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January Developer Q&A!

Here, we answer your questions about new weapons, matchmaking, Crystallized Active Matter, and much more!
[h2]General Questions[/h2]
Will any progress made (personal statistics, collected dog tags, Crystallized Active Matter) in the Early Access version transfer to the full version when it is released?
– We currently do not plan to wipe any progress upon the game’s full release. Only if something absolutely core to the game changes—such as the meta or the progression—might we revisit this decision.

Do you have any precise plans or a specific roadmap for when support will be added for DX12 and FSR?
– It’s technically possible to use DX12 right now, but it’s hard to say exactly when full support for both DX12 and FSR will be available—we still need more testing. We’re aiming to start beta testing in about a month, but there are plenty of issues to resolve first, so the timeline isn’t set in stone.

Have you chosen an exact date for the game’s launch on Steam?
– Not yet, but it is planned for this year.

Is the console demo still scheduled for this year, or has that timeline changed?
– We originally planned to release the demo at the beginning of the year but decided to focus on the full console launch instead. Any demo may be just before or soon after this.

[h2]Gameplay and Progression
[/h2]
Right now, does matchmaking throw you into any session, or are there now any measures in place for solo players—like solo/duo priority? Do you plan to completely separate solo players from groups?
– Matchmaking does try to match solo players with solo players and groups with groups. That said, it depends on queue size and the total number of players online.
Will you add a “favorites” function for items, or at least an icon for tracking, so you don’t have to remember which items you need for synthesis or which ones are most profitable to collect?
– We definitely need to add that—it will make the game much more user-friendly.
Will there be further improvements to the robot dog’s interaction with gravity anomalies, so it can follow the operative along vertical surfaces?
– We’re currently working on enhancements for the robot dog, but there’s still more to be done.

How do stealth eliminations and sleeping Distorteds’ reactions work? Sometimes it feels like they detect a silent takedown and rush over from another floor; other times, you can kill them with a silencer without retaliation. What determines the outcome?
– Essentially, Distorteds become more alert when they hear any noise. If they’re not in a deep sleep, there’s a chance they’ll open their eyes and glance around. Afterward, they may either go back to sleep or fully wake up. There’s also now a cap on the number of Distorteds that can be awake at once. If that limit is reached, the rest will stay asleep, even if there’s a loud noise.

Why do some replicator items take the same amount of time to produce, even though they’re direct upgrades of each other? For example, medical bags with more ampoules often take the same replication time as those with fewer, despite minor differences in healing amount and speed.
– Replicator items are divided into tiers by type—such as assault rifles or healing kits. Within a tier, all items share the same replication time and have similar features. For medical bags specifically:
• “Fast” (in replication time) healing kits (4 ampoules) have a 10-minute replication time.
• “Medium” kits (those with 8–12 ampoules) have a 30-minute replication time.
• “Slow” kits (24–30 ampoules) have a two-hour replication time.

With the big changes to Isolated Raids, Crystallized Active Matter (CAM) feels like it’s only worth spending on unlocking Monolith levels, not on other items. What else do you have planned for CAM?
– Beyond the upcoming customizations (shelter upgrades and more), we have major plans for CAM in inter-player operations (not trading). This is still largely conceptual, but the confirmed primary uses for CAM will be accelerating your overall progress and unlocking further customizations.

[h2]New Features & Future Plans[/h2]
Will future updates introduce more real-world firearms or original weapons? Since the game’s setting lets you travel through time, might we see World War II classics like the StG 44 or MP 40? Also, vehicles are currently limited to the Nexus—will tanks and helicopters ever appear on regular maps, perhaps even as boss-level encounters?
– Firearms from World War II are planned. Regarding vehicles, they’re intended for large Nexus battles but may also appear in special raids.

Will there be a new PvE multiplayer boss encounter added in the future? I’m envisioning 1–12 players completing map objectives, dispatching swarming enemies, then teaming up to take down a powerful monster—kind of like the Zion Defense War in The Matrix.
– Something along those lines is planned, but there’s no specific timeline yet.

Are there any plans to update binoculars? For example, adding variable magnification or reticles?
– First, we’ll add weapon scopes with variable magnification. After that, binoculars can gain the same feature as well as a built-in rangefinder, which should be very useful.

Will there be thermal scopes on the Dovetail mount?
– There is an SHA 3.6× Thermal Scope for the Dovetail mount. Its blueprint unlocks when you finish the primary objective in the Scrapyard: Midnight raid. From there, you research the blueprint with chronotraces and then replicate the scope.

Are there plans to make the submarine on the Dam map accessible for exploration? It would be very cool.
– As you may know, submarines have extremely tight interiors, so realistic navigation inside one can be tricky. We’re working on making at least some areas of the submarine accessible in a future update.

Will there be NVGs without active illumination?
– Yes—new equipment and weapon upgrades are coming. Thanks for the suggestion; more stealthy NVGs will be an interesting addition to our gadget lineup.

Unlimited Cooperative Raids Continue!

Operatives!

We’re still working to make the co-op Raids system as fun as possible for everyone. Testing the new system is taking a bit longer than planned, so we’ve decided to extend unlimited access to Cooperative Raids indefinitely.

So gather your friends and set off to explore the multiverse together, and if there are any changes, we'll let you know in advance!

To get access to the early version of the game and stay up to date with all the latest news, visit the Active Matter website.

Active Matter New Video Compilation

What’s interesting to watch about Active Matter? Here's a 4k DLSS 4 showcase from Nvidia, field tests of the AK-103, Ash-12 and RPK-74, and how immersive the game feels from a new player's perspective!
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Active Matter in Numbers: 2025


2025 is coming to an end, and it has been an incredibly important year for us. Not only did we hold several Closed Beta Test phases, but we have also released an early version of the game. During this time, you achieved many impressive results, and we’d like to share some of the most remarkable highlights.
This year, you collected 123 million units of Active Matter during raids. If each unit were sold for one dollar, that would be enough to buy Edvard Munch’s painting The Scream.
You eliminated 85 million monsters, including nearly 18,000 Poltergeists. To achieve a similar result, the original Ghostbusters team would have needed two thousand movies!
The longest enemy neutralization distance was 485 meters — almost the length of two Titanic ships (just 50 meters short).
The maximum height some of you managed to reach was 197 meters, roughly equivalent to two Statues of Liberty.
You extracted 65 million items from raids. If you handed out one item per person, it would be enough for almost the entire population of France.
A total of 2.7 million raids were successfully completed in 2025. The best operative managed to extract from 2,263 raids!
The luckiest raid turned out to be “Cargo Port: Darkness”, as players survived and extracted from it most often. The most popular raid, however, was “Shegolskoe”.
Thank you for these bright moments across the multiverse! Even more amazing events await us next year. Stay tuned so you don’t miss anything exciting.

Multiverse Harmonization Rework


Operatives!

We’ve decided to revamp the harmonization of the Multiverse and the Monolith’s wish-granting mechanics. But this will take a bit of time.

Over the next few weeks, while we are working on the overhaul, you won’t be able to choose the red door (Path of Renewal) when activating the Monolith, but the blue door (Path of Sacrifice) can still be chosen without any restrictions. So, it will no longer be possible to get onto the “Future makers” list.

The power to shape the future will return in a refreshed form very soon. Stay tuned.