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Update 1.10 is now available!

[previewyoutube][/previewyoutube]

New Features


[h2]Two New Weapons[/h2]
Two new weapons have been introduced to the game: the MP7A2 for MARSOC and the SR-2MP Veresk for Volk. The MP7A2 is one we heard a lot of requests for. You’ll see it has its 40 round magazine, drop free magazine, and bolt release button, while the SR-2MP Veresk’s has a 30 round magazine, drop free magazine, and cheaper point cost to balance it. Both sport a high fire rate and are excellent choices for CQB. You won’t need to worry too much about your barrel getting obstructed as it might with longer weapons. We’re happy to have a chance to provide more close quarters options, plus finally get an SMG onto Volk!


[h2]New Map [/h2]
We have been listening to community feedback and requests for a European map. Egress is a brand new urban city map set in Estonia available for all game modes with both day and night versions, and it’s our second map to make use of snow. You will need to be careful when moving around to not give your position away when others can hear it crunching beneath your boots. Egress offers a variety of cover and interesting locations to discover including warehouse storage, a hotel bar, and more. Get ready to learn some new call outs.


This time around, we wanted to make sure all our weapon and map content in this update connected and fit well with each other in terms of both gameplay and setting. SMGs were a great fit for the close quarters urban fighting that’s seen in Egress. The MP7A2, in addition to being a commonly requested weapon by players, can be seen used by both American and Estonian special operations teams. The SR-2MP Veresk is a natural gameplay counterpart that is used by Russian security forces and thus makes sense for Volk to have their hands on, not to mention that its country of origin is just across the border. In future update content, we plan to connect our guns, maps, and overall content similarly as long as we are still satisfying our content goals giving you things you want to see in-game.

[h2]Regional Servers[/h2]
Regional servers allow players to play in matches hosted closer to their location where they can have better connections. Upon launch after downloading update 1.10 players will be asked if they want to pick a preferred region. There are 4 options to choose from; US West, US East, Europe, Asia. Players should pick the region closest to their current location. If players ever want to change their preferred server region, they can do so at any time in the Settings menu.

Choosing a preferred server region will set your game to attempt to join lobbies in that region when using the quick play options for Core, Co-op, and Social buttons found under Multiplayer. If a lobby can’t be found in your region, it will start checking other regions. Whenever you choose to host a lobby, your lobby will always be hosted in your preferred server region. This gives you more control over this function, and not just assume you always want to host in whatever region is closest to you. So if you have a few friends all located in another part of the world, and want to host a lobby for them that is physically closer to them so they can benefit from a lower ping, you can always go to your Settings and choose their region. When looking for a lobby to join in the server browser, you can see which server region a lobby is set to in the server info area at the bottom under “respawn mode”. You can also use the server browser’s filters to narrow down which regional server lobbies show in the browser. If you’re ever in the middle of a match and unsure what server region you’re in, you can always look in the back of the tent.

[h2]AI Enemy Animations [/h2]
AI enemy animations in co-op and single player have been completely overhauled. Every animation has been replaced, including walking, shooting, throwing grenades, dying, and more. Fighting AI and getting kills especially will now feel even more impactful, immersive, and responsive.

Now, over to the full change log!

Change Log:


[h2]Major Additions[/h2]
  • Snowy urban CQB map Egress
  • MP7A2 weapon for MARSOC Specialist
  • SR-2MP Veresk weapon for Volk Specialist
  • Regional Server Support for US East, US West, Europe, and Asia regions
  • Overhaul of all enemy AI animations including movement, deaths, and more

[h2]System[/h2]
  • Added additional information to Competitive filter description in the server browser
  • The 'Dominant Eye' setting no longer resets after changing the individual setting and relaunching the title
  • Fixed an issue where the license button would attempt to open a web page even if you weren't connected to the internet
  • Fixed issue that caused some players to go to main menu instead of directly going into the game lobby when accepting a game invite
  • Adjustments made to Virtual Gunstock to fix issues when aiming to prevent hypersensitivity
  • Fixed bug where some users are not able to see the Vote kick UI after they load into active gameplay and initiate a vote kick
  • Fixed bug where helmets would not properly equip and the menu options to not proceed to the loadout screen if hosts player's headset went idle before other players join the lobby
  • Fixed an issue on Quest 2 where dark shading patches were visible on character models
  • Quest users that have Oculus users as friends can now see said Oculus friend with the ‘Show Friends Only’ filter selected
  • Description of additional syringes available in co-op Evac is now consistent with the amount the user receives during gameplay
  • Loadouts created in Free Roam mode are no longer carried over to the other game modes
  • Weapons where both hands grip the weapon close together will no longer experience jittering when the user holds them at a specific angle

[h2]Gameplay[/h2]
  • Numerous fixes related to bugs linked to a host player's headset going idle before other players join the lobby
  • Players no longer become invisible to AI when joining the lobby while the host has their Quest in rest mode at the end of the round
  • Player can no longer see or use extra ammunition from AI when joining lobby after the 1st round in co-op mode
  • Fixed an issue where you would see a generic end of round message ("MISSING END ROUND MESSAGE FOR ESCORT") when no players would be left alive at the end of the jail spawn timer
  • Fixed a bug where ammo boxes were only visible to the host after a map transition in Bazaar
  • Fixed issue in Escort MARSOC could begin the game without a VIP and be unable to extract if their VIP disconnects from the lobby as the game begins
  • Fixed a bug where a player could become invisible if you leave & rejoin an Assault lobby after downing another player, & you spawn into the map before said player has re-spawned back into the map
  • Night vision no longer fades away when user steps into a cloud of smoke after throwing a smoke grenade
  • Fixed players being able to exceed the class limit by selecting the same class at the same time in competitive servers
  • The Player Arrow on the whiteboard map now correctly points in the same direction as the player is facing when looking at team members in active gameplay

[h2]Maps[/h2]
[h3]Bazaar[/h3]
  • Fixed multiple spots of collision
  • Adjusted lighting in Bazaar giving the map more direct light in daytime to improve visuals and player lighting
  • Fixed missing items in the Market area in Bazaar
  • Some of the buildings in Bazaar now have an extra open window

[h3]Quarantine[/h3]
  • Fixed multiple spots of collision
  • Fixed inconsistencies between Quest and PC versions of Quarantine where cover would exist on PC but not Quest
  • Fixed a mesh issue on the Humvees located on Quarantine
  • Fixed an issue where assets could clip through Hesco Bastions in Quarantine
  • Fixed an issue where the Air Drone could not see the sidewalks in Quarantine
  • Fixed an issue where the Drone would get caught on a building in Quarantine
  • Fixed several floating items in Quarantine

[h3]Suburbia[/h3]
  • Fixed multiple spots of collision on Suburbia
  • The correct footstep sound will now be heard on grass and concrete areas throughout Suburbia
  • Fixed Tree consistency on Suburbia between PCVR and Quest
  • Fixed an issue where the evac helicopter would sometimes land into Hesco barriers in Suburbia
  • Adjusted the overall lighting for Suburbia to have brighter and more detailed visuals as well as more accurate player lighting
  • Updated the textures for the grass terrain for both Quest and PC
  • Buildings and Fences in Suburbia were re-made for better utilization
  • New road and sidewalk textures were implemented
  • Some bushes have been remade to improve graphic quality and to rectify a PC-Quest gameplay advantage where PC players could see through them and Quest users could not

[h3]Turbine[/h3]
  • Fixed multiple spots of collision
  • Fixes for several exploitable areas

[h3]Workshop & Custom Maps[/h3]
  • Maps downloaded on previous versions no longer appear as duplicates on map selection
  • Fixed an issue where some subscribed maps always required an update after refreshing the Workshop page
  • Fixed certain map thumbnails appearing blank and unable to be selected on the 'Workshop' tab
  • Custom Map image no longer fail to update when the user is brought to the Workshop after accepting a 'Missing Map' prompt in the 'Multiplayer Server Browser'

[h2]Weapons and Utilities[/h2]
  • Fixed issue where positioning for weapons was not consistent when holstered when viewing other players
  • Hands no longer become stuck when holding another user's RPG-7 that has been reloaded
  • Fixed a performance issue on Quest related to the use of VR goggles
  • Fixed an issue with the PKM & M249 where your non-dominant hand would hold onto the feed tray cover when the weapon was dropped, following the weapon to the ground
  • Fixed issue where players could not manually activate an equipped laser sight on the P90 because the charging handle grab area interferes with the activation zone
  • Fixed max offhand grip release activating by weapon recoil when near the max offhand distance
  • Fixed a bug where another players primary weapon can fall through world when taking it then grabbing your own pistol
  • Smoke grenades can no longer be used normally during the match start timer
  • Fixed an issue on the SV98 when using Grip/Trigger setting and then attempting to pull the mag would result in an inability to do so or instead the bolt will be grabbed
  • Fixed an issue where letting go of your primary weapon with both hands simultaneously, while holding it away from your body, makes the gun stick to your offhand
  • The 2x Holographic Sight now shows attached to the rail on the FAMAS
  • AKS-74U Holographic Sight no longer appears solid in Gun Game after a computer restart
  • Primary and Secondary Attachments now default to 'Iron Sights' for Primary and Secondary Optics and Empty for Primary and Secondary Attachments after the user has equipped the Ballistic Shield, Stun Gun and Flare Gun in the tent
  • The 552 Commando charging handle no longer disappears when the chamber is closed
  • Corrected movement speed when player is using the Stun Gun in ready position
  • The PKM no longer unloads when dropped on the ground or passed to another player
  • Fixed issue where a single floating bullet would appear over the weapons of PKM-wielding AI throughout co-op matches
  • The magazine on the AK5C now appears correctly


[h2]Known Issues:[/h2]
  • Sometimes the 'You were kicked.' message fails to appear when the user is returned to the Main Menu after being kicked from a multiplayer lobby
  • Free roam is missing the Support class secondary weapons flashlight attachments
  • On the M249 and PKM, the weapon will fall in an unnatural manner when the weapon is loaded but not fired

February Sitrep is available now

Hello Onward Community,

We hope you have enjoyed all the images that have been appearing on our social channels throughout the last month. All of the posts related to things included in the upcoming update 1.10. This month on the Devs’ Desk we will be discussing the images, their meaning, and how they relate to the upcoming update.

We know you are excited to play on the new map and use the new weapons. Update 1.10 is expected to drop on February 21st. Keep your eyes on our socials to know the exact time the update becomes available for download.

[h2]From the Devs’ Desks:[/h2]

New Map
We can now confirm that our next map, Egress, is coming in update 1.10. Egress is a snowy urban map taking place in a port city in Estonia, with a focus on CQB and medium-range combat. Establishing lore and story background in Onward is important to us, and we’re trying to emphasize deeper immersion through story with our future level content. The newspaper articles that were shared on our social media actually appear in-game, placed throughout the level. Each one gives hints as to why Volk and MARSOC are there, and what led up to the fight. When you load into Egress, you’ll see a location and summary of the engagement as with all our other maps. But if you can connect the dots there with the articles, you’ll learn much more. See below for the mission summary seen in the loading screen:

Volk has bribed a dockhand to falsely report a bomb threat, causing an evacuation. Volk aims to kidnap a scientist on the CBRN response team. Nearby MARSOC on a joint training operation have been given permission to move in.

For the level design of Egress, we knew we wanted to emphasize the close-quarters weapons available in Update 1.10. The map is tightly packed with alleyways, warehouses, loading docks and a centralized hotel that make for a variety of ways to strategize with your team to cover ground effectively, outflank your opposition and make gameplay fresh with each round. We want to take this moment to share more images showcasing some of the outside areas on this level and leave the rest for you to discover.



New Weapons
In our very first teaser image, in addition to lore and setting, we left a nice little hint as to the weapon content coming in 1.10. Those in our community with a keen eye could see there was text in the bottom right hand corner of the page in that image reading “1316G1B”, which decodes as follows:

13 = M (13th letter of the alphabet)
16 = P (16th letter of the alphabet)
G = 7 (7th letter of the alphabet)
1 = A (First letter of the alphabet)
B = 2 (Second letter of the alphabet)

M - P - 7 - A - 2

We can confirm that the “MP7A2”, an oft requested PDW style SMG, is coming in 1.10 with the SR-2MP Veresk as its counterpart. Two image teases for the weapons showcased the amazing work the team does on the details when making weapons for the game. We showed extreme close ups of both guns, and then later showed off full on renders. You can see the close ups compared to the full weapon images below.


It was important to us that these new pieces of content fit together in a cohesive way that makes sense for both the gameplay and setting. These two PDWs are perfect for the confined urban CQB of Egress since they are small, lightweight, tight quarters weapons designed to be used against conventional armored combatants. Furthermore, we can see that the MP7A2 is used by both American and Estonian SOF, with Russian forces making use of the SR-2MP Veresk on their end as well. With adding these two guns, we have grown our CQB play and further expanded our suite of weapons in a way that makes sense for the update’s map and all other Onward maps, not to mention finally getting an SMG onto Volk!

Major Features
In addition to the other two major features we talked about in previous Sitreps (regional servers & improved AI animations), we wanted to highlight that major fixes and updates will be applied throughout our maps. The foundations we've laid in our previous updates now allow us to refocus on releasing improvements we've spent the last year working on in the background, such as map fixes etc. Starting in update 1.10 you will start to see a big flow of map updates coming out again. This includes things like updated textures, misaligned collision fixes, fixed exploitable locations, and more.

More details for all the features and bugs fixes that are included in update 1.10 will be announced with the patch notes when the update goes live.

[h2]Community Center:[/h2]
VR Central shared a fun video of some of the interesting things that happen during his gameplay in Onward. Some of the clips included are some skilled kills, funny moments, and some acts of ultimate betrayal during game sessions. We are glad to see that he has such a good time during his game sessions and makes the most out of some of the situations that happen on the battlefield. You can check out the video here: https://www.youtube.com/watch?v=nbHlPa8VwZs

The Custom Map Makers have done it again this month. We have 6 new custom maps for this month! Make sure to head over to the Workshop in game and add them to your library to test them out.

Shadow_Base submitted by !Lejam009 [PC & Quest]
The official home base map for SSF commissioned by Astro from SSF. This map was inspired by the 125 Fighter Wing base in Jacksonville FL

Lazer Quest submitted by Timemaster111 [PC & Quest]
Somehow you stumbled into the Lazer Quest arena. Reports are the enemy is here too... have... fun? (P.S. Try me with Night Vision and a Laser!)

Tactical Map& Battle Map Tachikawa submitted by Knyam_Gee [PC & Quest]


Cloud & Cloud Night submitted by TNK_tarematsu_JP [PC & Quest]
You are above the clouds. Be careful not to hit the fighters!
For night mode Your night vision is broken. Must use a flashlight.




Stay Focused, Stay Alert

The January Sitrep is now Available!

Happy 2023 Onward Community!

We would like to start by welcoming all the new players that have joined the Onward community! We saw a large increase in players and number of lobbies through the month of December. We hope you all are fighting the good fight and enjoying all the different game modes that Onward has to offer.

After our 1.9 release, our focus has been to work on stability in addition to new content for the next update. When we moved our game over to a new hosting service in 1.9 we realized some additional server work was needed and we wanted to address it as soon as possible to enhance your experience. We produced hotfixes through December and January to improve the server and game stability. Update 1.10 is the next update that will be released and will include the new content you have been asking for.

Let’s take a look at some of that new content the teams have been working on.

[h2]From the Devs’ Desks:[/h2]
Our level designers are providing a glimpse of what the inside of one of the major buildings looks like on the upcoming 1.10 map. It looks like something happened to cause this area to have been evacuated quickly. Luckily, the photo of Mr. Falafel Fluff appears to be undamaged.



The weapon artists are putting the last bit of polish on the two new weapons. What we can take a look at, well, listen to, is the audio of the new weapons being used at the shooting range.
Weapon #1 Weapon #2

We hope you’ve been enjoying our teases about update 1.10’s new content and backstory on our social media. We’ve been reading and enjoying all of your theories! If you look closely at what we’re posting, and read between the lines, you’ll see some hints on what’s to come.

https://twitter.com/OnwardTheGame
https://www.instagram.com/onwardthegame
https://www.facebook.com/OnwardTheGame/

[h2]Community Center:[/h2]

The Custom Map Makers have been working hard and added some great new maps to the workshop area. These new maps are available now to be played on PC and Quest.

Coastal Shrine submitted by @TNK_tarematsu_JP “Volk has taken over the shrine. marsoc must confront this.”

CQB_Training submitted by !lejam009 “This Marsoc base is situated in Colorado, instructors will bring their new recruits here to train them and prepare them for combat. This base offers a shooting range and a killhouse with watchtowers for instructors to evaluate the combat efficiency of their recruits.”

Paintball submitted by Bluega “For some reason terrorists are attacking a paintball field. Stop them.”

We are looking forward to showing you more as the time for release gets closer.

Over and Out

Hotfix 1.9.4 has been released

When patch 1.9.3 released there was an issue that was causing some lobbies to have incorrect spawn timers. In addition, there may have been other lesser reported compatibility issues for some players. These issues should now be resolved. It is highly encouraged that you update the game to version 1.9.4 to avoid any compatibility issues.

[h2]Change Log:[/h2]
  • Fixed a bug that was causing some lobbies to not have correct spawn timers.

[h2]Known Issues:[/h2]
  • On Meta Quest and Oculus Home, the 1.9.4 hotfix will report having version number 1.9.3.
  • Weapon recoil may cause the player character to let go of their weapon with their offhand if the player’s hands are already at the edge of the maximum grab distance
  • Players cannot manually activate an equipped laser sight on the P90 because the charging handle grab area interferes with the activation zone. It can still be activated when two hands grip the weapons using the left trigger.
  • Users are not able to see the Vote kick UI after they load into active gameplay and initiate a vote kick. The UI will appear in the next round.
  • Letting a Quest 2 host player's headset go idle before other players join the lobby causes helmets to not properly equip and the UI to not proceed to the loadout screen. Once the idle headset is active, function returns to normal.

Hotfix 1.9.3 is now available

Hello Onward Players!

We have started the year refreshed and hit the ground running by addressing some major pain points the community was experiencing after the 1.9 update. Please see the change log below for what is included in this patch:

[h2]Change Log:[/h2]
  • Improvements made to increase server stability
  • Improvements made to game stability and reduced the amount of game crashes
  • Fixed bug that would cause players to crash when grabbing object from another player
  • Fix a desync issue with round starting timer that was allowing Quest users to start sooner than PC users
  • Fix for bug where custom content ambient sound effects would carry over into other areas of the game
  • Fixed issue that could cause lobbies to crash (especially when playing modes like Co-op)
  • Updated messaging so when you load into an invalid/corrupted custom map, a message will now be shown when you are booted to the main menu


[h2]Known Issues:[/h2]
  • Weapon recoil may cause the player character to let go of their weapon with their offhand if the player’s hands are already at the edge of the maximum grab distance
  • Players cannot manually activate an equipped laser sight on the P90 because the charging handle grab area interferes with the activation zone. It can still be activated when two hands grip the weapons using the left trigger.
  • Users are not able to see the Vote kick UI after they load into active gameplay and initiate a vote kick. The UI will appear in the next round.
  • Letting a Quest 2 host player's headset go idle before other players join the lobby causes helmets to not properly equip and the UI to not proceed to the loadout screen. Once the idle headset is active, function returns to normal.