DAWN, Maps, New Player Experience and MORE!
Charity Event
Hello everyone! We aren't dead and we'd love to announce that we are holding a DUE PROCESS CHARITY TOURNAMENT. Grab some pals, squad up and try to take the crown! (You may be in the running for some physical prizes)
The charity of choice is SpecialEffect, as the tournament will be falling along side the GameBlast25 weekend, we've decided to join in and contribute to such an incredible cause that breaks down barriers of inclusion for those living with physical disability.
Registration for the tournament are open! With the first match starting on the 22nd so you now have plenty of time to get ready, dust off your equipment and get your planning brains on!
Tooltips
- Added a new tooltip system which shows what each door, window, vent and any special objective does when interacted with.

Visibility
Players should now stand out from their surroundings more, all customisation items have been increased in saturation.
Ranked Season
With this update we are starting the first DUE PROCESS ranked season (season 1 if you will)! Climb the ranks to earn skins, backpatches and titles depending on how high you place. If you are on the top 50 when the season ends you will receive a unique TOP 50 backpatch. For the other skins it will be your peak rank. Here is a look at the top rank variation (Executor):

Battlepass:
Added a brand new battle pass with over 140 new tiers and skins! Also all old battlepasses are available and so items on those passes can now be unlocked.
DAWN:
The DAWN LMG has been added to the game, this is a defender LMG that has high pen while having slow movement speed.
The Dawn has 70 Bullets and CANNOT be reloaded, it will deal 25 damage anywhere on the body with no headshot multiplier. This is a new bit of defender kit that will scare any ARGUS enforcer who steps in it's way. We hope that this can allow defenders to stop ARUGS map control with the wall bang potential.
Balance Changes:
- Gun ADS speed adjusted for the new movement speed
- Torch Hipfire speed lowered to make molotoving a good push back for torching barbwires
- Smoke duration decreased: 60s → 30s
- Fixed extinguisher smoke time and flavour text disagreement
- Slight increase to door shotgun distance (10 units -> 12 units)
- Readded 1 Legros and 1 INGMAR
- Attacker speed reduced inside of barbed wire by 12.5%
- Defender Barb count changed from 6 to 8
- Time to blow torch doubled from 2 to 4 seconds.
- Sway removed, when ADSing and Bracing there is no longer any weapon sway
- Shield raised a little to allow counterplay, the shield will fully cover the player when crouched but will create a small area to be attacked from below when stood up
- Shield has a dampening effect that prevents you from spinning around really quickly
- Removed pair of lights from front of Shield
- Swapping to another weapon will now require you to completely re-draw the weapon
- However swapping to a weapon on the ground will continue to be the “quick draw”, encouraging scavenging.
- Removed the ability to make jump shots
- This enforces a hip fire state on jump and prevents entering a ADS state while jumping
- Old-style bomb has been re-added to some maps
- Changed the MAWP reticle back to have no "x" in the middle
Tileset Changes:
[h2]Killhouse:[/h2]
Killhouse has had yet another rework, we realised that killhouse was getting too small leading to attack having an easy time taking control of the map with nowhere to go for defenders. This has changed with some rooms being removed and new ones added along with all rooms getting a size upgrade. This should make killhouses more rotatable as well as making more periodic fights happen rather than one big fight at a single door.
- Added Construction Room
- Added Bathroom Hall
- Added Kitchen
- Added Loading
- Readded Killhouse Vault
- Reworked Club
- Reworked Lockers
- Reworked Crates
- Reworked Office
- Reworked Breezeway
- Increased size on all rooms
[h2]C-Store:[/h2]
C-Store had similar issues with killhouse where the maps were getting too small. To combat this we have changed storefront’s size to make it smaller compared to current versions and expanded the side rooms to give the map a more donutty feel to it allowing for defenders to play in other areas of the map. This also means rotates are easier and there will be more of them making planning more exciting
- Added more fridge variations
- Added new cover into Entrance
- Reimplemented Skylight as a rare entrance
- Increased room size of all side rooms
- Shrunk storefront slightly
[h2]Factory:[/h2]
Factory has always struggled to have a defined character, it always was changing but with this new update we hope to create a tileset that has a lot of variety but feels very close to home.
- Added Generator
- Added Walkways
- Added New Toxic
- Added Large Conveyers
- Added new cover variance
- Readded 1F Servers
[h2]Bank:[/h2]
Bank has always felt “off”. We have realised this and made it so banks will more likely generate in a donut shape with the vault more centred to allow for more rotates around the map and not making maps feel like one big trench war with a constant push and allowing rotates for flanks and such.
- Added Servers
- Made Vault spawn earlier in the generation process
- Reduced size of Lobby leading to more close quarter combat rather than a mix of long and close
- Shrunk Vault size to 2x2 making molotov holds less viable and allows for molotov usage around the rest of the map
100+ New Maps!
The entire map pool has been rotated out with 100+ new maps added! These maps will also come with more frequent map updates so maps will no longer feel stale.
User Interface:
- Add mute buttons to audio.
- Add setting to disable team mate indicators arrows.
Bug Fixes:
- Decals should now be present
- UAV will now penetrate barbed wire
- Fixed occasionally broken round status user interface
And of course to end it off a lovely image from Icky for this update:
