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  3. Plans for the Second Half of 2020

Plans for the Second Half of 2020



Dear players!

We have recently presented the PC and Console development roadmap for the second half of 2020. The developers have revealed more details on the upcoming novelties and changes and we are glad to share them with you.

[h2]Maps and Modes[/h2]
[h3]District 2.0[/h3]
You have long been waiting for this popular map to be overhauled. It is almost ready, and you will soon be able to appreciate its reworked visuals and gameplay.

Concerning the visual aspect, we have chosen the moment when Brazilian favelas are being transformed into a modern city as the map setting - big corporations destroying dilapidated buildings and erecting a high-tech skyscraper on the site.

If you are following the game lore, you will find a couple of references to the storyline. The majority of habitual elements have been replaced with construction site attributes, while the combination of weathered materials and polished modern glass surfaces looks amazing.

As for the gameplay, we tried to eliminate all complex objects you could jump on or hide behind, especially those places that made it possible to shoot at feet, for example, rails. We have also fixed minor drawbacks and improved the player readability.



[h3]Solo PvE Mission[/h3]
The mission features the most epic moments from your favourite Special Operations such as Ice Breaker or Black Shark. This short session is basically designed for new players, so that they could get familiar with the game lore, the PvE aspect of the game in general, its feeling and mechanics. The solo mission will hardly entertain or surprise Warface veterans, since they are too well familiar with such scenarios.

We do not exclude the possibility of further elaborating and updating it to make the mission relevant for experienced players as well; for example, by adding a Hard difficulty posing an interesting challenge.

[h3]Pripyat-Styled PvP Map[/h3]
We plan to release a Pripyat-styled PvP map for the “Bag and Tag” mode to celebrate Halloween. This idea was inspired by you, our beloved community, who suggested we use the existing atmospheric locations to create new maps for different modes. The Pripyat-styled map will feature a very interesting and unusual gameplay, and, if you like it, it might become part of the regular map rotation.

[h3]Tweaks to Ranked Matches[/h3]
Tweaks to Ranked Matches are a very slippery slope. Currently, this mode has several drawbacks. First, it is finite; in other words, as soon as you reach the first league, you have nothing to strive for. Second, with the start of every new season, the matchmaking fails when players who should never face each other get matched. Surely, afterwards they are sorted out to the leagues up to their skill, but it takes some time and frustrates weaker players as they have to oppose real pros who are decisively climbing the ranked ladder.

The system we intend to implement till the end of the year presupposes that everybody starts the ascent with a definite number of points and then goes on gaining or losing them depending on the match outcome. Finally, you will reach a certain consistent number that suits you skill. At the same time, you will begin a new season with the same score you gained in the previous competition.

It must be understood that in this case, the season start will not be as easy for Warface veterans as it feels in the framework of the existing RM system. Now, the lowest leagues reached at the beginning of each season are like shooting fish in a barrel for them. The fact that everybody will start among players with an equal skill will make it more challenging. At the same time, it will grant perfect balance as contenders will most likely win and lose with the same frequency and will be matched against and teamed up with worthy adversaries.

[h2]Game Interface and Items[/h2]
[h3]Reworked Interface[/h3]
The interface overhaul aims to unify the interface on all game platforms, so that it would be comfortable to navigate it with a controller. Moreover, the new system will make it easier and faster for us to add new features, and we have lots of ideas to realize.

The old interface will be replaced in parts. The most important pages such as Home, Inventory and Shop will be the first to be updated. The overall interaction with the game will become smoother, more modern and pleasant to the eye.

[h3]New Character Selection Window[/h3]
Newcomers will see a more beautiful and improved character selection window. We also plan to update character faces line up to choose from.

In addition, there will be a possibility to create a female character from the start without having to buy a female skin. As for the build, the female character will not differ much from the male soldier.



[h3]Equipment Pre-sets and Pockets [/h3]
We are planning to implement this long-awaited feature this year. It will allow you to assemble sets for different game modes and objectives such as PvE or Ranked Matches and switch between them by merely pushing one button.

The pocket improvement is a related topic. We remember that we have promised you to give an opportunity to take two smoke or two flashbang grenades or one grenade of each type to battle. This feature will be carried out as well.

[h3]Weapon Charms[/h3]
We will add another customization option allowing you to put charms on your gun. There will be themed charms to mark certain events, updates, global operations or important dates for the project.

As for their physics, they will move in accordance with the weapon behaviour; for example, charms will vibrate during shooting. It will be also possible to hang charms on different weapon parts depending on the arm type.



[h2]Battle Pass[/h2]
[h3]“Dark Samurai”: Overall Concept and Mechanics[/h3]
While developing and designing the new Battle Pass, we have taken into account our rich experience and your feedback on the current global operation, so we gave it the best of all worlds. The overall concept is similar to that of “Gorgon” meaning that there will be several daily task sets updated on a daily basis and suiting all kinds of players. The average playtime required to complete these missions is about 1,5 hours a day, but it may vary depending on your skill and proficiency.

[h3]“Dark Samurai”: Content and Achievements[/h3]
The Battle Pass rewards and distinctions will be quite classic meaning that they will offer weapon series, camos, character skins and achievements. The themed items are full of ancient oriental wisdom and recognizable symbols transmitting supernatural energy, power and peace of mind.

[h3]In-game Battle Pass[/h3]
The Battle Pass integrated into the game will work just like its web version sporting tasks, progression, rewards and one-off content. However, the fact that it will be elaborated within the game and you will be able to directly interact with it, will spare us and you certain troubles.

[h2]Other Features[/h2]
  • After one of the following updates, you will be able to see player stacks; each of them will be marked with a number.
  • We will continue our work on the synchronization system (learn about the status quo and the latest changes here);
  • Extended vendor item line up;
  • Lots of bright weapon series (for example, depicting the Apache style);
  • The three-barrel shotgun Chiappa Triple Threat;
  • A unique double-barrel SMG for Engineers;
  • SEDs will remain in the game because this intuitive class is actually quite popular and is used almost in every completed Blackwood or Hydra Special Operations. The fifth class has certain issues: it is too slow to play on, but it is too heavily armoured to combat. We tried to balance it off via the second gear set. In addition, SEDs have been removed from Ranked Matches. The fate of this class is still to be determined but we see that many of you actively play it, and we do not want to drop it altogether.


We will do our best to implement these plans till the end of this year. Thank you very much for your support and feedback - let's dive into the exciting future together!

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