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Active Matter News

Developers Answer Your Questions!

We’re here to answer all your questions about the game and its development!
[h2]General Questions[/h2]
[h3]– Will the game ever become free to play?[/h3]
There are no such plans for it right now. While we’d love to make Active Matter available to more players, moving to a free-to-play model would be tough – and it tends to attract more cheaters, since F2P titles usually carry lighter penalties for cheaters upon being banned.

[h3]– How will the game deal with potential cheaters?[/h3]
We’re already using BattlEye, and have implemented an in-game report system. We’re also working on adding a Raid replay system similar to other Gaijin titles. This will take a bit of time to roll out, but it’s in our plans.

[h3]– Is there a set release date for 2026?[/h3]
Not yet. We have a lot of feedback to adress and many features still in development. We hope to share a more concrete timeline by the end of October.

[h2]Gameplay Questions[/h2]
[h3]– How many other players are in a Raid, and will you add more players into PvPvE raids?[/h3]
That depends on the exact Raid and the queue - in fact, we’re experimenting with these numbers right now. Usually you’ll see anywhere between 4 and 20 players per Raid.

[h3]– Will Isolated Raids (PvE) be more available in the future? Any plans to increase the number of tickets earned per day?[/h3]
We need to examine player behavior, demand for the Isolated Raids, their impact on rewards and progression, and our average server load. Isolated Raids are a brand-new feature (not tested in CBTs), and we’ll definitely iterate on them - hoping to focus on them at the end of this week or next.

[h3]– Can you fully explain the Nexus mode in more detail with the lore? Why are there bots in Nexus Raids? Will there be only players in future? Will rewards be increased, since they feel very small right now?[/h3]
Nexus Battles are driven by player groups - called ‘Factions’ (or ‘Agencies’) - who set up node-specific and default rewards according to their goals and their resources. Currently, we’re just testing the Nexus Map feature in general, so you’re seeing ‘minimum rewards’ for now. However, there’s also no risk in Nexus battles for mercenaries yet, so you can think about these runs as ‘training’ or ‘experiments’. We’ll add more Faction-driven involvement later.

[h3]– Can you explain the impact a suppressor actually has in-game on monsters and other players being able to hear your shots?[/h3]
A suppressor makes shots quieter! However, it strongly depends on the gun itself. We model it pretty realistically: some guns have subsonic ammo and others don’t. So, guns with subsonic ammo are quieter (with a suppressor) because the shot doesn't make a big boom. Guns using regular, non-subsonic ammo with a suppressor are still quieter than without one, but they remain fairly loud.
For example, the AS VAL and VSS Vintorez (with built-in suppressors and subsonic ammo) are noticeably quieter than an AK with a suppressor.

[h3]– Many players think the PvE combat is too difficult. Will we see adjustments to it, for example, reducing the number of monsters at extraction points, or reducing the number in PvPvE raids to make PvE raids relatively more difficult with more of them? Will there be any differences to make solo play more enjoyable with fewer monsters, or maybe a pure solo mode? What kind of ideas do you want to try?[/h3]
We are thinking about adding some ‘solo-only’ raids. However, as we see on streams and by our own experience, most players quickly adapt to the current monsters, and after enough runs it stops feeling challenging (or even a challenge at all). Yes, sometimes you need certain equipment or tactics for an easier extraction, but usually it is doable with enough practice. It’s a challenge similar to that in a souls-like game (but easier). We are going to add even harder Raids in the future for those who want more challenge.

[h3]– What does Raid "difficulty" change precisely?[/h3]
For most Raids, difficulty depends on the number of monsters and the environment (time of day, weather). Your personal difficulty is also set by the contracts that you need to finish before extraction - you choose your risk level. Objective-based Raids are like common Raids with extra mandatory primary objectives, making them tougher.

[h3]– How do you plan to "balance" the game for casual players versus competitive players?[/h3]
We’re leaning on Isolated Raids to offer a more relaxed experience. However, that said, Active Matter is not designed as a casual game and doesn’t pretend to be.

[h3]– Will there be a more obvious storyline and corresponding tasks to follow? Can you give us some more hints for the story and lore?[/h3]
Yes, there will be more of a clearer narrative and task chains. We prefer players discover the story and lore in-game, rather than outside of it.

[h3]– Will there be a wider variety of tasks? Will there be more varied loot too?[/h3]
Absolutely. Expect more Raids, Boss Raids, objective-based Raids, and new tasks too. We also plan to expand loot categories - no more details for now!

[h3]– The Robot Dog, Quad Bike and other signal grenades are interesting, as well as the Scout Drones - will there be more of these high-tech equipment options?[/h3]
For sure.

[h3]– Please explain the full wipe mechanism – the lore, what will happen, will everything be reset or do the self-sacrifice rewards and edition bonuses remain?[/h3]
Self-sacrifice rewards, dog tags, any unused Crystallized Active Matter (or the items bought with it), and other edition bonuses will stay. Any bonuses tied to multiverse resets also remain.
[h3]
– Will you ever implement a self-wipe system, so we can start at the same level as some new friends we play with, change starting Body Sleeve or to reset any mistakes we made? It could fit with the lore.
[/h3]
We already have a self-wipe option when you finish the Monolith progression.

[h3]– What new maps are planned? When can we play maps like Epicenter, Park or Dam? Will we be able to explore the whole piece of land connecting all the different maps? Will there be special limited-time events on these maps to spice them up?[/h3]
We hope to be able to deliver all of this content this year - or at least most of it!

[h3]– What other anomalies, or "utility anomalies" are planned? Gravity zones have utility but there aren’t too many others. What about anomalies that evolve (mutating, spreading)?[/h3]
We plan to fully remake the old fire anomaly, but its "utility" is very straightforward - it burns! A new plant anomaly was teased in our main trailer, where a sprout grasps the body, but it's a concept for now and may change a lot during development.

[h3]– What is the point of turning into a monster? What can you do, especially if few other players are still alive in that Raid?[/h3]
You still are able to complete your quests while being a monster, however, it’s primarily a PvP feature - you earn more by hunting other operatives as a monster. We will definitely do more – we have 2 more playable monsters to come, we plan improvements to existing monsters, as well as a way to find more operatives.
[h2]New features[/h2]
[h3]– Will proximity chat be added? It could create some great funny moments for clips, and feels important for a game like this. What about other social features like a lobby chat?[/h3]
Yes - there are already plans for proximity chat and it’s being tested internally right now! We also aim to introduce a lobby chat. Both features unfortunately require robust moderation and reporting tools alongside a dedicated team for doing so, which we don’t have for now.
[h3]
– Will there be a "replay mode" and/or killcam to allow players to analyze how they were killed, or CDK (Content Development Kit) sandbox feature to help content creators with a free camera?
[/h3]
We are going to add a replay system with the replay mode later. No CDK is planned for now.

[h3]– Will more Body Sleeves be added in the future (or more character skins per Sleeve), and can we get a sneak peak? Will gun and vehicle cosmetics also be added?[/h3]
More Body Sleeves will appear for sure. We have options for gun and vehicle cosmetics too, but that will come later.

[h3]– Will Crystallized Active Matter be a purchaseable currency? [/h3]
We have no such plans for now.

[h3]– How in depth will weapon modification become? The "modding" panel looks great, but feels like it needs more options and is a bit empty.[/h3]
Tactical flashlights and muzzle brakes are weapon mods that will appear in the game in the near future. We are also going to add more types and items to this system. We are going to make weapon mod system that is simple but diverse, offering lots of useful upgrades but not making it overcomplicated.

[h3]– Can the "Our Future Plans" dev blog be considered a roadmap? If so, will developers let the community decide on changes to it and to new content?[/h3]
It is not a Roadmap because there is no certain sequence or certain dates for any new features. We are closely listening to our community and watching what they actually do in the game, and with that, we will decide on what new features and content should stay in game, get removed or changed.

[h3]– Will the game have DX12 and FSR4 support?[/h3]
There are plans for both. Currently, DX12 is less stable than DX11 so we decided to set DX11 as default.

[h3]– When will the "factions" or "clans" feature go live and what are the precise plans for its functionality?[/h3]
This year, but the exact timing depends on the amount of ongoing feedback we get and the number of things we should fix or improve first. However, without clans, our Nexus Raids are just a weak mirage of what we wanted it to be.

[h3]– How do we plan to update the game once it’s fully released? What kind of regular updates can we expect?[/h3]
We were thinking that big updates every 2-4 months is a good pace. More frequent releases do not allow us time to develop big features.

New Raid: "Cargo Port: Deep Cover"


Disguise yourself. Complete the mission. Evacuate.

This new solo-only mode drops you into a heavily guarded port. Slip into agency-issued gear to become indistinguishable from the Turned - disguise is your best advantage in a location swarming with hostile soldiers who won’t fire on their own without reason.

Prefer your own equipment? Hunt for artifacts – using one will instantly transform you into a Turned Soldier, letting you blend in with the crowd and move without raising suspicion.

But beware: other operatives are in the zone with you. Can you spot the real threats among the Turned before they spot you?

New Raid "America: Collapse"

[p][/p][p]The anomalous zone is collapsing, and the only way to stop a full-blown disaster is to stabilize the beacons.[/p][p]In the new raid "America: Collapse," you must defend five stabilization beacons, one after another, from waves of attacking monsters.[/p][p]Each consecutive wave of enemies becomes tougher and more relentless, but you'll find crates with gear stashed near the beacons – grab what you need and hold the line.[/p][p]Withstand the onslaught, activate all the beacons, and extract before the zone collapses for good.[/p][p]Raids like this one will be introduced regularly - stay tuned![/p]

The Early Version of Active Matter Is Live!

[previewyoutube][/previewyoutube][p]Operatives, prepare to shatter the boundaries of possibility with Active Matter, a hardcore online shooter featuring realistic weapons in a mind-bending multiverse.[/p][p]FIND OUT HOW[/p][p]Participate in dozens of PvPvE and PvE raids solo or in a squad of up to three players across locations ranging from the Soviet-vibe Dalniy Island to exotic Africa. Face off against hostile multiverse creatures corrupted by active matter and against other players who’d love to snatch your loot.[/p][p]Engage in team-based PvP battles in the Nexus on standalone maps, from Aztec temples to futuristic skyscrapers. For these missions, the Agency issues special gear that you keep — even if you fall in battle.[/p][p]Wield over 60 types of firearms — from the Makarov pistol to the M110A1 sniper rifle and a machine gun — and customize your loadout to suit your playstyle. Prefer to stay in the shadow? Take up melee weapons, be it knives, hammers, axes, and even spears to eliminate targets silently.[/p][p]Leverage all the tools of modern warfare by sending drones on recon missions instead of charging head-on into enemy positions.[/p][p]Track and exploit dangerous anomalies from gravity-warping zones that let you traverse vertical surfaces and ceilings, to destructive ball lightning that obliterates everything in its path. Turn these anomalies to your advantage by running across ceilings to flank unsuspecting foes.[/p][p]Upgrade your gear, craft enhancements, and unlock new base features after each raid using the active matter you recover.[/p][p]Ram enemy squads or break pursuit by speeding toward the extraction point in trucks, buggies, ATVs, armored cars, and even tanks.[/p][p]Temporarily team up with other players to challenge giant bosses that demand dozens of operatives and hundreds of rounds to defeat. The stakes are high, but the rewards are immense.[/p][p]The multiverse awaits those bold enough to challenge it and daring enough to escape its deadly loop.[/p]

Our Future Plans for Active Matter

[p][/p][p]The multiverse is awakening - but this is just the beginning! Before the Early Version launch, we ran several Closed Beta Tests - you may even have participated in them. Here’s what we’ve added to the Early Version build compared to the CBT version:[/p][h3] New Features[/h3]
  • [p]Isolated PvE raids, where players face only anomalies, not other players[/p]
  • [p]ATV [/p]
  • [p]New weapon attachments[/p]
  • [p]Functional bipods for certain weapon types[/p]
  • [p]Robo-dog for automated cargo transport[/p]
  • [p]Realistic scope optics (magnification only visible when aiming)[/p]
  • [p]Backpacks and medical supplies are now included in the orbital supply drop[/p]
  • [p]Miss Second can now can scan locations and share useful data.[/p]
  • [p]New monster: Poltergeist[/p]
  • [p]Replicator queue system [/p]
[h3] Nexus Improvements[/h3]
  • [p]Added a tutorial for new players[/p]
  • [p]Increased the number of loadout presets[/p]
  • [p]“Epic” presets now unlock once you reach the required score[/p]
  • [p]Introduced special contracts[/p]
  • [p]Enhanced Nexus AI – bots select capture points more strategically, no longer shoot through walls, and avoid blindly chasing players[/p]
  • [p]Updated English and Russian localization for all Nexus raids[/p]
[p]Today, we also want to give you a glimpse of what we’re working on. This isn’t the final list - we may add some exciting features beyond what’s outlined here, or re-prioritize our roadmap - but these are what our development team is currently working on. Of course, we’re listening closely to your feedback and taking it into account every step of the way.[/p][h2]Planned additions for the Early Version of Active Matter[/h2][h3] Battle for Nexus[/h3]
  • [p]The ability to create and join Factions and Syndicates (alliances of players fighting for the Nexus)[/p]
  • [p]Building and defending a Faction’s base[/p]
  • [p]Custom contracts[/p]
  • [p]Large-scale PvP-battles featuring vehicles[/p]
  • [p]Helicopters and jetpacks[/p]
  • [p]More agency “Body Sleeves”[/p]
[h3]Features and Improvements[/h3]
  • [p]Chronogenes with skill trees[/p]
  • [p]New “Miss Second” functionality (additional features and character-related events)[/p]
  • [p]More supported languages (voiceover and text): Chinese, Spanish[/p]
  • [p]Expanded weapons and customization options[/p]
  • [p]New defense system: armor classes and bullet penetration ratings [/p]
  • [p]New vehicles: motorcycles and tricycles[/p]
  • [p]New anomalies (and upgrades to existing ones): Fire Anomaly, Fireflower pheromones, Raid bosses, more Mimic variants[/p]
  • [p]Improved controllable monsters[/p]
  • [p]Enhanced gamepad support[/p]
  • [p]Fresh Raids and locations[/p]
[p] Please be sure to share your feedback on social media and tell us which changes you’d like to see more of. This will help us focus on what matters most to you![/p]