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Happy Holidays!



Operatives! Thank you to everyone who played Active Matter this year and helped us make it better. We have exciting plans for 2026, and we hope you’ll stay with us to bring them to life together.

Happy holidays, and we sincerely wish you all the best in the New Year! For our part, we’ll keep rolling out updates so you can continue enjoying a break from the daily hustle. Stay safe in the multiverse and beyond!

Update 0.2.1.50

We listened to your feedback and have disabled hitmark indicators, adjusted replication time for many items, and reduced the number of Chronotraces required to research blueprints.

Gameplay changes
  • Due to popular demands hitmark indicators have been disabled.
  • Added a hotkey to toggle active headphones on/off.
  • Added the Fire Resistance chronogene to fuse recipes.
  • Contract colors will no longer match player colors in the squad.
  • Added a display of contracts to the compass.
  • Safe container and beacon’s volume in inventory and storage reduced to 5.


Replicator
  • Reduced replication time for numerous items.
  • Lowered the Chronotraces needed to research for many blueprints.
  • Added research and crafting for modern binoculars.


Bug fixes
  • Fixed an issue where some quest items were missing in solo raids.
  • Fixed an issue where using synthesis recipes also granted credits.
  • Fixed an issue preventing armor repairs at the shooting range.
  • Fixed an issue where monster remains weren’t counted in certain quests.
  • Fixed an issue where items that are not enriched would also count for tasks.
  • Fixed an issue where weapons would disappear from the player’s hands when picking up a magazine off the ground.
  • Fixed the Shy Girl's icon in the raid debriefing menu.


Follow us on social media and check the website for updates!

Update "Fire Walk"

[previewyoutube][/previewyoutube][p]
Meet the "Fire Walk" update! New raids, weapons, equipment modifications, a revamped armor system, reworked Body Sleeves, and much more await you! We can't wait to tell you about all the changes.
[/p][h2]Raids[/h2][p]Operatives can now tackle a brand-new raid, “Dam.” Also, the familiar “Dogorsk” is no longer confined to just isolated play - you can now face off against other operatives for valuable loot.
[/p]
  • [p] New raid: "Dam".
    [/p]
  • [p] New raid: "Dogorsk".
    [/p]
  • [p] Access to isolated raids now depends on your edition.
    [/p]
  • [p] Tickets will no longer be used, and any tickets players already have will be converted into Crystallised Active Matter at a 1:25 ratio.
    [/p]
  • [p] New objective type: "Cases" (under the "Investigations" terminal).
    [/p]
[p][/p][h2]Monsters and Anomalies[/h2][p]The multiverse has been expanded with new monsters and anomalies, and some familiar foes have changed significantly - operatives will need to adapt to new conditions.
[/p]
  • [p] New monster: "Shy Girl".
    [/p]
  • [p] New monster: "Scorch".
    [/p]
  • [p] New monster: "Mimic Car".
    [/p]
  • [p] New anomaly: "Fireball".
    [/p]
  • [p] New anomaly: "Fire".
    [/p]
  • [p] Mimics can now transform into ("mimic") objects.
    [/p]
  • [p] Prevented Mimics from stacking inside objects or standing still.
    [/p]
[h2]New Weapons[/h2][p]New weapon types are joining the arsenal - machine guns, shotguns, and even handheld grenade launchers. Operatives can also fit their weapons with new modifications.
[/p]
  • [p] M249 Para machine gun
    [/p]
  • [p] Origin-12 shotgun.
    [/p]
  • [p] RPG-7 grenade launcher.
    [/p]
  • [p] SVDM sniper rifle.
    [/p]
  • [p] AEK-971 assault rifle.
    [/p]
  • [p] AN-94 Abakan assault rifle.
    [/p]
  • [p] PP-19-01 submachine gun.
    [/p]
  • [p] M9 Tactical (with suppressor slot available).
    [/p]
[p]You can also now adjust your weapon’s zeroing distance. The base distance depends on the weapon type, ranging from 30 to 100 meters. By default, use PgUp/PgDn to change zeroing, and view the set distance when inspecting your weapon.
[/p][h2]New Modifications [/h2]
  • [p] Added various muzzle brakes and flash suppressors.
    [/p]
  • [p] Scope 1P78 2.8x magn.
    [/p]
  • [p] PBS-4 Suppressor.
    [/p]
  • [p] SV-98 Suppressor.
    [/p]
[p]We’ve also expanded the list of weapons that can equip suppressors. The PBS-1 Suppressor now fits the AKM and Vepr-KM VPO, matching real-world specs. The PBS-4 Suppressor is now compatible with the 5.45×39 mm AK series (AK-74M, AKS-74U). The HX6 Suppressor now fits the AK-103, and a bayonet-mount adapter version is available for the AK-12.

Weapons found in raids will now more often include suitable modifications already installed and will frequently appear in airdrops.
[/p][h2]Equipment[/h2][p]In this update, we’ve reworked the armor system by adding new plate types and sizes. Titan plates are now the most durable - and most expensive - though they initially absorb slightly less damage than ceramic plates. You’ll need to choose your gear based on your objectives and your confidence in the field.

We’ve also introduced two new helmets - EDH-Gen V and TFMK-I - equipped with active headsets that suppress loud noises while amplifying quieter sounds. For a deeper dive, check out our recent dev diary.

In raids, you can now find modified equipment - like weapons with improved accuracy or more spacious backpacks - so keep your eyes peeled for the best loot!

Dalny Island now offers Western weapons and gear alongside Soviet equipment. These Western items are rarer, hinting at the presence of operatives from other branches of the multiverse.
[/p]
  • [p] Equipment with improved characteristics can now be found in raids.
    [/p]
  • [p] Added new Body Sleeves and reworked many existing ones. each Sleeves now has multiple versions that unlock through special tasks.
    [/p]
  • [p] Added new armor plate type: Titan.
    [/p]
  • [p] Added new armor plate size: XL.
    [/p]
  • [p] Added new helmets: EDH-Gen V and TFMK-I with active headsets.
    [/p]
  • [p] Armor plates and helmets no longer break when their durability hits zero. Instead, they get a permanent reduction to their maximum durability (even if you repair them after the raid) and are marked as broken, still providing a small amount of protection.
    [/p]
[p][/p][h2]Gameplay Changes[/h2]
  • [p] Effective hits are now indicated with a special hitmark.
    [/p]
  • [p] Implanted tier 3 chronogenes now lose a tier after an unsuccessful raid.
    [/p]
  • [p] After spawning in a raid (unless revived by an ally) and choose your spawn point within a short radius - mirroring the “Undercover” overtime raid mechanic.
    [/p]
  • [p] Now there is only one primary contract. It does not block extraction, always retains its rewards, but does not give Monolith Tokens. The rest of the contracts are daily, except for key contracts.
    [/p]
  • [p] Added a new unique inventory slot for Beacons and removed the need to place it on the ground. It now activates automatically upon death.
    [/p]
  • [p] Moved select weapons and equipment between Monolith levels.
    [/p]
  • [p] Adjusted shop prices for select weapons and equipment to align with their Monolith Access Level and in-game performance.
    [/p]
  • [p] Changed the replication time for some items.
    [/p]
  • [p] Boosted healing speed and increased health restored by some medbags and medkits. AI-2 medkit ampoule use is now faster and larger medkits restore more health.
    [/p]
  • [p] Active Matter is now displayed as an item in the storage.
    [/p]
  • [p] Moved some recipes from the Replicator to the Refiner, now created through synthesis recipes.
    [/p]
  • [p] Added new recipes to increase the tier of chronogenes.
    [/p]
  • [p] Changed the display of Refiner recipes in the Monolith Access Terminal.
    [/p]
  • [p] Changed the display of Monolith unlocks to improve readability.
    [/p]
  • [p] Clarified storage expansion bonuses: edition bonuses no longer stack with purchases made using in-game currency and only accelerate progression, however, after self-sacrifice, the edition bonuses now remain in effect. Also enforced sequential purchase of donation reward upgrades (e.g., the second expansion requires the first).
    [/p]
[h2]Audio[/h2]
  • [p] Fixed missing footstep sounds when an operative’s legs are "blacked out" (heavily damaged).
    [/p]
  • [p] Added new voice lines for Miss Second in various situations (portal appearance, anomalous zone border shift, empty magazine, jammed weapon, and discovery of points of interest), with English and Russian voiceovers.
    [/p]
  • [p] Updated reload sounds for the SV-98.
    [/p]
  • [p] Updated firing sounds for the TOZ-B.
    [/p]
  • [p] Updated firing sounds for the M9 Tactical with a suppressor attached.
    [/p]
  • [p] Updated firing and reload sounds for the Hunting crossbow.
    [/p]
  • [p] Updated distant gunshot sounds for several weapons.
    [/p]
  • [p] Changed melee attack vocalizations so operatives heave instead of shout.
    [/p]
  • [p] Updated sounds for collecting Active Matter.
    [/p]
  • [p] Updated mindvault-use sounds when reviving an ally.
    [/p]
  • [p] Updated scanner sounds in the "High-Priority Cargo" quest.
    [/p]
  • [p] Added sounds for triggering and planting a Beacon.
    [/p]
  • [p] Added voice lines for Turned soldiers.
    [/p]
  • [p] Added sounds for walking on dense wood.
    [/p]
  • [p] Updated the pickup truck engine sound.
    [/p]
  • [p] Added a sound for taking damage while outside the anomalous zone.
    [/p]
  • [p][/p]
[h2]UI[/h2][p]We’ve made numerous UI and control changes to improve convenience. Note that your control settings will be reset due to these numerous updates.
[/p]
  • [p] Moved the compass to the top of the screen.
    [/p]
  • [p] Voice chat status has been added to the teammate widget.
    [/p]
  • [p] Redesigned the raid selection menu:
    [/p]
  • [p] Added an "Access Level" system for each raid.
    [/p]
  • [p] Added raid type selection (PvP, Solo, Co-op, Nexus Battles).
    [/p]
  • [p] Changed the body part selection display for healing to a radial menu (hold T by default).
    [/p]
  • [p] Changed the grenade selection display to a radial menu (hold G by default).
    [/p]
  • [p] Added a radial quick-chat menu (hold Y by default); messages are audible to nearby players and duplicated in squad chat.
    [/p]
  • [p] Added a quick-action menu (hold K by default).
    [/p]
  • [p] Added a squad information panel to the raid preparation screen.
    [/p]
  • [p] Added a warning when pressing “Deploy” if you’re missing required quest items.
    [/p]
  • [p] Moved extraction-mandatory contracts to the top of the task list.
    [/p]
  • [p] Enabled the ability to move placed markers on the map.
    [/p]
  • [p] Changed the display order of Body Sleeve traits so positive traits appear first.
    [/p]
  • [p] Changed the ordering of modification slots on weapons.
    [/p]
  • [p] Added a notification about compensation for items lost due to server shutdown.
    [/p]
[h2]Animations[/h2]
  • [p] Improved healing animations while prone.
    [/p]
  • [p] Fixed ampoule cap behavior in healing animations.
    [/p]
  • [p] Fixed twitching during weapon switches.
    [/p]
  • [p] Fixed incorrect Replicator progress display and audio when multiple items are queued.
    [/p]
  • [p] Reworked animations for using ladders.
    [/p]
  • [p] Increased ladder-climbing speed.
    [/p]
  • [p] Increased ths speed of weapon holstering when interacting with ladders.
    [/p]
  • [p] Added new attack animations for select melee weapons.
    [/p]
  • [p] Fixed elbow twitching in some weapon-switching, reloading, and melee-attack animations.
    [/p]
  • [p] Fixed a bug where turning in place on the edge of a roof caused the character to slide, often leading to a fall.
    [/p]
  • [p] Fixed a bug where there was sometimes no recoil when firing a weapon with a scope.
    [/p]
  • [p] Fixed excessive sliding and high speed when vaulting over objects.
    [/p]
  • [p] Improved hand positioning when driving certain vehicles.
    [/p]
  • [p] Fixed a bug that caused animations to play for a weapon slung on the player's back.
    [/p]
  • [p] Fixed brief clipping through car roofs when entering vehicles.
    [/p]
  • [p] Fixed incorrect hand positioning when loading SVD and SV-98 magazines.
    [/p]
  • [p] Fixed shooting effects for the G3A4 and M12 Trench.
    [/p]
  • [p] Fixed missing shooting effects with an attached silencer on certain weapons.
    [/p]
[h2]Graphics[/h2]
  • [p] Added volumetric shadows to particle effects.
    [/p]
  • [p] Improved exposure adaptation so brightness responds more accurately to what you’re looking at in the center of the screen.
    [/p]
  • [p] Fixed see-through artifacts on volumetric clouds that made distant clouds render on top.
    [/p]
  • [p] Improved stability of volumetric clouds and distant volumetric fog during fast camera movement, reducing smearing and flicker.
    [/p]
  • [p] Enhanced environment appearance: now it can be covered with more details like dust and blood.
    [/p]
  • [p] Added dynamic color variations to trees.
    [/p]
  • [p] Improved footprint visuals with increased detail and realism.
    [/p]
  • [p] Enabled vehicles to now leave visible trails on terrain.
    [/p]
  • [p] Fixed color banding in volumetric fog for smoother, more natural gradients.
    [/p]
  • [p] Fixed shadow popping and shadowless seams in cascaded shadows, smoothing transitions between cascades.
    [/p]
  • [p] Shadows now render correctly on particle effects and transparent/refractive objects, no longer limited to a small rectangular area.
    [/p]
  • [p] Improved rendering of transparent objects so overlapping windows and other transparent items display correctly.
    [/p]
  • [p] Fixed volumetric fog shining through the ground.
    [/p]
  • [p] Refined the edges of floating islands for more natural, detailed contours.
    [/p]
[h2]Other Changes[/h2]
  • [p] Reduced input latency.
    [/p]
  • [p] Fixed descriptions of the Jump chronogenes.
    [/p]
  • [p] Added a notification when no teammate can be found using the “Find a Teammate” function.
    [/p]
  • [p] Added descriptions for each raid type.
    [/p]
  • [p] Added the ability to skip key contracts for Monolith Tokens after progression wipes.
    [/p]
  • [p] Fixed a bug that caused the player’s nickname to appear in Nexus Battles while in Streamer mode.
    [/p]
  • [p] Bullet marks in the shooting range at the shelter now disappear when you exit it.
    [/p]
[p]The latest news and early version of the game — on our official website.[/p]

The Arsenal Is Growing: New Weapons in the Multiverse

Our next Active Matter update expands the arsenal and introduces six new firearms designed to help you tackle ever-more dangerous and brand-new monsters and anomalies previously unseen across the multiverse. From close-quarters shotguns to anti-tank launchers, these weapons offer fresh tactical options and firepower for every engagement.
[h3]Origin-12[/h3]

The Origin-12 marks our first magazine-fed shotgun, replacing tedious single-shell reloads with several different magazines you can swap in seconds. In the thick of combat, those lightning-quick reloads combined with a blistering rate of fire make the Origin-12 indispensable at close range. A standard Picatinny rail lets you mount your favorite red-dot or holographic sight, so you’ll never lose precious milliseconds lining up your next shot.
[h3]AEK-971[/h3]

The AEK-971 is a 5.45×39 mm assault rifle that boasts a 900 RPM cyclic rate and naturally lower recoil than the AK-12. You can switch between full auto, semi-auto and a three-round burst mode, giving you precise control over your fire discipline. While it only offers an optics rail - so no stocks, suppressors, or tactical flashlights - its stability and sheer rate of fire make it an ideal choice when you need to lay down sustained, accurate suppressive fire.
[h3]AN-94 Abakan[/h3]

For peak pinpoint accuracy, the AN-94 Abakan is another 5.45×39 mm contender that stands out thanks to its unique two-round hyper-burst. The rifle’s internal mechanism fires the first two shots of each trigger pull at an increased rate with drastically reduced felt recoil, often sending both rounds into a virtually identical point of impact. Like the AEK-971, the Abakan supports sights only, so equip your preferred optic and let the rifle’s uncanny consistency speak for itself.
[h3]SVDM[/h3]

Long-range specialists will appreciate the SVDM, an upgraded and modernized Dragunov marksman rifle featuring increased accuracy and reduced recoil for a smoother action. You’ll enjoy tighter groupings and faster follow-up shots, especially when deploying its built-in folding bipod. A full-length Picatinny rail accommodates everything from close-quarters reflex sights and red-dots to high-end thermal scopes, perfect for stalking targets through darkness or smoke.
[h3]M249 Para[/h3]

When sustained suppressive fire is your goal, grab the M249 light machine gun. Chambered in 5.56×45 mm and fed by a 200-round ammo box, it unleashes nearly 850 RPM of controlled devastation - particularly when braced on its bipod. Whether you’re holding back hordes of aberrations or pinning down rival operatives, the M249 delivers relentless, accurate bursts without sacrificing stability.
[h3]RPG-7[/h3]

Finally, the RPG-7 portable anti-tank rocket launcher delivers explosive power that can obliterate armored threats or scatter enemy operatives in a single shot. Precision is critical: too large of a firing distance and the warhead can fall short; too little, and you risk severe splash damage. Master your range calculations, and you’ll wield one of the multiverse’s most fearsome weapons.

Very soon you’ll be able to field all of these new weapons. Experiment with each one to discover which best fits your playstyle to support your path to harmonize the multiverse - and get ready to face Active Matter’s next wave of threats head-on.

Preview: Dam

A new raid awaits you in the next update! Right now you can get acquainted with this location in our video. Get ready, operatives!
[previewyoutube][/previewyoutube]