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CAMPS News

Meta Progression And More...

[h2]Greetings!
[/h2][p]What’s new:

A character meta progression system has been introduced. [/p][p]There are currently 7 ranks, and each rank features a set of skills you’ll have to make moral choices between.
At the moment, 32 skills are available.


(The skill system is still fresh, so there might be some bugs if something doesn’t work as expected, please report it here or in the Discord group.)
[/p]
  • [p]A lot of work has been done on the backend side as well.[/p]
  • [p]Tracked vehicles have been significantly optimized, and new vehicle models are already being integrated.

    [/p]
[h3]Fixes:[/h3]
  • [p]Fixed missing interfaces on certain types of vehicles.[/p]
  • [p]Fixed incorrect LOD behavior on environment objects.[/p]
  • [p]Fixed melee kick while holding a weapon. (A perk is now required to break doors.)[/p]
  • [p]Fixed a bug where bots would run away after losing sight of their target.[/p]
[p][/p][h3]Improvements:[/h3]
  • [p]General optimization improvements.[/p]
  • [p]Increased average speed of wheeled vehicles.[/p]
  • [p]Improved inventory and character UI.[/p]
  • [p]Various items are now added to the player’s personal inventory every day.[/p]
[p][/p][p][/p][h3]DEV INSIDE (Behind the Scenes)[/h3][p]A bit of insider info from development:[/p][p][/p][p]Alongside the main game, I’ve been building a global optimization framework. Recently, it got a couple of new modules I’d like to briefly talk about.[/p][p][/p][p]“GPU Tracker”[/p][p]The first module is a fully automated track system for tracked vehicles.
Its key feature is that all tracks on the map are drawn in just 2 draw calls, regardless of how many there are. [/p][p]Another important aspect is Auto-Skinning, the manual track skinning is no longer needed. [/p][p]Previously, integrating a new vehicle required manually skinning the tracks and attaching them to bones (a time-consuming and inefficient process). Now, the entire skinning process is automated, and the rendering and deformation of the tracks are fully GPU-driven.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]“Hyper Batcher”[/p][p]The second major module is an alternative rendering method for huge numbers of static objects on the map. [/p][p]Many of developers know about Unity’s Static Batcher, which merges static objects to send them to the GPU as a single batch, improving frame rendering time.
It’s an important optimization technique. but it has limitations. To overcome those, I developed Hyper Batcher.[/p][p][/p][p]Below are the performance comparison results using Hyper Batcher:[/p][p][/p]
[p]Test[/p]
[p]Unity Static Batcher[/p]
[p]Hyper Batcher[/p]
[p]Objects[/p]
[p]~1000[/p]
[p]~1000[/p]
[p]Unique Materials[/p]
[p]199[/p]
[p]199[/p]
[p]Unique Textures[/p]
[p]199[/p]
[p]199[/p]
[p]Shadows[/p]
[p]4 cascades, 1500m distance[/p]
[p]4 cascades, 1500m distance[/p]
[p]Batches[/p]
[p]199[/p]
[p]43[/p]
[p]SetPass Calls[/p]
[p]180[/p]
[p]25[/p]
[p]Shadow Casters[/p]
[p]709[/p]
[p]31[/p]
[p]Render Thread[/p]
[p]1.5ms[/p]
[p]0.5ms[/p]
[p]
Without further comment that’s a massive performance boost.[/p][p]A small GIF below shows that every object remains fully controllable despite the batching.[/p][p][/p][p]
The new patch is already on the way, focused on improving the overall gameplay experience and can’t wait to share more soon.

Stay tuned, and thank you to everyone showing support with thumbs up![/p][p]- Dev[/p]

🚧 Beckend Maintenance Notice 29.10 - 2.11

Hi,

Working on backend infrastructure upgrade, which may cause connection issues.
Appreciate your patience and will have everything back to normal as soon as possible.

Thanks for your understanding.
Dev

🚧 Backend Maintanance. 15-17 October

[p]Hi,[/p][p]As part of the character skill system extension development, the identity of in-game assets will be upgraded. This will require a rework of the personal storage backend. [/p][p](all data may be wiped in the process.)[/p][p]Thank you for your understanding.[/p][p]Best regards,[/p]

⚙️Security Update

[p]Hi,[/p][p]This is an urgent work-in-progress patch, primarily motivated by the required Unity security update.
More details on the identified Unity vulnerability can be found here: https://unity.com/security/sept-2025-01[/p][p][/p][p]This patch has been built on a patched version of Unity to address the security issue.[/p][p]Additionally, it includes several fixes and improvements that will be fully announced alongside the complete patch.[/p][p][/p][p]Best regards,[/p][p]-Dev[/p]

0.8.3.0

[h2]Hello everyone![/h2][p]It’s been a while since the last update, and there are a few reasons for that.
First of all, part of August was spent preparing for participation at Gamescom 2025.

[/p][p]In short, it was an amazing trip. I had the chance to meet many interesting people, attend a lot of events, learn new things, and just have a great time away from development. After the trip, it took me about a week and a half to get back into the workflow, so it took some time before I could dive into development again.[/p][p][/p][p][/p][h3]The important part:[/h3][p]There are 3 major reasons why the next patch took longer to release. All of them were planned and are essential components of the project. Here’s why:[/p][p][/p][p][/p][p][/p][h3]1. Runtime Performance Optimization[/h3][p]This was a massive task that required a lot of time and effort.
Many of you already know how important optimization is for me. One of my main goals is to ensure that the game is accessible and runs well on a wide range of hardware.[/p][p]Since the project isn’t finished yet, I always try to leave a performance margin for future content as there will be plenty of that. For years I’ve wanted to build a toolset for automatic optimization, so that any new content (official or modded) won’t have a severe impact on performance.[/p][p][/p][h3]2. Procedural Dismemberment[/h3][p]Long-time followers know the game has had dismemberment for a while. But the old implementation was clunky and required manual character preparation before it could work.[/p][p]Now, unlike before, the new system is fully procedural. It no longer requires special rules or effort when creating clothing or other equipment. This makes adding new outfits and gear much easier.[/p][p][/p][h3]3. New Inventory System + Extended Character Customization[/h3][p]Another huge task that took a lot of rework.[/p][p]The new system massively expands customization possibilities. Characters now support over 25 customization slots, including different armor types.[/p][p]Along with the new system, the number of available items grew from 45 to 250 (just clothing items alone!).[/p][p][/p][h3]Why all this matters?[/h3][p]In the long term, this opens the door for UGC (user-generated content). Players will be able to create their own outfits, gear, weapons, and more. Thanks to these technical improvements, integrating new content, both official and community-made, will require far less manual work.[/p][p][/p][h2]Fixes[/h2][p]GAMEPLAY[/p]
  • [p]Fixed incorrect sounds on boats.[/p]
  • [p]Fixed weapon attachment synchronization bug.[/p]
  • [p]Fixed doors not opening correctly.[/p]
  • [p]Fixed ambient sounds during day/night transitions.[/p]
  • [p]Outland mode time now syncs with server time.[/p]
  • [p]Fixed several visual bugs.[/p]
  • [p]Fixed melee combat animations.[/p]
  • [p]Fixed incorrect footstep sound positioning.[/p]
  • [p]Fixed grenade throwing inconsistencies.[/p]
  • [p]Fixed gear display on dead characters.[/p]
  • [p]Many other small fixes and improvements.[/p]
[p][/p][h2]Improvements[/h2][p]OPTIMIZATION[/p]
  • [p]Significant performance improvements across all systems.[/p]
  • [p]Reduced load on both CPU and RAM.[/p]
[p]AI / BOTS[/p]
  • [p]Bot accuracy tweaked for more realism.[/p]
  • [p]Bots now react to gunfire and experience suppression from return fire.[/p]
  • [p]Fixed cases where bots spawned on rooftops.[/p]
[p]OTHER[/p]
  • [p]Improved melee system.[/p]
  • [p]Brought back the quick kick (middle mouse button), which can also break doors.[/p]
  • [p]Increased clothing/equipment items from 45 to 250.[/p]
[p][/p][p][/p][h3]Outland Mode[/h3][p]Recently I made a short video explaining the Outland mode. This is one of the core gameplay loops, where players need to capture territories to accumulate resources and complete contracts to earn money.[/p][h2][dynamiclink][/dynamiclink][/h2][h2]Conclusion[/h2][p]The project is still in open alpha, essentially a technical demo for now, but steadily moving towards beta. The beta version will feature the complete set of core systems and finished gameplay loops.[/p][p][/p][p][/p][p]A huge thank you to everyone who continues to support the project, your support means a lot.[/p][p]-Dev[/p][p][/p]