Melee, Scoutzknivez, Controller Bindings, and more
We pushed ourselves to release the UE5.1 update knowing that it would have some issues and we are grateful to everyone that's played since that update and helped us to fix the many bugs and issues that came with UE5.1.
We're confident that before long you'll see significant performance gains and an overall better experience thanks to the features in Unreal Engine 5, and we'll continue updating as frequently as we can to get rid of any remaining bugs.
[h2]Can't play the game?[/h2]
We are aware of several problems preventing players from playing the game. Most of those issues should be resolved; just make sure you're using the default OpenXR launch option.
If you're experiencing the small menu bug or have any other main menu or HUD issues, please try the compatibility mode as shown here.

The DX12 launch option is available for those that want to improve their performance, but it is experimental right now and is known to have caused crashes for many players. Make sure your drivers are updated, and if you're still crashing in this mode then please use the first option.
We're also including the Vulkan renderer, which is a bit more stable as well. If you're experiencing the D3D crash or want to try getting even better performance, you can try the Vulkan renderer by using the DX12 launch option and including the launch command "-vulkan" as shown here. This is also experimental, and if you run into any issues then please use the default OpenXR launch option.

[h2]Melee[/h2]
Melee is something that we should have added to the game a LONG time ago. We've had a work-in-progress version of melee for nearly a year now, but it hasn't quite fulfilled our expectations for what we think good melee in a multiplayer FPS should look like.
This version of melee that you'll see in this update also doesn't meet our expectations, but we need melee for a new game mode and we figured if it's live already, we'll have even more reason to iterate on it and make it better.
The current knife model is a placeholder, and everything about melee is subject to improvement. We welcome your feedback as we iterate on this and make melee that is both fun and balanced!
[h2]Scoutzknivez[/h2]
Scoutzknivez is a new TDM-based game mode with snipers, knives, and low-gravity jumping. All players are equipped with the same loadout of an MR96 bolt-action sniper, a knife (WIP), and two impact grenades. The low gravity and increased movement speed allow you to run and jump around the maps with complete freedom as you try to 360-no-scope enemies into another dimension. The first team to get 50 kills or the team with the highest score after 10 minutes wins the match.
Right now the game mode is only available on Cliffside, but we'll soon add it to other maps as we polish the mode up!

[h2]Controller Bindings Update[/h2]
With the addition of jumping for game modes like Scoutzknivez, we realized we really needed a good button for jumping that's convenient and easy to use. We took this opportunity to rework all of the bindings so that A (Quest 2) on your main hand can be used for jumping.
That button was previously used to change the fire rate when holding a gun, which you can now do by clicking in the thumbstick with whichever hand is holding a gun.
We also moved the push-to-talk button to Y (Quest 2) on your offhand when you're not holding a gun in that hand.
Similar changes have been made to all supported controllers.

[h2]Other Changes[/h2]
We've made some improvements to the MR96 bolt reloading mechanic. This is a very difficult feature to get exactly right, so please share your feedback with us as we try to get it to feel smooth and natural.
Listening to the community, we've made many adjustments to TTK. We recognize many players were not happy with the TTK in the UE5 update, so we've made many adjustments to bring it closer to how it was before the update while retaining our ultimate goal of making the game more fun for everyone. We know players want to know the exact changes to damage and recoil per gun, but we've found it very useful to get feedback from the community without releasing exact details. In future updates, after the TTK is more stable, we may include more detailed information.
We've added a victory and defeat screen at the end of every match. Your team's score shows in blue while the enemy's shows in red!
We also made a lot of polish changes to our newest map, Cliffside. Jump in and let us know what you think!
We updated the Patreon wall in the armory. Thank you to all of our loyal supporters!
[h2]Bug fixes[/h2]
We look forward to seeing all of your feedback and bug reports in Discord.
See you all in-game!
Love you all, AEXLAB
We're confident that before long you'll see significant performance gains and an overall better experience thanks to the features in Unreal Engine 5, and we'll continue updating as frequently as we can to get rid of any remaining bugs.
[h2]Can't play the game?[/h2]
We are aware of several problems preventing players from playing the game. Most of those issues should be resolved; just make sure you're using the default OpenXR launch option.
If you're experiencing the small menu bug or have any other main menu or HUD issues, please try the compatibility mode as shown here.

The DX12 launch option is available for those that want to improve their performance, but it is experimental right now and is known to have caused crashes for many players. Make sure your drivers are updated, and if you're still crashing in this mode then please use the first option.
We're also including the Vulkan renderer, which is a bit more stable as well. If you're experiencing the D3D crash or want to try getting even better performance, you can try the Vulkan renderer by using the DX12 launch option and including the launch command "-vulkan" as shown here. This is also experimental, and if you run into any issues then please use the default OpenXR launch option.

[h2]Melee[/h2]
Melee is something that we should have added to the game a LONG time ago. We've had a work-in-progress version of melee for nearly a year now, but it hasn't quite fulfilled our expectations for what we think good melee in a multiplayer FPS should look like.
This version of melee that you'll see in this update also doesn't meet our expectations, but we need melee for a new game mode and we figured if it's live already, we'll have even more reason to iterate on it and make it better.
The current knife model is a placeholder, and everything about melee is subject to improvement. We welcome your feedback as we iterate on this and make melee that is both fun and balanced!
[h2]Scoutzknivez[/h2]
Scoutzknivez is a new TDM-based game mode with snipers, knives, and low-gravity jumping. All players are equipped with the same loadout of an MR96 bolt-action sniper, a knife (WIP), and two impact grenades. The low gravity and increased movement speed allow you to run and jump around the maps with complete freedom as you try to 360-no-scope enemies into another dimension. The first team to get 50 kills or the team with the highest score after 10 minutes wins the match.
Right now the game mode is only available on Cliffside, but we'll soon add it to other maps as we polish the mode up!

[h2]Controller Bindings Update[/h2]
With the addition of jumping for game modes like Scoutzknivez, we realized we really needed a good button for jumping that's convenient and easy to use. We took this opportunity to rework all of the bindings so that A (Quest 2) on your main hand can be used for jumping.
That button was previously used to change the fire rate when holding a gun, which you can now do by clicking in the thumbstick with whichever hand is holding a gun.
We also moved the push-to-talk button to Y (Quest 2) on your offhand when you're not holding a gun in that hand.
Similar changes have been made to all supported controllers.

[h2]Other Changes[/h2]
We've made some improvements to the MR96 bolt reloading mechanic. This is a very difficult feature to get exactly right, so please share your feedback with us as we try to get it to feel smooth and natural.
Listening to the community, we've made many adjustments to TTK. We recognize many players were not happy with the TTK in the UE5 update, so we've made many adjustments to bring it closer to how it was before the update while retaining our ultimate goal of making the game more fun for everyone. We know players want to know the exact changes to damage and recoil per gun, but we've found it very useful to get feedback from the community without releasing exact details. In future updates, after the TTK is more stable, we may include more detailed information.
We've added a victory and defeat screen at the end of every match. Your team's score shows in blue while the enemy's shows in red!
We also made a lot of polish changes to our newest map, Cliffside. Jump in and let us know what you think!
We updated the Patreon wall in the armory. Thank you to all of our loyal supporters!
[h2]Bug fixes[/h2]
- Firearm smoothing now works as intended.
- Severe performance issues on Este should be improved.
- Servers, including custom game servers, now work as intended; no more infinite loading.
- And many other minor and major bugs...
We look forward to seeing all of your feedback and bug reports in Discord.
See you all in-game!
Love you all, AEXLAB