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WRAITH OPS News

Playtest Wraith Ops August 18 - 25

[p]Hello everyone! [/p][p][/p][p]We're gearing up for our first public playtest this month. Sign up via the store page from August 18th and watch creators on Twitch for instant access.[/p][p][/p][p]❗Wraith Ops Playtest preparing for deployment

📝 Signup on Steam from AUG 18
💜 Twitch Drops live AUG 18
🔑 Watch Creators for Instant Access
🔓 Public Access AUG 21 - 25

Join us on Discord and ready your squad: https://discord.gg/557P5s6b4V[/p][p][/p][p][/p][p]Stay tuned for more info next week! [/p][p][dynamiclink][/dynamiclink][/p]

New Wraith Ops Gameplay Trailer

Hello everyone!

We've just premiered our new gameplay trailer in the Galaxies Showcase on Twitch.

[previewyoutube][/previewyoutube]

Wraith Ops is the next big FPS that goes back to basics, creating an immersive action-packed game that will satisfy veterans of older titles from this genre.

Offering all players snappy gunplay, fast movement, and objective-based combat with a focus on teamwork and skill. It’s all about pure infantry action where every fight matters. Get in, squad up, and take control. 💪

[h3]Wishlist Wraith Ops[/h3]
https://store.steampowered.com/app/950660/WRAITH_OPS/

Introducing... Wraith Ops

Hello everyone!

We have re-branded! Moving forward, Project WRAITH will be known as Wraith Ops.



Wraith Ops is a fast-paced tactical multiplayer FPS built for satisfying gunplay and team-based objective combat. With snappy movement, precise shooting, and immersive tactical mechanics, it delivers a refined, back-to-basics experience. Designed to challenge and empower players, every feature enhances the action and never slows it down.



[h3]Game Modes[/h3]

  • Team Deathmatch
  • Overlord (12v12)
  • Trio Arena
  • Gun Game


[h3]Customisation & Loadouts[/h3]

Wraith Ops will offer an arsenal of more than 60 weapons of various firepower, types and sizes on release! On release, you will be able to adjust and customize your weapons with various attachments (sights. muzzle devices, gadgets, camos, perks) that affect weapon handling and other stats, with more in-depth weapon customization coming later in Y1.

To avoid the outdated 4 load-outs system and offer the player an almost unlimited amount of presets, each player will have 6 favourite slots, these slots will be primary slots showcased for customization and on the deploy screen, the player can amend which presets are favourite at any time.

When creating your loadout, you will be able to craft your perfect operator preset from the following options:

  • Primary, Secondary & Melee Weapons
  • Throwables (Offensive, Defensive & Tactical)
  • Stimulants & Class Resupply Box
  • Clothing, Gear, Camouflage & Patches
  • Perks, Class & Weapon Perks
  • Special Gestures, Nightvision & Tablet




[h3]Theatres of War
[/h3]
In Wraith Ops, there are two competing factions - Aegis Industries and Volga Battalion. Both Private Military Companies are tasked with achieving the same goal, investigating and retrieving remnants of a Cold War research project codenamed “Project Wraith”. Intel about their goal is scarce, but hints gathered by either side will take you to various places around the world. We aim to let you fight in as many locations as possible, but some locations may come later after release.


  • Complex
  • Airbase
  • Steel
  • Submarine
  • Mall
  • Arena




[h3]Dynamic weather system[/h3]

Wraith Ops utilizes a dynamic weather system, allowing for runtime or config-based weather changes across all of our maps. Weather changes can be gradual or instant, allowing for a change of ambience.

[h3]Developer Interview[/h3]

We're going to be live on: https://www.twitch.tv/klean talking all things Wraith Ops!

📅 Friday, March 14th 2025 - 2pm CST / 3pm EST / 7pm GMT / 8pm CET

[h3]Galaxies Showcase[/h3]

Catch new gameplay from Wraith Ops at the Galaxies Showcase on April 17! Watch live: twitch.tv/galaxiesshow



[h3]Wishlist Wraith Ops | Coming 2025[/h3]
https://store.steampowered.com/app/950660/PROJECT_WRAITH/

Wraith Development Update

Hello everyone,

It’s time to give you all a well-overdue update on the development of Project Wraith!

[h2]Things to know:[/h2]

  • Project Wraith is still in development and making strong progress
  • We’ve partnered with Team17 to get boots on the ground
  • We’re targeting a 2025 release for Project Wraith


You can get ready with our partnership announcement trailer here:
[previewyoutube][/previewyoutube]

[h2]What is Project Wraith?[/h2]

This game is a love letter to the glory days of first-person shooters, predicated on slick, snappy and fun gameplay. When conceptualising Wraith we wanted to recapture the fast-paced action and satisfying gunplay of the FPS golden-age that made us fall in love with the genre.

To that end, we set out to develop a game boasting satisfying multiplayer gameplay – focusing on infantry combat with a back-to-basics style.

We want to fill this void with a pro-consumer approach. This is the FPS to fill the void.

With Wraith you can expect constant action as we head black to the roots of what made games fun in the first place.

[h2]Features[/h2]

  • Great PVP Experience: Fast-paced, back-to-basics gameplay
  • An array of Game modes: Team Deathmatch, Area Defense, Hostage Extraction, Capture The Flag, Search and Destroy, Domination & more.
  • Arsenal: Over 60 weapons to choose from
  • Customization: Variety of gear, clothing and camo to build your perfect Operator.
  • Visual Fidelity: Gritty, atmospheric and as authentic as possible with great animations to make you feel immersed.
  • Level Design: Immersive, well-thought-out maps with no unnecessary chokepoints, focus on fast-paced objective-oriented PVP experience
  • Damage Model: Realistic damage model; accuracy is rewarded
  • Smooth Experience: Solid netcode, offering up to 90 tick rate.
  • Audio: Immersive, easy-to-pinpoint sound design. Satisfying gun sounds, loud and clear footsteps, focus on the sounds that matter.
  • No Loot Boxes: Zero pay-to-win or aggressive, anti-player monetisation.


We appreciate going dark hasn’t been ideal. The radio silence over the past year is a byproduct of game development; perpetually intricate and unpredictable, and we want to take the time to ensure we get this right.

[h2]What’s next?[/h2]

We’re well underway with our mission in development, fine-tuning Wraith and holding internal playtests to gather feedback and improve the game.

The team is also working on a rebrand for Wraith, and when we’re ready – we’ll share it with you! Alongside the new lick of paint, we’ll showcase an updated look at the game with some long-awaited gameplay…. With more than two guys on a map.

Thanks for your patience over the past year, and a huge thank you to our Kickstarter backers who helped make all of this possible.

We’ll see you soon!

[h2]Wishlist Wraith[/h2]
https://store.steampowered.com/app/950660/PROJECT_WRAITH/

Project Wraith / Technical Update / Winter 2022

[h3]Hope everyone is doing well!

For a while now I've teased a technical update for our backers and I'm happy to announce that if you are a backer, you can update your game right now![/h3]



[h2]CHANGELOG[/h2]

[h3]🟢 Overall[/h3]
  • Project Wraith moved From Unreal Engine 4 to Unreal Engine 5
  • Added Nvidia DLSS (RTX cards only)
  • Added NVIDIA Reflex
  • Optimised Graphics and Scalability configuration
  • Improved spawning system
  • Improved visuals of Player deploying or Respawning
  • Overhauled Steam backend integration
  • Reworked and Improved the reliability of our Health and Damage system

[h3]🟢 Visual Fidelity Improvements[/h3]
  • Overhauled and optimised our landscape, lighting, materials and other effects to achieve a much higher visual fidelity of Project Wraith. More improvements and optimisations are coming in the future

[h3]🟢 User Interface Overhaul[/h3]
  • Most UI elements have been updated based on your feedback and internal testing.
  • Fixed various bugs and issues related to User Settings
  • Improvements to Minimap
  • Improved “Speed Modifier” progress bar

[h3]🟢 Stats and Player Data (Early Testing)[/h3]
  • Added the first iteration for player stat tracking and Leaderboards
  • Added the first iteration of our new levelling system. Some features may be inaccessible or appear broken.

[h3]🟣 Maps[/h3]
  • Added Florenc Station (Layout and Performance testing)
  • Added a new outdoor Testing Area
  • Updated Volga Airbase (Performance testing)
  • Debug Level is now deprecated
  • Added in-game map markers, these are in a testing stage and their size has been temporarily increased as they serve as a tool to explore our new environments. These Point of Interest (POI) markers will be downsized before our PVP testing update.

[h3]🔵 Healing & Stims[/h3]
Added the first iteration of our Stim system. Currently, you can press X to use your Stim and heal
In the future Stimulants and Wraith Stimulants will be directly linked to your perks and will apply buffs or abilities


[h3]🔵 Stamina and Aiming[/h3]
  • Added Steady Aim (Default Keybind: ALT)
  • Added Aim Stamina - Aim Stamina is linked to how long you ADS and will increase sway substantially after you deplete it. Holding Breath will increase the depletion rate

[h3]🔵 Animation System Overhaul (Stage #1)[/h3]
  • Fire animation flow improved
  • Aiming animations are temporarily procedural, a fully-fledged animation-driven aim system will come with Stage #2 of our Animation System overhaul.
  • Improved “Crouch” transition.
  • All animations are currently being reviewed and new animation sets are being made to improve the visual fidelity of our animations.

[h3]🟡 Weapons[/h3]
  • Improved the Weapon Customization System backend and completely overhauled Customization UI for a better player experience.
  • Added Persistent Weapon Configs. Your Weapon presets do not reset but are persistent to be used across any of your classes.
  • Added the first iteration of the Weapon Skin system. Currently, you have a selection of weapon camos. This system will be extended to special skins and full weapon skins.
  • Updated our hitmarkers and “onHit” effects to better provide players with visual and audio feedback when their hits connect.
  • Updated the weapon system to fire from the actual weapon muzzle point instead of the centre of your screen. Pay attention to "Height-over-Bore" when selecting a weapon or a scope. For those who are not familiar with the term, here is an explainer
The difference in height between the barrel and the centre of your scope is known as "Height-over-Bore". If your scope is substantially elevated over the muzzle point of your weapon, your point of aim on a target that’s close to you may not be accurate. Generally, this inaccuracy decreases over distance
  • Added UMP Suppressor
  • Added MP7 Suppressor
Reworked and improved “Reticle” materials, and improved visibility.
  • Improved Fire VFX and bullet ejection system.
  • Fixed an issue with Fire VFX/SFX system that resulted in hitches and performance drops
  • Improved Weapon shaders

[h3]🟡 Character[/h3]
  • Added Ragdoll & improved “onDeath” UI.
  • Improved leaning
  • Fixed character shadows not being correctly applied.
  • Fixed IK left-hand transition
  • Fixed various movement speed bugs
  • Fixed a variety of issues linked to player state transitions. For example, if the player goes to ADS from sprint, as long as sprint input is still held he will return back to sprint.
  • Fixed “ADS Movement” exploit where the player could move at full speed while aiming
  • Major updates and improvements to Third Person animation system
  • Added Character Customization - Stage 1
  • Added the option to customize the look of your character, this includes clothing, equipment and camouflage. Character Customization will receive improvements and expansions in the near future
  • You can now make feet pics
  • This is not the Metaverse, you asked and we delivered. You can now see your characters' legs (groundbreaking feature, we know). This will be expanded to Torso and Vest in the next update.


🔴 Known Issues
Every update comes with some issues, here are some known issues that we are planning to address in a hotfix.
  1. The last death indicator doesn't despawn on player respawn
  2. Various issues with keybinds
  3. Vector 45 muzzle device doesn't attach to the barrel
  4. The current level progress bar is overridden to 50%
  5. Default loadout for Vector 45 may reset to no part on reset
  6. Framelimiting issues observed for some players
  7. Level Bounds can be breached at Florenc Station and Other maps