[h3]Hello everyone,[/h3]
It’s been a while since any detailed news, so it’s time to share some updates.
Let’s start with some good news and summarize the results of the recent Next Fest on Steam. It’s safe to say that this was the best thing that has happened to the project among all events so far.
There are a few reasons for this. Firstly, the project was more prepared for the festival, and secondly, the presentation was slightly improved, giving players a clearer understanding of what kind of game they will be dealing with.
Overall, the project showed solid results compared to previous festivals. It may not be reaching for the stars yet, but there are still 2 years until the release. Could say that after so many years of prototyping, the project's direction is now fully set.

Now, for some slightly unpleasant news. Right after the festival, the server was attacked by intruders :beetle:.
It wasn’t just a regular DDoS aimed at taking down the server, but an actual hacking attempt, seemingly using brute force. I don’t personally understand the motive behind this, but it did disrupt the development process a bit as had to divert resources to strengthen security.

[h2]What's new in the patch:[/h2]
- Fixed a critical bug that prevented players from joining other servers after leaving the current one.
- Added a new type of contract and a new type of story structure in Wilderness mode.
- Now, when a "Bounty Hunter" contract is taken against you, you receive a counter-passive contract, "Defensive Stence." If the hunter dies before reaching you, you receive their reward.
- Bullet holes now stay on vehicles rather than floating in the air.
- The sandbox mode interface has been reworked and is now divided into access levels.
- Battle results are now correctly displayed at the end of the match.
- Fixed a bug that prevented the use of the bodycam in spectator mode.
- Minor interface layout adjustments.
- Numerous small bugs have been fixed.
- Slight optimization improvements.

Currently, I'm working on developing all the necessary tools for team play (the CAMPS section). Therefore, from time to time, there may be disconnections from the server, as well as issues with connecting to and launching the game.
I will do my best to prevent this, but just in case, I’m warning you that it might happen.So, if you encounter connection problems, I ask for your understanding, as this is an alpha version, and there is still a lot of work ahead.
During this year, the cost of in-game purchases will remain at zero so that everyone has the opportunity to familiarize themselves with all the mechanics.Thank you for your support!