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Black Vultures: Prey of Greed News

DEV UPDATE #05 - TOQUI: Born from Chaos

[p][/p][p][/p][p]Hello, Vultures![/p][p]Today, we’re introducing one of the most unpredictable operators in Black Vultures: TOQUI.[/p][p]Known for his blistering speed and ruthless efficiency, TOQUI is a combat specialist who believes that mobility is the key to survival. He strips away anything that slows him down, even if it means leaving himself dangerously exposed. In the right hands, TOQUI becomes a blur of violence, striking before the enemy has time to react.[/p][p]Let’s take a closer look at what makes him so lethal.[/p][p][/p][h3]TOQUI[/h3]
  • [p]Real Name: Clayton Lee Brooks (Nickname: Clay)[/p]
  • [p]Age: Late 30s[/p]
  • [p]Origin: Southern U.S. (Union of States)[/p]
[p][/p][h3]Combat Role and Playstyle[/h3][p]TOQUI prioritizes speed above all else. He forgoes heavy armor and most defensive gear in favor of maximum agility, allowing him to move faster than any other operator. This gives him a major advantage in flanking, repositioning, and striking vulnerable targets before they can respond.[/p][p]His combat style focuses on using tactical mobility to seize key positions and maximize his offensive potential. But the tradeoff is clear. TOQUI’s low durability means that even a single bullet can spell disaster. He demands precision, awareness, and the ability to escape just as quickly as you attack.[/p][p]If you enjoy hit-and-run tactics, exploiting weak points, and outmaneuvering your enemies with raw speed, TOQUI is your ideal pick.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][h3]Backstory[/h3][p]TOQUI was once a legendary member of the U.S. military’s elite special forces. His career ended in disgrace after he was implicated in a war crimes investigation related to the abuse of prisoners. Though his role was minimal and largely the result of pressure from commanding officers, he was unable to avoid responsibility.[/p][p]He was dishonorably discharged, stripped of all service recognition and benefits.[/p][p]After leaving the military, TOQUI struggled to reintegrate into civilian life. Rejected by society and consumed by shame, he began to spiral. Alcohol took hold, followed by violence. One night, during a drunken argument, he killed his wife and fled to Central America.[/p][p]There, he became a cartel hitman and slipped further into addiction, eventually finding himself on the run once again. He smuggled himself into Europe and eventually arrived in Antiviyane, where the war had opened new opportunities for mercenaries. It was there that he joined the Vultures, a newly independent force that welcomed anyone with the skills to survive, no questions asked.[/p][p]For the first time in years, TOQUI felt like he had found a place he could belong. But years of substance abuse and trauma had left deep scars. He suffered from severe mental instability and frequent psychological regressions. His moral compass had fractured, and he often clung to his squadmates like a frightened child, unsure of what was real.[/p][p]Yet when the battle begins, everything changes. TOQUI becomes something else entirely. His instincts take over and the fragmented man disappears, replaced by a near-perfect engine of war. His movements are sharp. His decisions are clean. His efficiency is terrifying.[/p][p]In that moment, TOQUI is not broken... he is unstoppable.[/p][p][/p][p][/p][p]More operator profiles are on the way. Until then, we hope TOQUI gives you another glimpse into the kind of operators who call the Vultures home.[/p][p]We’ll see you in the field soon, Vultures![/p][p]▸ The THISMEANSWAR Dev Team[/p][p][/p][p][dynamiclink][/dynamiclink]Black Vultures Official Discord[/p]

DEV UPDATE #04 - The Ghosts of SNAFU

[p][/p][p][/p][p]Hello, Vultures![/p][p]Today, we’re taking a closer look at the battleground for Cargo Rush. Nestled deep behind the frontlines, this forgotten Eastern European town has become the backdrop for a high-stakes mission that no faction can afford to lose.[/p][p]Let us take you inside SNAFU.[/p][p][/p][h3]The Forgotten Town of Vozneansk[/h3][p]While tracking a missing gold transport unit, a Vultures recon team discovered signs of the lost cargo in Vozneansk, a crumbling outpost left behind in the chaos of war. As the main Vultures prepared to move in, reports came in that two other armed groups were also converging on the city.[/p][p]The Vultures command believes these to be black ops teams from Luthezia and Antiviyane, both likely after the same cargo. With time running out, the Vultures move first, setting the stage for a confrontation that would decide who gets to claim the glory.[/p][p]Though the full operation remains under wraps, our latest gameplay footage offers a glimpse into the desolate streets of Vozneansk and the battles to come.[/p][previewyoutube][/previewyoutube][p][/p][h3]The Wounds of War[/h3][p]SNAFU is a map designed with layers of history and tension, reflecting a town caught in the middle of a prolonged war. Its broken structures and deserted streets hold stories of survival, conflict, and loss.[/p][p]At the center stands a towering sniper post, a makeshift structure that commands sightlines across the map. Inspired by a real-world stronghold where a lone marksman changed the tide of battle, this tower symbolizes the battles that once raged here and the ones still to come.[/p][p][/p][p][/p][p][/p][h3]Three Distinct Combat Zones[/h3][p]SNAFU is divided into three areas, each offering different tactical opportunities and combat scenarios:[/p][p][/p][p]Zone A - Commercial District[/p]
  • [p]Once the bustling heart of the town, this area is filled with small shops, cafés, and a grand hotel. Though battle damage is visible, the layout remains rich with cover and flanking routes. Narrow alleys and broken interiors create the perfect space for ambushes and close-range skirmishes.[/p]
[p][/p][p][/p][p]Zone B - Residential District and Refugee Camp[/p]
  • [p]The quiet remnants of daily life still linger here. Shattered furniture and old toys paint a picture of a life interrupted. Just beyond the homes lies a makeshift refugee camp, a stark reminder of the civilians who once fled for safety. This zone adds emotional weight to the environment and encourages slower, more methodical movement.[/p]
[p][/p][p][/p][p]Zone C - Industrial District[/p]
  • [p]A dense factory zone that once powered the town’s economy. Tall stacks of containers and scattered materials create a dynamic space for vertical and horizontal play. Be sure to make full use of elevation and cover to control this area.[/p]
[p][/p][p][/p][p]SNAFU tells its story through silence, scars, and the battles yet to unfold. A place where scorched buildings, rusted barricades, and narrow paths offer countless ways to outmaneuver your enemy.[/p][p]We’re looking forward to seeing how you fight, adapt, and make your mark inside its walls.[/p][p]▸ The THISMEANSWAR Dev Team[/p][p][/p][p][dynamiclink][/dynamiclink]Black Vultures Official Discord[/p]

DEV UPDATE #03 - One Cargo, Three Factions, No Mercy

[p][/p][p]Hello, Vultures![/p][p]It’s time to introduce the core game mode that will define your early operations in Black Vultures. In this dev update, we’re pulling back the curtain on Cargo Rush, a 3-faction showdown built around risk, timing, and precision.[/p][p]If you’ve been wondering what kind of missions you’ll be dropping into during the Steam Alpha Playtest, this is where it all begins.[/p][p][/p][h3]Mission Overview[/h3][p]In Cargo Rush, three factions of six players each enter the battlefield with one goal: secure and extract the Cargo before anyone else.[/p][p]Here’s the basic mission flow:[/p]
  • [p]Secure the Cargo when it spawns.[/p]
  • [p]Transport it to your faction’s Extraction Point (EP).[/p]
  • [p]Install the Cargo to initiate extraction.[/p]
  • [p]Hold the point until the drone arrives.[/p]
[p][/p][p]The clock is ticking. Each match lasts up to 30 minutes, and there are multiple win conditions:[/p]
  • [p]Successfully complete a Cargo extraction.[/p]
  • [p]Eliminate all enemy respawn tickets.[/p]
  • [p]Or, if the match times out and no one has completed an extraction, everyone loses.[/p]
[p][/p][h3]How Cargo Works[/h3][p]Cargo appears 90 seconds after the match begins, at a preset location on the map. Once it spawns, it becomes visible:[/p]
  • [p]White if unclaimed.[/p]
  • [p]Blue if held by your faction.[/p]
  • [p]Flashes in enemy colors every 15 seconds if held by the opposing side.[/p]
[p]Once your team picks it up, you’ll need to deliver it to your EP and start the extraction sequence. The extraction process takes 120 seconds, divided into three phases (30 seconds, 30 seconds, and 60 seconds). If you’re interrupted, progress is saved up to the last completed phase. When you restart the process, you’ll resume from where you left off.[/p][p]Opposing factions can attempt to halt your extraction by interacting with the Cargo for 3 seconds. Only one player can interrupt at a time, and they can’t be interrupted by anything other than death.[/p][p][/p][p][/p][h3]The Carrier Role[/h3][p]Whoever holds the Cargo becomes the Carrier.[/p]
  • [p]Carriers move slower than usual.[/p]
  • [p]Enemies within 20 meters of the Carrier are auto-marked for 5 seconds.[/p]
  • [p]This intel is shared in real-time with all teammates.[/p]
  • [p]The scan refreshes every 5 seconds.[/p]
[p]Choosing who becomes your team’s Carrier and how you protect them becomes a strategic decision. Moving the Cargo is only half the battle… keeping it in possession is the real challenge.[/p][p][/p][h3]Respawn System: Life Tickets[/h3][p]Each faction starts with a pool of respawn tickets. Every time you die, one ticket is consumed.[/p]
  • [p]All players get one Personal Ticket.[/p]
  • [p]Each faction starts with five Team Tickets per player (30 total per faction).[/p]
  • [p]Every 500 points earned by your faction grants an extra Team Ticket.[/p]
  • [p]If Team Tickets are depleted, players use their Personal Ticket instead.[/p]
  • [p]Individual players earn a new Personal Ticket every 500 points, up to five max.[/p]
[p]Run out of both, and you’re stuck spectating from the sidelines.[/p][p][/p][h3]Forward Respawns[/h3][p]If the Cargo gets close enough to an Extraction Point, the faction furthest from it unlocks a temporary Outpost spawn point to help them re-engage.[/p][p]This system helps maintain pacing and keeps teams from being left behind. It also reduces overlap in approach paths and gives defenders something more to worry about.[/p][p][/p][p][/p][h3]ATV Respawn System[/h3][p]Need to get back to the fight fast? That’s where ATVs come in.[/p][p]On the respawn screen, players have the option to spawn directly into an ATV. When selected, you’ll appear just outside your faction’s base, near one of three entry routes into the combat zone.[/p][p]Each faction has three ATVs located in their spawn area. These vehicles act as personal transport, perfect for cutting down travel time and launching a quick flank or deep push toward the objective. If an ATV is destroyed or abandoned, it will automatically respawn at the original base location after about 30 seconds.[/p][p]The ATV system gives players the mobility needed to stay in the action, close the distance, or catch the enemy off guard. Use them wisely. Drive with purpose.[/p][p][/p][h3]Victory and Defeat[/h3][p]Here’s how each match can end:[/p]
  • [p]One faction successfully extracts the Cargo. They win, others lose.[/p]
  • [p]All respawn tickets are depleted for two factions. The last faction standing wins.[/p]
  • [p]Match ends with no completed extraction and remaining tickets. All factions lose.[/p]
  • [p]Extraction is in progress at timeout. If successful, that faction wins. If not, all factions lose.[/p]
[p]This system ensures that every match pushes toward a conclusion. No one can hide behind a score advantage. You either finish the job or fail trying.[/p][p][/p][p]We’ve built Cargo Rush from the ground up to encourage aggressive plays, creative flanks, and clutch team coordination. Expect chaos. Expect tension. And most of all, expect a reason to keep going back in.[/p][p]Next up, we’ll show you where it all takes place: SNAFU.[/p][p]▸ The THISMEANSWAR Dev Team[/p][p][/p][p][dynamiclink][/dynamiclink]Black Vultures Official Discord[/p]

DEV UPDATE #02 - A New Light on the Battlefield

[p][/p][p][/p][p]Hello, Vultures![/p][p]If you’ve seen our first in-game trailer, you probably noticed something we did too. While it captured the direction we were aiming for, it didn’t fully reflect the visual quality we had in mind.[/p][p]At the time, our team was in the middle of implementing Nanite, a key feature of Unreal Engine. That meant we were also rebuilding many lighting systems and overhauling entire scenes to match. The trailer was made during that transitional phase, and we weren’t able to showcase the full potential of the updated environments.[/p][p]We’ve seen your comments. Some said the game looked dated or older than expected. We understand why, and we’ve taken that to heart. Since then, the Nanite-based environments have stabilized, and our lighting setup has been reworked from the ground up.[/p][p][/p][p][/p][p]The image above shows one of our artists fine-tuning a new lighting pass. After seeing the feedback on the original trailer, he took it upon himself to revisit the scene and bring it closer to the visual standard we’re aiming for in the Steam Alpha Playtest.[/p][p]Although, if you look closely, two enthusiastic colleagues seem to be keeping a very close eye on his progress. Some might say this was purely voluntary. Others might say it was… strongly encouraged.[/p][p]Either way, we’ve taken that feedback seriously. Check out the updated gameplay trailer below, now featuring the improved lighting pass in action.[/p][p][/p][previewyoutube][/previewyoutube][p]We’re pushing hard to raise the bar, and the Steam Alpha Playtest is only the beginning. There’s still a lot we want to refine before launch, and your feedback will play a big part in shaping what comes next.[/p][p][/p][p]We’ll see you soon on the battlefield.[/p][p]▸ The THISMEANSWAR Dev Team[/p][p][/p][p][dynamiclink][/dynamiclink]Black Vultures Official Discord[/p]

DEV UPDATE #01 - Meet the Developers

[p][/p][p]Hello, Vultures![/p][p]We’re the team behind Black Vultures: Prey of Greed, and we’re thrilled to finally introduce ourselves to our Steam community. It’s our first step in building a direct line of communication with you, and we’ve been looking forward to this moment for a long time.[/p][p][/p][h3]Q1. Who are we?[/h3]
  • [p]THISMEANSWAR is a studio built by developers who live and breathe FPS games. Many of us have worked together before, developing high-quality titles with Unreal Engine and operating live game services across the globe. That shared experience and deep passion brought us together again, this time to create something new. We didn’t want to chase trends. We wanted to push the genre forward and bring a more complete, layered combat experience to players who are ready for it.[/p]
[h3]Q2. Why did we decide to make Black Vultures?[/h3]
  • [p]We’ve always felt that the traditional two-faction structure in most shooters tends to flatten the experience. It often boils down to brute force, and the room for mind games and tactical shifts is limited. So we started asking ourselves a different set of questions. What if players had to constantly weigh risk, timing, and motive? What if survival meant knowing when to retreat just as much as knowing when to fight?[/p][p]That’s the battlefield we set out to create. One where psychological warfare and raw greed intertwine. One where survival, not just marksmanship, determines the victor.[/p]
[h3]Q3. What did we focus on most during development?[/h3]
  • [p]Designing the flow of tension and crafting the layers of psychological warfare were our two biggest priorities.[/p][p]We didn’t want a game where the person with the fastest trigger finger always wins. Black Vultures is built on choices. Do you engage, or do you retreat? Do you risk your lives for the loot, or live to fight another day?[/p][p]The life ticket system is the backbone of that tension. Early in the match, there’s room to explore and experiment. But as tickets dwindle, every skirmish becomes a high-stakes decision. Players who contribute to objectives can bring teammates back into the fight, which opens the door to dramatic reversals.[/p][p]One of our toughest design challenges was handling the complexity that comes with three active factions. Traditional two-team structures are easier to balance. But with three, your team is never fully safe. Someone is always watching. The danger can come from any angle.[/p][p]To solve this, we fine-tuned every map layout and line of sight. From starting paths to high-traffic zones, every inch of the battlefield was designed to encourage unpredictable encounters and organic psychological tension.[/p][p]Lastly, we built the loot system around shared consequences. Team inventories encourage players to think beyond personal stats. Everything you carry matters to everyone, and only the team that makes it out alive gets to claim the prize.[/p]
[h3]Q4. What are we hoping to learn from the playtest?[/h3]
  • [p]This is our first real opportunity to see how the core systems behave in the hands of actual players. We’re especially focused on feedback in three areas:[/p]
  1. [p]Combat tempo and overall pacing:[/p]
    • [p]Does the loop of looting, fighting, moving, and extracting feel natural?[/p]
    • [p]Are there any parts that feel too slow or too overwhelming?[/p]
  2. [p]The three-faction dynamic:[/p]
    • [p]Are players experiencing the kind of mind games and tension we envisioned?[/p]
    • [p]Do unpredictable skirmishes add to the fun, or do they create frustration?[/p]
  3. [p]Balance of the life ticket and loot systems:[/p]
    • [p]Do survival and respawn mechanics encourage smart, team-based decisions?[/p]
    • [p]Is the risk-reward structure behind loot extraction working as intended?[/p]
  • [p]To us, this playtest is the beginning of something we’re building together. Every piece of feedback you give us is a compass, helping us chart the right path forward.[/p]
[p]Black Vultures: Prey of Greed doesn’t belong to us alone. We’ve embraced a Community-Driven Development mindset from the very beginning. That means this battlefield will be shaped by your hands just as much as ours.[/p][p][/p][p]The Steam Alpha Playtest in July will be the start of that journey. Your feedback will help us sharpen the systems, deepen the tension, and refine the experience into something truly unforgettable.[/p][p]Welcome to the war, Vultures! Let’s write the next chapter together.[/p][p]▸ The THISMEANSWAR Dev Team[/p][p][/p][p][dynamiclink][/dynamiclink]Black Vultures Official Discord[/p]