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Due Process News

Public Test Environment Release

Public Test Environment


If you haven't already heard, our new PTE is online right now, and loaded with new content to test including:
  • Our new Ranked Overhaul
  • Grenade animation changes and deployment ghosts
  • A complete hit registration overhaul
  • A brand new PvE mode with bots, for both solo and co-op play
  • Quality of Life improvements and fixes


There's a lot in this test, and more content on the horizon, so your best bet is to head on over to our new post on the devblog and read all about it there.

[h2]How to join the PTE[/h2]
  1. Open your Steam Library
  2. Right click Due Process and open its properties
  3. Select 'Betas'
  4. Open the drop down menu beside Beta Participation
  5. Select 'public-test-environment'
  6. Steam will now download the test branch.

Don't fret if you notice all your cosmetics, rank, and your matches played reset! This branch has that data stored separately. You will get your normal account data back when you move back to the standard version of the game.
Please also be aware that only US East and US Central servers are available for the PTE.




All content on the PTE is work-in-progress, and as such, subject to change. For assistance with the PTE and direct feedback to the developers, please head over to our Discord.

Minor Update 797

This is a minor update that contains a map count redistribution, 46 new maps, and some fixes for issues reported in the bug reports channel on our discord.

[h3]46 New Maps [/h3]
  • A few of these 46 new maps are some weird amalgamation maps that will be removed from the pool after a limited time that is TBD.
  • Lowered the count of the 2v2 maps somewhat, specifically 2v2 Killhouse as there was like way more of those than any other set, as well as slightly lowered the number of 2v2 cstores.
  • This should put every 5v5 tileset at 20 maps and the 2v2 tilesets at 30 maps each, for a total of around 160 still but instead of having like 11 or 12 of some 5v5 tilesets, and like 40 2v2 tilesets, it's a more balanced ratio. No old maps were brought back to do this, just new maps.


[h3]Bug Fixes[/h3]
  • Fixed a bug that prevented startup on the client in some cases where the client would start but not think it was either a server or a client and therefore got stuck
  • Fixed bug(s) caused by clients attempting to shuffle users to start lobby mode when they don't ever have the appropriate data, causing all sorts of edge cases and bugs. (The cause of most of the recent 6v4 bugs, and some others, but there might be another cause of this.)
  • Fixed a bug where the first frame of highlighting an object would be wrong if the user used a stretched gameplay resolution that was not a fractional ratio equivalent to their native resolution.
  • Fixed error in UAV simulation that caused some minor UAV related edge cases
  • Fixed another error around the same place where the client would erroneously resimulate the UAV killing the player multiple times, which could cause some bad edge cases in some places but was quite rare.
  • Fixed an error in the phase change UI that was found in some bug report logs, but the actual representation or impact of this bugfix is unknown and is assumed to be minor.

Just as a note we are still working on more substative changes for the game, but they are not ready yet. When they are, we will bring them to live.

Small list of changes, fixes and new maps

Apologies for the delay with this patch, the re-organization of our server backend and some other outstanding issues delay the fixes for a couple weeks after they were ready.

[h2]Server Region Changes:[/h2]
  • Only US-Central, US-East and EU are now selectable regions.
  • This is not intended to be a permanent change, this is partially in response to the low player counts, and unused servers (over many months) in regions such as SEA or AUS.
  • US-Central servers have been physically relocated to be more... central.


[h2]Improved Weapon Select via Scroll Wheel Behavior:[/h2]
  • Swapping by scrolling up or down can interact and be additive/subtractive if multiple inputs are input before DRAW
  • Made the hud show which weapon is about to be pulled before you finish swapping (including number key selections)
  • Added scroll wheel sensitivity for those mice that do like 2000 clicks per second and the ones that do one click every like 1/8th rotations


[h2]Added "team shuffling" in Lobby Mode[/h2]
  • The lobby mode will attempt to re-arrange teams if it can do so to convert a Lobby Mode to an Unranked match, provided it is possible without breaking apart friendly squads that matched together. This will only occur at the end of a round, not during a round.


[h2]Additional Maps:[/h2]
  • Community member Voxel made some new maps, so I fixed them up and added them to the current roster, these maps are nearly all Unranked maps.


[h2]Other Changes:[/h2]
  • Fixed netcode issue where certain entities would carry over behavior from previous rounds unintentionally because they shared IDs. This behavior would have included things like non-functional doors, random wallcharge holes, buttons not working.
  • Reverted changes related to pucks that caused them to place "double" pucks erroneously.
  • Fixed hitboxes on the geometry surrounding the ballistic CStore door used for tellers that allowed you to shoot through the gap between the door and the frame.
  • Fixed exploit that allowed you to spawn inside of the CStore storefront archway.
  • Fixed bug with UAVs that was related to UAV pings
  • Squad votes actually require a majority instead of a partial majority on even numbered teams (need 3 yeses to kick on a 4 man squad instead of 2)
  • You can no longer vote kick the other player in your squad/team when there are only two players in your squad/team
  • Netcode libraries updated to newer version to fix minor bug (no hitreg etc. changes in yet)


De-Winterization, QoL Changes

[h2]End of Holiday Event:[/h2]
  • Holiday Maps modified to be normal again
  • Some new maps in rotation
  • Fixed a couple maps from feedback
  • Various changes to remove certain holiday themed items and effects from the game (menu/training/presents/fog effects/etc.)

[h2]Added:[/h2]
  • Added ability to customize crosshair color, some preset colors avaliable in Video settings. Affects red dots, holographics and scope crosshairs that were previously team-colored.
    • Config option for Crosshair Color added, this will override the option in the Video Settings and allows for precise RGB setup, as well as transparency. (Values outside of 0-1 range will be normalized.)
    • When using a custom color in the config for Crosshair Color, the game will remember this as a Custom Color in the settings until the game is shut down, if you want to compare colors without having to edit the config again.
  • Added audio option to mute game audio when the game is not in focus (does not apply to "UI Volume" so notifications will still make sounds)
  • Added (?) hover info box to explain how to use special passwords in private matches
  • Region selections can now be modified by GECNet in the case some regions aren't avaliable (mostly for test servers right now)

[h2]Other Changes:[/h2]
  • Fixed bug in GECNet client code that threw exceptions if you sent a gecnet message without registering a callback
  • Fixed bug where clients disabling their own local preferred region caused myraid of UI issues and did not get sent to GECNet
  • Lobby Mode requires only 3 players on each team to start Casual after at the end of round 4
  • Lobby Mode requires only 2 players on each team to start Casual at the end of round 8
  • Fixed support for special passwords in private matches to override gamemode selection
  • Added support for special passwords when finding private 2v2 matches to override 2v2 gamemode selection
  • Move kill feed slightly to not overlap with damage done/received by right team player icons
  • Internal changes to puck logic
  • Fix admin panel generate user button not acting like a button
  • Add admin panel option to [redacted]

Double XP Weekend, Winter Event Hotfix

[h2]Fixed Bugs:[/h2]
  • Unranked Gamemode will now properly give a large multiplier to XP after leaving Lobby Mode (same XP as it was before Lobby mode)
  • Fixed issue where ranked matches started in the wrong gamemode and never initiated the match
  • Tentative fix for various strange issues popping up related to doors, bomb defusing, fans, etc. interactions not syncing properly between server and client.
  • Fixed several maps with reported issues that were not covered by the above issue.
  • Fixed issue where FPS was dramatically reduced across the board (in previous hotfix on 12/22)


[h2]Added:[/h2]
  • Many more maps to 2v2/Lobby mode pool
  • New feature to allow for XP booster events, weekends, etc.
  • Added XP booster for Dec 30 through Jan 2nd 10:00 (PST, -8)