engage in a battle of strength and strategy.

[h2]Design Concept 📏[/h2]

In order to offer various visual styles and gameplay experiences to our players, we designed the first three maps in Wild Assault based on different approaches. Operation Mojave and the Ricky Mountains were designed with a focus on freedom of gameplay and unique terrains, while our core concept for the third map is "multi-layer combat space."

"Multi-Layer Combat Space" 🤔


We use the term "multi-layer combat space" to define the core gameplay of our third map. Our goal is to create a complex combat area that combines natural landscapes and infrastructure, featuring multiple platforms, both interior & exterior spaces, and varying vertical height differences.

[h2]"The Maniac Arena" 🧐[/h2]

After making up our minds, we started to evaluate multiple designs through level whiteboxing. "What about setting the battle in a huge facility? That sounds cool!" However, after messing around with the white boxes, we found it's rather hard to realize the "multi-layer" design without twisting the reality. The finished level looks like a deathmatch battle arena designed by a war maniac instead of a well crafted defensive military facility.


("Maniac Arena" level whiteboxing project. For demonstration purposes only. Not a final version. IP belongs to Combat Cat Studio)

Hmm... Maybe our poor imagination limited us when creating a proper lore for the "Maniac Arena," but the concept of setting the battle in a huge facility does sound cool. Anyway, we decided to put a pin in it and see what happens! If you have great ideas for this project, please let us know in the comments!

[h2]Visually Differentiate the Priorities 💡🤓[/h2]

After further discussion on this very topic, we’ve decided to craft the third map using a combination of natural landscapes and man-made structures.

Originally posted by designer
To be more specific, we will use natural landscapes to create paths that connect different strategic locations and establish height differences. On the other hand, we will utilize man-made structures to efficiently create a core combat area with various attacking and defending routes, as well as multiple platforms in a limited space.

By intentionally arranging natural landscapes and man-made structures in different locations, we aim to visually differentiate the primary and secondary combat areas, making it easier for players to identify the type of combat area they are in, prioritize their goals (whether to push forward or prepare to capture a target), and make decisions accordingly. Additionally, by incorporating a nuance of visual noise, we hope to spice up the battle in an enjoyable way.


(Third map level whiteboxing project. For demonstration purposes only. Not a final version. IP belongs to Combat Cat Studio)

[h2]The Core Combat Area 🎯[/h2]

In order to create intense and immersive combat gameplay, we divided the core combat area into two strongholds. You and your team need to capture both strongholds to take full control of the area. This way, combat can spread throughout the entire strategic location.

Normally, teams that control either stronghold can counterbalance each other to some extent. However, as you can see in the demonstration, the two strongholds are on different levels, and there are no direct pathways between them. This means teams that control one stronghold cannot directly interfere with the other.

Through our design, the entire area can hopefully be utilized to a greater degree. We hope this design introduces more interesting uncertainty to your matches, further enhancing the variety of combat in this core area.


(Third map level whiteboxing project. For demonstration purposes only. Not a final version. IP belongs to Combat Cat Studio)

[h3]💡What do you think the final look of the core combat area will be? We’d love to see your ideas if you’re interested in sharing a sketch! 🎨[/h3]

What's Next 📋


We’re happy to let you know that even more maps are in the plan! We will continue to conduct bold experiments when designing these maps to provide you with all kinds of unique gameplay experiences. Throughout the entire process, we will also make sure to take note of your likes & dislikes, and adjust future development accordingly. 🫡


Combat Cat Studio

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

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Wild Assault Dev Log: Post-Gamma Test Optimizations!

Hello, Wild Ones!

In this episode, we’d like to show you the optimizations we’ve been working on recently.

Since the beta test, we’ve been trying to balance new content development with optimizations. It’s tricky work, but we’re glad to have figured out a way to handle both. However that’s a topic for another dev log. Without further ado, let’s dive into it!

The AMD Issue


Good news for our Team Red users!

After purchasing an RX 580 and identifying the cause, we've completely resolved the crash issues that occurred with specific AMD GPU models during the gamma test.

It turns out that the hair module in Unreal Engine v5.4 has compatibility issues with several AMD graphics cards. Combat Cat Studio carried out a proper fix and submitted the code to the Unreal Engine team. Now the fix is implemented in Unreal Engine v5.5, and the issue is resolved once and for all for all related games and GPUs.

Refer to: Unreal Engine v5.5 Release Notes


(source: https://www.reddit.com/r/AyyMD/comments/bjk2ly/this_meme_is_powered_by_ryzen_radeon/ )

Mantling


Indeed, mantling is one of the biggest challenges we faced during the entire development process of Wild Assault. In fact, it is more complicated than it looks, since there is a huge amount of mechanisms and algorithms behind it. As you might remember, the producer spent a lot of time discussing mantling in multiple Q&A sessions this year. Our resolve to optimize mantling in Wild Assault and address related issues has never changed, and we learned a lot during the process as well.

Instead of going deep into the tech behind it, let's check out the mantling experience in our latest build:



Thanks to three major open tests, we've collected valuable results and feedback from our supportive community. As you can see, the current mantling has improved significantly compared to the one in alpha. (Indeed, animals do mantle higher than humans. Thanks for the tips!) As we've mentioned a hundred times, we truly enjoyed every minute of co-creating the game with our players. We believe you will definitely enjoy mantling in Wild Assault the next time you play!

Optimizations for Vladimir's Field Fort


Originally posted by Forger
Dear Vladimir,

I apologize that the Field Fort used to block your bullets during combat. I have made a small change so that you can shoot freely behind the shield while it blocks damage from your enemies. Good luck on the battleground, товарищ!

Best wishes,

Field Fort Forger


Matchmaking: Joining the Game Midway


Back in the alpha, beta, and gamma tests, joining the game midway always resulted in poor player experiences, such as a significant difference in game points and little match time remaining. This could also lead to longer matchmaking times for new matches.

Now, we've set up a new mechanism that allows players to avoid joining such matches during matchmaking. To be more specific, with this new mechanism, matches with certain differences in game points and remaining time will no longer accept new players. We hope this will improve players' experiences and match balance. Let's see if you like it!

Misc. Optimizations


Some other optimizations we've worked on include, but are not limited to:
  • Added an options button on the ESC menu for better accessibility.
  • Visual improvements for the Best Squad page so that players can easily recognize themselves.
  • Visual adjustment and improvement for bullet shells on the ground.
  • Set the default key for the shoulder view switch to "X".
  • Now players can hold the "T" button to voice chat with squad mates.
  • Now the game will notify you if you are experiencing latency, packet loss, or network traffic issues.

That's all we'd like to share with you in this episode! More content is being worked on now, and we can't wait to share it with you soon! Please follow us on social media and stay tuned for more! 🫡

As always, don't forget to add Wild Assault to your wishlist, and be sure to ask your mom, dad, cousin, uncle, aunt, grandpa, grandma, classmates, and colleagues to do the same! It means a lot to us. Thank you! ❤️

https://store.steampowered.com/app/2827230/Wild_Assault/



Combat Cat Studio

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