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Due Process News

PTB (Public Test Branch) is Live Today!

[h3]Today we are sending an invitation to players to come play our Public Test Branch during the open period. Weapon, matchmaking and other changes included in this update![/h3]

[h2]PTB Notes:[/h2]
  • The test branch is not locked, and will show up on Steam clients after a restart. Simply navigate to the game's properties, and select the Test Branch - Unstable option from the drop down list.
  • The test servers may need to go down unexpectedly should issues arise. The main branch will remain open during this time.
  • Stats do not carry over from the test branch to the main branch, you don't have to worry about your rank, so feel free to play Ranked without worry.
  • The new maps for this week are also available on Test Branch.


[h2]Matchmaking:[/h2]
  • Queuing no longer requires a ready up vote
  • The casual and ranked selectors have been replaced by individual buttons, you can click each button to queue for both ranked and casual simultaneously
  • You can queue for ranked while in a casual match
  • A UI indicator was added to the hud to remind you that you are still queued for ranked while searching for or playing in a casual match.
  • Casual matches can be consolidated whenever there is a match that is too small. It will search for another match at the end of each round and all of those players will automatically move into that other match, and be shown a loading screen that mentions that their match was too small.
  • Resolved issue with players auto-queueing for ranked when not intended


[h2]Gun Play 2.0:[/h2]
  • Weapon recoil has been completely redesigned.
  • Weapon recoil can now be in multiple parts, camera and weapon recoil are not co-dependant.
  • Weapons will auto-readjust after firing if you did not manually control the recoil, making tap or burst firing effective.
  • New animations for firing on all guns with the new recoil designed in mind.
  • Shotgun spread is now different for all three shotgun types, the triple triangle pattern on the standard pump shotguns, circular pattern on the shorty, and a larger open triangle on the auto.
  • Shotguns can enter, leave, or change aim states while pumping and do not automatically exit aim modes during a pump
  • Shotguns have have a base damage reduction, a headshot ratio increase, and a buff to damage falloff which actually provides bonus damage at point blank ranges to help with point blank one shots.
  • Fixed a hit registration bug with certain animation states
  • Hit sounds don't play on obscured targets (except friendly fire)
  • Headshot multiplier doesn't apply to wallbangs
  • Shotguns have had a range limit added to opening doors


[h3]Additional Note:[/h3]
Some changes were pushed to Gun Play 2.0 from our previous PTB test, list included:
  • All Weapons (not shotguns) without lasers:
  • 40% increase to Brace Spread
  • All Weapons:
  • Hip Fire Weapon Recoil drastically increased.
  • Ingmar slight increase to vertical recoil
  • Ingmar slight increase to horizontal recoil (after shot 3)
  • Ingmar first shot recoil significantly sharper
  • BLK-TAR slight increase to vertical recoil.
  • BLK-TAR increase to camera Horizontal recoil to shots after 2
  • AP25 slight increase to vertical recoil.
  • AP25 slight increase to horizontal camera recoil.
  • KR82 decrease to ADS vertical recoil.
  • KR82 slight decrease to ADS horizontal recoil.
  • Gruber vertical recoil decrease after shot 3 and does not jump up again
  • Gruber horizontal recoil bias to the left now
  • NACK11 less ADS vertical recoil.
  • NACK11 no longer has falloff damage
  • NACK11 now has a penetration power of 15
  • Shotguns slight increase to point blank damage bonus
  • Increased the time before you can enter ADS from Sprinting by 100ms and enter Brace from Sprinting by 67ms.
  • SAB-R no longer has a lingering recoil

Downtime for Map Deployment

We will be bringing down the servers today at 09:30AM PST (in 30 minutes) for a map update.

There will be downtime and an update as new maps are deployed to client builds and server machines.

Any matches started after this announcement may not be finished before maintenance occurs and may close unexpectedly.

Downtime for Map Deployment

We will be bringing down the servers today at 11:30PM PST (in 30 minutes).

There will be downtime and an update as new maps are deployed to client builds and server machines.

Any matches started after this announcement may not be finished before maintenance occurs and may close unexpectedly.

Update 577: Weekly Map Deployment

[h2]Client Updates:[/h2]
  • Changed No-Unpacking to be the default deployment method. This should hopefully alleviate certain loading, crashing, and unpacking issues that were affecting many users.
  • Added 23 new maps
  • Updated a couple of maps that were temporarily taken out of rotation due to bugs
  • Adjusted a some existing maps that were not taken out of rotation due to feedback

Update 572: Temperature Rising

The winter event is coming to an end. With that, the Winterized Killhouses and backgrounds for CStore and Factory will be returning to normal. Additionally, some other fixes for issues that were already tested and ready are being deployed.

[h3]Hotfixes included:[/h3]
  • Fix for "move here" puck accidentally being deleted if too close to the truck.
  • Fix for player namecards being too hard to read from the map view.
  • Fix on the backend that caused temporary reduction in quality of matchmaking and unexpected closure of game servers during match.
  • Fixes for many errors showing up in logs reported by players, hopefully this will reduce the number of end of match crashes.


[h3]Maps:[/h3]
  • New maps are included in this update. About twenty five total map generations of the existing three tilesets.
  • The Winterized killhouse variants were limited time versions of the maps and are no longer in the game. Because of this, some old killhouses will be making a return along with a fresh batch of maps.