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Wild Assault News

Wild Assault Beta: Assemble is scheduled for July 31!

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[h3]📣This is official: Wild Assault Beta: Assemble is scheduled for July 31! 🗓️[/h3]

"さあ 始まるよ😘" —— Akai Hime will be joining us in Beta! 🦊 More details coming up later! 📜🔍
Stay tuned to our Wild Assault Beta Spotlight for more beta highlights! 🌟

👋 Hope to see you again in Op Mojave! 🌵🔥

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Wild Assault Weekly #4: Optimizations!

In this week's Wild Assault dev log✨, we present you a new series of optimizations: mantling, ping system, balance, gameplay smoothness, and jump accuracy penalty! 🛠️

These highly anticipated optimizations are based on our alpha test community feedback and will be implemented in beta. HUGE thanks to our community for co-creating Wild Assault🐾 with us! ❤️🫡

[h3]Mantling Optimization[/h3]
Originally posted by Lantin
"I can't remember how many times I've been turned into Swiss cheese because of failed mantling attempts." — Wild Assault producer Lantin

We've been working hard to address related issues, such as mantling not working or being hard to trigger. With the new algorithm, we have significantly improved the mantling smoothness and ensured that it will be triggered as intended during sprinting and jumping. Check out the GIFs:



[h3]Ping System Optimization[/h3]
Teamwork is one of the most important aspects of Wild Assault. We created the Ping system to enhance your teamwork experience and encourage player collaboration. However, its performance during the alpha test was not ideal.

We re-evaluated the Ping system and focused on the following areas to improve it: user interface, responsiveness, usability, visual performance, and related gameplay experience. Additionally, we have resolved several response delays issues in the Ping system:

  • Optimized marking in the ping system, including the long-press trigger.
  • Resolved issues with difficulty in marking a target and slow responses.
  • Enhanced marks visibility.
  • Added a crosshair in the downed state for easier marking.
  • Marking now gives you assist points.

Mark the enemy for your team and get extra points

[h3]Game Balance — Respawn Camping[/h3]
Respawn camping was one of the most frequently reported issues by players during the alpha test and the Anthro Festival event. We sincerely apologize for the frustration it caused.

To resolve this issue, we have reduced the time players can stay in the enemy base from 10 seconds to 5 seconds. We hope this will initially help prevent respawn camping. We will continue to improve this through further adjustments to the map and gameplay. Thank you!



[h3]Gameplay Smoothness Optimization[/h3]
Jack mains have reported being easily killed by enemies because they couldn't trigger tactical sprint while cocking the rifle.

To address this issue, we've optimized the entire animation logic. Now Jack can tactical sprint immediately after firing and cock the sniper rifle afterward. Another reason to main Jack? XD



[h3]Jump Accuracy Penalty[/h3]
Yeah! It's finally here! Check out the GIF!
BTW we are also working on recoil optimization. We will show you a related demonstration as soon as possible!



More optimizations are on the way. Thank you very much for your support! We'll talk to you again in the next one! ❤️

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

Wild Assault Beta Spotlight: Neutral Item!

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WildAssault Beta Spotlight: Neutral Item 🔮


We've always been trying to implement interactive side quests to the conquest mode, in order to enrich Wild Assault's gameplay. And this is out latest attempt: The Neutral Item! 🕹️

The Neutral Item will randomly drop at certain locations on the map during mid-game. Upon player interaction, the Neutral Item will start charging. Players from both sides can interact again to seize control during the charging. When fully charged, the side that has control of the Neutral Item will get points and buff rewards. ✨

Please let us know what you think and feel free to provide suggestions in comments! We'll see you in the next one! ❤️🫡

P.S. The Neutral Item plays an important role in Wild Assault's lore. Please stay tuned for our upcoming new trailer! 🤫

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

Discord: https://discord.gg/wildassault

Wild Assault Beta Spotlight: Tutorial & Shooting Range 🎯

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WildAssault Beta Spotlight: Tutorial & Shooting Range 🎯


Another popular suggestion from the community! 😘
You wanted it, we've got you covered! 🫡
Now you'll have a space to get familiar with the characters and build your own combat tactics! 📝
The tutorial and shooting range will be implemented in Wild Assault Beta! Stay tuned for more spotlights! ✨
There's something more in the video. Did you find it? 👀


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Wild Assault Weekly #1: Map Optimization

Wild Assault Visual Art Showcase: Operation Mojave
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Dev log #1


Hello the wild ones! We are glad to announce that our Wild Assault developer's log - Wild Assault Weekly - is officially here! In the first episode of Wild Assault Weekly development log, let's focus on map optimization!

We've received a lot of feedback and suggestions regarding map bugs and optimization during the alpha test in May 2024. We've already begun further polishing Operation Mojave starting last month. Now let's take a closer look at some of the optimization highlights!

Guardrail Optimization


In the alpha version, some guardrails could block bullets and negatively affected players' shooting combat experience. Now, we've optimized all guardrails and related objects on the map. Those objects won't dampen your mood anymore!



Control Point C Stairs Adjustment


Many players have reported getting stuck when passing through the stairs at Control Point C (as shown in the GIF). Now we've adjusted related objects on the map to ensure a smoother experience. Additionally, we have made adjustments to other objects besides the stairs shown below. Feel free to try it out yourself in the beta version later and let us know what you think!



Mantling Over Objects


During our alpha test, many players reported that it was unclear which objects on the map could be mantled. This issue did affect the overall gameplay experience.

To fix it, we have added barbed wire to objects that cannot be mantled, making it clearer to players which objects are obviously non-mantleable. Now you won't be frustrated by repeatedly jumping at certain objects only to find you can't mantle over them! Here's an example:



Map Vegetation Adjustment


In Operation Mojave, there are some fixed shooting combat locations that alpha testers should be familiar with. Based on your feedback, we found that some non-bullet-penetrable vegetation in these locations affected the shooting experience, making the overall combat feel less smooth.

We have now adjusted the vegetation in these areas, and we believe players will enjoy a smoother combat experience in the beta test! Another example here:



Even More


These are some of the major optimizations and adjustments we've been working on for Operation Mojave. Map optimization is an ongoing process, and we'll keep you updated on our latest developments!

In the upcoming episodes of Wild Assault Weekly, we'll share our latest work on new features, characters, balance adjustments, weapons and much more! Stay tuned on our social media channels!
As always, feel free to join our Discord and share your insights with us! Our Discord moderators will be hosting community game nights—come join the fun!

Follow us on social media:

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

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

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

Discord: https://discord.gg/wildassault