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Rescue Ops: Wildfire – Dev Diary #3

[p]Hello everyone! Time flies, it’s already time for our third Dev Diary![/p][p]October has been a busy month: a new video showcasing our fire propagation system, our first roadmap, and of course, our participation in Paris Games Week with a playable version of the game! And that’s not all… more surprises are coming soon 👀[/p][p]But what actually happened behind the scenes these past few weeks? Let’s take a look 👇[/p][p][/p]
Missions and tutorial
[p]We’ve been working on integrating missions directly into the engine, while continuing to refine environments and scenarios.[/p][p]The tutorial also received special attention for Paris Games Week: since it will be presented by real French firefighters, we wanted to make sure it’s as clear and intuitive as possible.[/p][p]You might remember the mission selection interface we showed last month - it’s now being implemented in the engine.[/p][p][/p][p]The mission selection menu comes to life in the engine[/p][p][/p]
Gameplay comfort
[p]Several quality-of-life improvements have been added this month:[/p][p]A new dynamic crosshair, which quickly shows whether you can interact with an object.[/p][p]The crosshair in its neutral state, when aiming at an interactive element, and when an interaction is blocked or unavailable[/p][p][/p][p]We improved the display of water pressure and hose distance. An indicator now warns you when you reach the limit or when pressure gets too low, helping you plan your movements better.[/p][p]First version of the pressure and hose length display[/p][p][/p][p]We also reworked the “Focus” mode, which lets you aim precisely at specific elements like the pump. It can now only be used on compatible elements, making interactions clearer and smoother.[/p][p][/p]
A new mechanic
[p]Major new feature this month: vehicle damage! Gone are the days when you could crash into everything without consequences. Each collision now damages the truck, and fire can also affect it.[/p][p]That means the player can now die inside the truck if the damage becomes too severe![/p][p]The mechanic is still being fine-tuned, but here’s a first look in action:[/p][p][/p][p]We’ll definitely drive more carefully now… or at least we’ll try![/p][p][/p][p]The tactical support menu was also updated to be clearer and better suited to our current missions.[/p][p][/p][carousel][/carousel][p]Before / After, what do you think about the changes?[/p][p][/p]
On the artistic side
[p]Our art team is still hard at work on the complete map overhaul, a massive task covering more than 16 km²! Three main areas have seen great progress: the cove, the harbor, and a large parking lot. The cliffs and paved roads were also improved for greater realism.[/p][p][/p][carousel][/carousel][p]A little sneak peek at our recent work[/p][p][/p][p]At the fire station, a few new props have been added: a desk, a “work in progress” sign, and some smaller details. This area won’t be fully completed for the first playtests, but we wanted to reflect that directly in the game.[/p][p][/p]
And also…
  • [p]Visual improvements of on-screen key indicators, especially for actions requiring to hold a key[/p]
  • [p]The game can now be displayed in English or French[/p]
  • [p]Invitation system between players has been improved[/p]
  • [p]Testing via Steam Playtest still ongoing[/p]
  • [p]Plenty of bug fixes[/p]
[p][/p][hr][/hr][p][/p][p]That’s it for October! As always, thank you so much for your continued support. [/p][p]We wish you all a Happy Halloween, and we’ll see you next month for more updates![/p][p][/p][p]❤️ Rescue Ops: Wildfire team
[/p]

Rescue Ops: Wildfire

[p][/p][previewyoutube][/previewyoutube][p][/p][p]Attention Firefighters![/p][p][/p][p]Our latest video just dropped, and it’s causing some heat on YouTube! 🔥[/p][p][/p][p]What to look out for:[/p][p][/p]
  • [p]Find out how we designed the fire in Unreal Engine 5[/p]
  • [p]How we managed to keep the performance as crystal clear as possible[/p]
  • [p]How we learned to synchronize the data in real time[/p]
  • [p]How heat propagation, wind, strength, and terrain affect fire spreading[/p]
  • [p]How fire spreading affect players in-game[/p]
[p][/p][p]Check it out, share it with friends, and let us know what you think! We’d love to hear your thoughts on it![/p][p][/p][p]Oh, and while you are at it, don’t forget to WISHLIST![/p][p][/p][p]Wait… something’s missing… Oh right - the ROADMAP! 🚒🔥 One of our firefighters secured it from turning into ashes! Check out what’s cooking all the way to Q3 2027, and don’t forget to mark your calendar for the chaos you don’t want to miss![/p][p][/p][p][/p][p][dynamiclink][/dynamiclink][/p]

Rescue Ops: Wildfire – Dev Diary #2

[p]Hello everyone, and welcome to our second Dev Diary! [/p][p]September is here, and that also means we’re back in full swing at Exkee. After a well-deserved summer break, the team is working hard with a clear goal in mind: to deliver a first playable version of the game by the end of the year, ahead of our Early Access launch planned for 2026.[/p][p]So, what did we accomplish in September? Let’s take a look 👇[/p][p][/p]
A brand-new tutorial
[p]We know our game inside and out… but you don’t (yet)! That’s why we developed the first version of the tutorial, tested during our very first public event on September 20. The feedback we received helped us refine this introduction so everyone can jump into the action more easily.[/p][p][/p]
New missions
[p]Another major focus: playable missions. Two scenarios are already well underway, and this also gave us the chance to work on the mission selection interface.[/p][p][/p][p]Mock-up of the new menu, currently being integrated into the engine[/p][p][/p]
On the artistic side
[p]September was also busy for the art team![/p]
  • [p]The map redesign continues with new rocks, trees, roads, and other details enriching the environment.[/p]
  • [p]The training center, inspired by the firefighters’ facility in Velaux (France, Bouches-du-Rhône), now includes a brand-new locker room… and that’s only the beginning![/p]
[p][/p][p] The fire station is filling up with this shiny new locker room! Do you have any ideas for other rooms to add?[/p][p][/p][p]A lookout tower is also in the works[/p][p][/p]
Gameplay mechanics
[p]On the gameplay side, several mechanics have been polished:[/p]
  • [p]The management of smoke intoxication and heat has been reworked and is currently being balanced, as these mechanics encountered many issues following the implementation of our new fire system. The same applies to fire extinguishing.[/p]
  • [p]Civilian rescue mechanics are improving with a new medical bag that can store multiple items to treat different injuries.[/p]
  • [p]The tactical support menu has evolved alongside the mission system.[/p]
  • [p]Development of a new system for placing and rotating objects. By default, objects are dropped facing the player, but the new system now allows them to be oriented and placed with greater precision.[/p]
[p][/p][p] Preview object placement before confirming it, for more accuracy and time savings[/p][p][/p]
And also…
  • [p]Steam and Epic Games Store integration[/p]
  • [p]First internal Steam Playtest sessions[/p]
  • [p]Improved fire and smoke effects[/p]
  • [p]And of course… lots of bug fixes![/p]
[p][/p][hr][/hr][p][/p][p]That’s it for September! Thank you so much for being here and supporting us. We wish you an amazing October, and we’ll see you next month for the third Dev Diary![/p][p][/p][p]❤️ Rescue Ops: Wildfire team[/p]

Rescue Ops: Wildfire – Dev Diary #1

[p]Hello everyone, and welcome to our very first Developer Diary! ☀️[/p][p]When we asked what you’d like to see on the Discord server, many of you said: more info about the development. So here it is – a monthly format to give you a look behind the project.[/p][p]Summer is usually a quieter time, but even with part of the team on some well-deserved rest, development kept moving forward. Our main goal: getting closer to the demo you’re all waiting for.[/p][p][/p]
A brand-new interface
[p]Until now, many UI elements were just quick placeholders. But now, an artist has designed a (nearly) complete interface, consistent with our art direction. Integration has started, and the difference is striking: everything feels clearer, smoother, and more immersive.[/p][p][/p]
Reworked map and tactical support
[p]Two major mechanics got some serious attention this month:[/p]
  • [p]The map: its design and navigation have been completely reworked. It’s not finished yet, but the improvement is already huge.[/p]
  • [p]Tactical support: operations are now better organized and easier to access. Other design questions came up as well, especially around ‘usage costs’ – more on that later.[/p]
[p][/p][carousel][/carousel][p]Check out this evolution! Still a work in progress (especially the wind vane and the tactical support panel), but already a huge improvement[/p][p][/p]
Missions and tutorial
[p]We’ve also been working on the mission system: how you’ll unlock them, how they’ll chain together… At the same time, new missions are being prepared, and the tutorial is already being tested in-engine.[/p][p][/p]
Art & environment
[p]On the art side, things are busier than ever! The team is currently overloaded because they’ve started redoing the entire environment. This overhaul comes from our desire to improve mountains, roads, and landscapes. That means tons of new assets being created - rocks, vegetation, and much more.[/p][p]A sneak peek at the new rocks, with more improvements on the way[/p][p][/p]
The upgraded truck
[p]Your main firefighting vehicle also got some love. We added or reworked several key features: headlights, sirens, and even the horn! These changes bring more immersion and make missions feel more authentic.[/p][p]This work will lay the foundation for the next vehicles we’ll be developing.[/p][p][/p][p]Headlights piercing through the smoke[/p][p][/p]
Fire, super-sized
[p]This is without a doubt one of the biggest technical breakthroughs of recent weeks: we’ve gone from handling 6,000 to 500,000 burnable elements. A huge leap forward that makes wildfires feel far more realistic.[/p][p]Our fire propagation algorithm, which we’ve been developing for nearly two years, is a unique system we’re especially proud of – something no other simulator has achieved so far. We’ll share more about it in a dedicated video that dives into all the details.[/p][p]Of course, such progress also requires plenty of fine-tuning for existing mechanics… so trust us, the developers are anything but bored![/p][p][/p]
And also…
  • [p]Progress on integrating the game into Steam and the Epic Games Store.[/p]
  • [p]Visual improvements to details, such as backpacks (straps now follow the shoulders more naturally).[/p]
  • [p]A new display system for carbon monoxide poisoning.[/p]
[p][/p][hr][/hr][p][/p][p]That’s it for our very first Dev Diary! We hope you enjoy this new format and that it gives you a clearer picture of our progress. Let us know what you think![/p][p]Thank you again for your support, and see you next month for the next update![/p][p][/p][p]❤️ Rescue Ops: Wildfire Team[/p]

Rescue Ops: Wildfire - Gameplay Sneak Preview

[p]Hello everyone! [/p][p][/p][p]It’s been 2 months since our last update. And now we’re targeting 50,000 wishlists (we’re almost there!) and we’re revealing our first gameplay video. AHHH we’re so excited (and a little nervous 😅).[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]In this early look, you’ll discover: 👇[/p]
  • [p]The core firefighting mechanics[/p]
  • [p]Hose and water supply management[/p]
  • [p]Fire extinguishing and a sneak peek of different spray types[/p]
  • [p]Our vehicle system and some tools[/p]
  • [p]A glimpse at future features in development[/p][p][/p]
[p]We’re looking forward to your feedback whether on Steam, Discord, or social media that you can find on our Linktree. Thank you for being part of this adventure![/p][p][/p][p]❤️ The Rescue Ops Team[/p]