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Insurgency: Sandstorm News

Community Update Blog #3

Hello Gamers™,
DaraDef and fatherHank here!

It has been a crazy month at New World (well, at our homes) since the last blog, due to preparing the 1.6.3 patch, making sure the CTE was ready to roll and continuing to lock down everything for 1.7 Operation Nightfall, releasing on June 16.

One big thing we did since the last blog was our community survey. A lot of you have asked to see the data, so we’ve prepared some of the information that we can share with you all:





This is a word-cloud that represents the most commonly used words when asking about the most desired new weapon. Pretty easy to see which guns were the most requested. I too would like to see some big FAMAS energy in the game, and we can spot a few weapons in here that we plan to add to our Fall update. It’s up to you to guess which ones!





We learned that people overwhelmingly prefer customizing Security, so that’s a good indicator that we need to improve upon our Insurgent customization options. With the next few big releases, we think you will all enjoy what they have coming.





Although this was not surprising at all, almost nine out of every ten players think community maps should be considered for official matchmaking. We are currently talking about a potential contest where winners of an official Sandstorm contest could get their maps added to the game officially!





THE INFAMOUS DEATH-CAM QUESTION! Just over ⅓ of responses were specifically against it, nearly half of the players didn’t mind either way, and just under 20% called it beneficial. We’ve seen people calling this question rigged before we ever even posted the data - we promise we do not have the time to submit thousands of fake surveys to skew the data.

By now, we all know why we added the death cam, and we understand a lot of you are against it. The benefit to new players and retaining them is very valuable. We want to continue building the player-base and that benefits you as well - more heads to click.

We promised we would ask the community about the death-cam so we did. With just over ⅓ of survey takers actively disliking it, and ⅔ either feeling it’s beneficial or aren’t concerned with its existence, we feel it is better to keep it and help out new players for now.

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The 1.7 public CTE took place this last weekend and we hope you had as much fun as we did in the Play with the Dev events. It was great to play with and talk to enthusiastic players over comms, and discuss feedback and suggestions. We ran into a few small issues with things like spawning entirely blind in Hardcore Mode without even a flashlight, but overall it was a success and we can’t wait to hop back in and get entirely blinded by a rogue flashlight again. We appreciate all of the feedback we received from the CTE survey and in the CTE Steam subforum.

Only eleven more days until the 1.7 Nightfall update is officially released! If you haven’t been keeping track of what we are adding, here is the steam thread with every day’s reveal so far: https://bit.ly/3dqEa3b. We still have a couple of reveals up our sleeves, so make sure to follow us on socials to not miss out:
Twitter
Instagram
Facebook


As a team, we are really looking forward to dedicating time after 1.7 to fixing bugs and optimizing the game with our Operation: Clean Sweep initiative. It’s always standing on the razor’s edge as to how we dedicate our development time as a small team, but we know optimization and stomping out bugs are super important.

Our plan moving forward (and this is super tentative, things change and they change quickly) is to have a major release each quarter, the next coming in the fall followed by a winter update. In between these major updates, we will have smaller patches focusing on optimization and more bug fixing. Please continue to report bugs to our support desk.

Our large quarterly releases will always follow a theme, for example, 1.7 was Nightfall. We are already hard at work doing high-level planning for 1.8 and some of the ideas we have seen are super exciting, we’ll talk more about these in a future Community Blog.

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We are going to close out this month’s community blog with another NWI Employee interview. This month we are speaking to Michael Grills:





Hey Michael, thanks for taking the time to answer some of our questions, we know you are a busy man. Let’s get started...


What is your position at New World?

I’m currently the Art Director for Sandstorm and New World in general.

What does that mean, what do you do?

As Art Director I help the team improve the brand, the atmosphere, and the overall look of our games.

What was the first game you ever worked on?

Baldur’s Gate 2!!! I was an additional artist doing clean-up work just before the game shipped. I had no idea what I was getting into, I just knew I wanted to work in games. My very first assignment was clean up on a stain glass window.

What was your inspiration when planning the art aspect of Nightfall?

We were looking at modern warfare tools that are used for any type of night engagements as well as how to create that uncertainty that any military person feels when going into a battle with limited sight. We also want the players to feel cool when they load up their gear and be able to try out different ways of expressing themselves inside the game.

What was the biggest struggle you faced?

I joined the team after Sandstorm had already shipped and many of its art decisions had already been made. The team here is very interested in authentic weaponry and gears that don’t allow players a lot of room for creativity. We want to add more ability for self-expression and up the cool factor, but we also need to stay true to the current look of the game. We’re trying to fit into the current look of the game while adding more flair.

What was the most exciting part of creating this whole new aspect of Sandstorm?

For me, it’s always about the atmosphere. I’m less interested in the details of the weapons or gear and more about the overall feeling that the art can produce. Players may have noticed that the shadows in our maps are taking on a little bit of color and that things are a little less brown in the new maps. We can’t go too far with that but there are areas we are experimenting with.

How did you want to differ from other games that have night gameplay? What stands out to you as unique or different in Sandstorm: Nightfall night gameplay.

Sandstorm is scary hard to play in the daytime. We made a game that if you let your guard down or don’t work with your team, you’re in trouble. The night version makes it even harder. Play with your friends.

What kind of art changes are made for the sake of performance in the game?

The list is extensive. Everything from fixing level geometry to lowering the particle effect count. Optimization of materials and textures as well as fine-tuning our animations. My very first job when joining the team was to organize the optimization of the art assets as it’s a huge request from the community. Some of our fans aren’t as happy with the changes but most of the community is really interested in a better gameplay experience and I agree with that. The team here was surprised that I put gameplay over art. But I’m a gamer too and I want a great experience. Art is more than just visuals. It’s a feeling and our players want the game to feel great.

What are you working on now?

We are working on the next update. The team has picked what they want to put in it and we are just figuring out how it should look. DLC is important for the continued life of this game but it has to be cool and still fit the Sandstorm universe.

Do you still think yourself and fatherHank are in the running for the two worst Sandstorm players in the company?

I am the worst at Sandstorm on the PC but just wait until we get on Console. I’m the only one on the team that can finish our Demo levels on PS4 against the AI. I’m bad with a mouse and keyboard but I’ll challenge anyone on the team with a control pad. There I said it… What? What?

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Well, we still haven’t left our houses, but the weather is warming up for us in the Northern Hemisphere, so it’s nice to even sit in the backyard and soak up some sun. Then we run back inside and click on some heads some more.

We hope everyone is staying safe out there, be kind to one another,

DaraDef, Community Manager & fatherHank, Community Associate



CTE 1.7 - Play with the Devs (Round 3) Starts Now!

In anticipation of our upcoming 1.7: Nightfall update, our Play with the Devs event ROUND 3 is happening NOW from 11:00 AM MST - 12:00 PM MST on the Community Test Environment.

Help test upcoming content for Operation: Nightfall on the Community Test Environment:
  • New map: Tideway
  • 5 New weapons
  • Night versions of all existing maps including Tideway
  • Night Equipment - NVG, Infrared Laser, Infrared Flashlight, Flashlight weapon upgrades, Night-vision Scopes
  • New Cosmetics
  • And much more

To play with us, go to your Steam Library and download “Insurgency: Sandstorm Community Test Environment." Boot up the CTE, and please set matchmaking regions to US East.
[h3]We'll be focusing on Tideway (day map version) in Versus today![/h3]Click Play, select Versus, Tideway and Find Match. All of the devs won’t necessarily be in one game, but you’ll see us floating around your matches!

During the CTE, we will be restricting the playlists to focus solely on the new content.

Please note that all devs will have a DEV tag next to their name in-game. Anyone posing as a dev without the DEV tag is not an NWI developer.

If you have any questions about the new content coming in Update 1.7: Nightfall, please go here. After playing, please fill out this survey. The only other place the team will be funneling feedback is on our Steam CTE Sub-Forum. Please ensure to use the search function in the Sub Forum to see if your feedback/question has already been posted, and stick to ONE topic per thread.

See you soon!

CTE 1.7 - Play with the Devs (Round 2) Starts Now!

In anticipation of our upcoming 1.7: Nightfall update, our Play with the Devs event ROUND 2 is happening NOW from 11:00 AM MST - 12:00 PM MST on the Community Test Environment.

Help test upcoming content for Operation: Nightfall on the Community Test Environment:
  • New map: Tideway
  • 5 New weapons
  • Night versions of all existing maps including Tideway
  • Night Equipment - NVG, Infrared Laser, Infrared Flashlight, Flashlight weapon upgrades, Night-vision Scopes
  • New Cosmetics
  • And much more

To play with us, go to your Steam Library and download “Insurgency: Sandstorm Community Test Environment." Boot up the CTE, and please set matchmaking regions to US East. We'll be focusing on Tideway (day map version) in Co-op today!
Click Play, select Co-op, Tideway Normal, Hardcore and/or Frenzy and Find Match. All of the devs won’t necessarily be in one game, but you’ll see us floating around your matches!

During the CTE, we will be restricting the playlists to focus solely on the new content.

Please note that all devs will have a DEV tag next to their name in-game. Anyone posing as a dev without the DEV tag is not an NWI developer.

If you have any questions about the new content coming in Update 1.7: Nightfall, please go here. After playing, please fill out this survey. The only other place the team will be funneling feedback is on our Steam CTE Sub-Forum. Please ensure to use the search function in the Sub Forum to see if your feedback/question has already been posted, and stick to ONE topic per thread.

See you soon!

CTE 1.7 - Play with the Devs Event on Now!

In anticipation of our upcoming 1.7: Nightfall update, our Play with the Devs event is happening NOW from 11:00 AM MST - 12:00 PM MST on the Community Test Environment.

Help test upcoming content for Operation: Nightfall on the Community Test Environment:
  • New map: Tideway
  • 5 New weapons
  • Night versions of all existing maps including Tideway
  • Night Equipment - NVG, Infrared Laser, Infrared Flashlight, Flashlight weapon upgrades, Night-vision Scopes
  • New Cosmetics
  • And much more

To play with us, go to your Steam Library and download “Insurgency: Sandstorm Community Test Environment." Boot up the CTE, and please set matchmaking regions to US East
Click Play, select Co-op, Night Maps Normal, Hardcore, and/or Frenzy and Find Match. All of the devs won’t necessarily be in one game, but you’ll see us floating around your matches!

During the CTE, we will be restricting the playlists to focus solely on the new content.

Please note that all devs will have a DEV tag next to their name in-game. Anyone posing as a dev without the DEV tag is not an NWI developer.

If you have any questions about the new content coming in Update 1.7: Nightfall, please go here. After playing, please fill out this survey. The only other place the team will be funneling feedback is on our Steam CTE Sub-Forum. Please ensure to use the search function in the Sub Forum to see if your feedback/question has already been posted, and stick to ONE topic per thread.

See you soon!

CTE 1.7: Nightfall Now Open!

Today we are launching a playable preview version of our upcoming version 1.7 update. This includes a new map ‘Tideway’, five new weapons (AS Val, Honey Badger, Sterling, Grease Gun, Welrod), nighttime versions of all maps in Co-op, new cosmetic options, and more! See below for more info.

This content is now available on the Community Test Environment. Go to your Steam Library and download “Insurgency: Sandstorm Community Test Environment” to play. Please remember this is a preview build, so some issues are expected (see ‘Known Issues’) and all content is considered work in progress. If you encounter any problems or have feedback for the development team please don’t hesitate to let us know in the CTE sub-section of the Steam forums. Also be sure to fill out our 1.7 CTE Feedback Survey. Our team will be monitoring feedback during the CTE and aim to push this update to players on the live version of Insurgency: Sandstorm in June. The CTE will be open until 5:00 PM MST June 1st.

You can find some of the key new features and known issues below:
[h2]New Features[/h2]
    New map “Tideway”
    • Reimagining of Buhriz from Insurgency 2014
    • Playable in the following modes: Push, Domination, Frontline, Firefight, Normal Checkpoint, Hardcore Checkpoint, and Frenzy Checkpoint
    New weapons for Security Breacher
    • Honey Badger
    • Grease Gun
    New weapons for Insurgent Breacher
    • AS Val
    • Sterling
    New Secondary weapon for all Insurgent classes
    • Welrod
    Night Maps
    • Night versions of all maps including the new map Tideway have been created for Checkpoint, Hardcore Checkpoint, and Frenzy Checkpoint modes
    • Enemy AI have lower visibility and night-appropriate responsiveness
    • Enemy AI Breachers and Advisors make use of flashlights to locate and blind players
    • Versus modes can be played on night maps on community servers and potentially in the future as limited time playlists, but official matchmaking will only support Co-op night maps

[h2]Night Equipment[/h2]
  • Only available when playing on night maps
    Night-vision Goggles (NVG)
    • Available in the Accessory slot
    • Each faction has two available types, with different image quality and FOV
    • Each type is available in Green, Amber, White Phosphor, and Multicolor color filters
    • Increases nighttime visibility substantially, but still will have dark spots where there is little ambient light
    • When worn, will slow down aiming down sights speed
  • Infrared Laser weapon upgrade (IR Laser)
    • Available for all Primaries and Secondaries
    • Projects a laser beam and dot only visible when wearing Night-vision Goggles
    • Helps target enemies without ADS and indicate to teammates which angle you are watching
    • Useful when combined with NVG Point Shooting upgrade (see below)
  • Infrared Flashlight weapon upgrades (IR Flashlight)
    • Available for all Primaries and Secondaries
    • Projects a beam of light in a cone only visible when wearing Night-vision Goggles
    • Useful in very dark areas that Night-vision Goggles can’t fully illuminate
  • Flashlight weapon upgrades
    • Available for all Primaries and Secondaries
    • Projects a high intensity beam of light in a cone
    • Useful to see targets far away and to blind enemies, but will reveal your position
  • Night-vision Scopes
    • Available for 4x and 7x optics
    • Attaches a second scope to an existing optic to give its sight picture White Phosphor night vision
    • If Night-vision Goggles of a different color filter are worn when aiming down a Night-vision Scope, the scope’s sight picture will appear as the color filter of the Night-vision Goggles
  • NVG Point Shooting weapon upgrade
    • Available for all Primaries and Secondaries
    • If selected for a weapon, when aiming down sights while wearing NVGs, free-aim will disable and the weapon will “lock” to a position where it points to the center of the screen
    • Useful when combined with Infrared Laser weapon upgrade

[h2]New Cosmetics[/h2]
  • Added new shemagh that covers half the face under “Insurgent Facewear”
    • Half Wrap Black
    • Half Wrap Plain
    • Half Wrap White
  • Added new hoodie with the hood up under “Insurgent Torso”
    • Hoodie Up
    • Hoodie Up Camo
  • Added new digital dark red camo under “Insurgent Equipment”
    • Digital Dark Red
  • Added new MICH 2000 helmet with IR strobe, headset, and headphones under “Security Headgear”
    • MICH 2000 IR
    • MICH 2000 IR Cans
    • MICH 2000 IR Headset
  • Added new desert night camo under “Security Equipment,” “Uniform Camo,” and various other items
    • Desert Night

[h2]Gameplay Improvements[/h2]
  • Removed Mk 18 CQBR from Security Breacher and AKS-74U from Insurgent Breacher
    • Weapons are still available for Advisor
    • Change is being made to give Breacher and Advisor more distinct roles, weapons, and equipment
    • To compensate, we are adding 4 new Breacher weapons that better suit Breacher’s weapon selection and role (AS Val and Sterling for Insurgents, Honey Badger and Grease Gun for Security)
    • Gives all specialized classes (Breacher, Advisor, Marksman, Gunner) unique weapons not shared with other classes, which makes unlocking of each class (a new mechanic we’re introducing in 1.7) more meaningful
    • Advisor also sees some changes in line with this adjustment, see below
  • Expanded Advisor class optic selection in Versus
    • Added Insurgent Advisor optics to Security Advisor
    • Added Security Advisor optics to Insurgent Advisor
  • Optic Changes
    • Added 1x OKP-7 sight to SKS and AKS-74U
    • Added 2x Red Dot to SKS and AKS-74U
    • Added 4x C79 to AKS-74U, SKS, and L85A2
  • Weapon Changes
    • Reduced supply cost of AKS-74U from 4 to 3
    • Reduced supply cost of Galil and Galil SAR from 3 to 2
    • Reduced horizontal recoil of Galil and Galil SAR
    • Made Galil Drum weapon upgrade increase horizontal recoil by a factor of 1.4 instead of 2.0
    • Increased horizontal recoil of FAL
  • The ammunition HUD element will now display when a player starts scavenging a magazine so it’s easier to confirm they have successfully picked up more ammunition
  • Added a sound effect for when players scavenge ammunition
  • Players can now cancel equipping an Accessory slot item (Gas Mask or Night-vision Goggles) by hitting the key again before 60% of the animation has completed

[h2]General Improvements[/h2]
  • Tutorial Level Overhaul
    • Renamed Tutorial Level to “Basic Training”
    • Set Basic Training to end after destroying the weapon cache
    • Added grenade throwing section
    • Removed friendly AI
    • Replaced enemy AI with wooden targets
    • New players will once again be prompted to play Basic Training before joining an official matchmaking playlist
    • Players are now awarded 1000 appearance credits for completing Basic Training
  • Dead Zone Improvements
    • Free-aim “Dead Zone” has been turned off by default
    • This means when a player's weapon is centered, camera look sensitivity will no longer be reduced.
    • Free-aim is still a mechanic in the game, we’ve just turned off the Dead Zone within it
    • Dead Zone can be switched back on and tweaked on a spectrum by the player

[h2]Visual Changes[/h2]
  • Updated the Alpha AK magazine to use the AKM magazine to be appropriate to its 7.62x39mm chambering
  • Updated the look of all Flash Hider and Compensator weapon upgrades to be black or darker shades
  • Reduced the size of various Flash Hider and Compensator weapon upgrades to more realistic proportions
  • Reduced the size of various Extended Magazine weapon upgrade magazine models to more realistic proportions
  • Centered the Request Observer button within the Comms Menu
  • Removed Arabic text from some textures if they referenced real people or places

[h2]User Experience[/h2]
  • Added an “Add Upgrade” button under Primary and Secondary weapons in the base Loadout menu to better indicate that already equipped weapons can be upgraded
  • Updated the community server browser to allow sorting of night and day maps
    • This will only allow you to filter the scenario currently being played on each server, not the server’s available maps in its rotation
  • Added refreshing icon to indicate when a search is taking place
  • Updated the team selection UI in Co-op so you don’t see the bot faction or Spectator option
  • Updated the Appearance menu’s save preset function to work consistently with the Loadout menu
  • Updated the list order of classes in the Class menu to reflect the order in which a player will unlock classes, starting with Rifleman as automatically unlocked at the top and going down:
    • Rifleman
    • Breacher
    • Advisor
    • Demolitions
    • Marksman
    • Gunner
    • Observer
    • Commander
  • Increased the visibility and size of weapon upgrade hint icons which display near Supply Crates and in spawn zones
  • Added a bind hint button for commands that use mouse thumb buttons
  • Changed the global fire support cooldown ring from the radial menu to a horizontal bar

[h2]Noteable Fixes[/h2]
  • Fixed an issue with the community server browser search function not working correctly
  • Fixed an issue where pressing the Escape key to go back while in the Play menu would take you back two screens
  • Fixed an issue when using a shotgun with flechette rounds and scavenging rounds that would prevent the player from reloading even though the animation would play

[h2]Known Issues[/h2]
  • Tideway Checkpoint Insurgent is unavailable in Matchmaking
  • Occasionally after loading a map, no faction or class selection options will be available, forcing the player to leave and rejoin to see them
  • Some new cosmetics will overlap with a character’s gear and other cosmetics
  • Night versions of loading screens and map vote images are not included in this build
  • Voiceover dialogue in Basic Training will not play until reaching the vaulting objective at the green wall
  • IR Lasers may not look like they’re following a straight line from the gun barrel in third person; but they are still following the point of aim
  • Night map replays will play in daytime
  • Players cannot send reports and open reports will not cancel if you have text written in them
  • White boxes will appear on the UI when planting an explosive on a Supply Cache or resupplying
  • Actions that force a player to equip their primary weapon (scavenging a new primary weapon, throwing a grenade, planting an explosive on the Supply Cache, etc.) will turn on NVGs if they are available


[h2]Hotfix 1[/h2]
  • Fixed a crash impacting users who had the game set to languages other than English.
  • Fixed an issue where new cosmetics weren't purchasable