1. WRAITH OPS
  2. News

WRAITH OPS News

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To avoid the outdated 4 load-outs system and offer the player an almost unlimited amount of presets, each player will have 6 favourite slots, these slots will be primary slots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





What's going on with Project Wraith? / October 2022

[h3]Hey everyone! [/h3]

Summer is over (bad for people, great for PC cooling) and we would like to share some new updates from Grassrootz Studios on how Project Wraith is shaping up.

Admittedly there has not been much communication from our side recently, if you are not in our Discord, where we (for the most part) post updates and leaks for our backers - join us HERE.


[h3]I'll now go over the more exciting stuff![/h3]
Since we released Operation Papercut for our backers we've been working on adding new features and fixing many many broken ones. Turns out developing games is hard (who knew) and things are taking a little more time than anticipated.

Over the last few weeks and months, we've been working on reworking pretty much the entire core of the game. What we showed in our Kickstarter demo wasn't really at the level we wanted it to be.

Now, as of today, I'm happy to say the rate of progress and state of Project Wraith has never been better. We have a few more hands on deck than before and it shows.

First of all, I would like to welcome two new animators that will work with us on delivering high-quality "feel good, look good" animation, as well as a new gameplay programmer who's been really showing off a bit with his dedication and skill.


[h3]#1 "You forgot to add the AK recoil values to the new build..."[/h3]
To avoid issues we've had in the past and to make testing easier and more convenient for you and us, all weapon data is now stored in a database that updates your client automatically when needed. This allows us to test different things, from recoil, and attachments to damage. No more updating your client when we need to change something small.



[h3]#2 "Confusing and Clunky UI..."[/h3]
In our initial video trailer, we promised no silly, clunky and unresponsive UI. Granted, we didn't get it right at first but I firmly believe we are on the right track. Here is the current state of UI.











[h3]#2 "You don't need a better gaming chair to get more frames..."[/h3]
We've implemented NVIDIA Reflex and NVIDIA DLSS (RTX GPU only) to improve latency and framerates, so far based on our testing it works really well even on older RTX hardware, we look forward to hearing your feedback once our next update is out!

We are also planning to implement AMD FidelityFX in the near future, for those who are not on team green.


[h3]#3 "The weapon customization keeps resetting..."[/h3]
I dare to admit, this was a feature. Before we would assign a specific loadout to your class, resulting in all weapons spawning with default weapon parts when you switch in weapon customization. Not great...

Now, you can create a preset for each weapon you have access to, so when you set up your loadout, you no longer have to redo your guns and your current weapon preset will apply to your class. We know... Groundbreaking stuff ..👀

[h3]#4 "I like shiny..."[/h3]
Class character customization is up and running! You will be able to modify your clothing, equipment and (in the future) other things! To keep the Wraith vibe, you won't see any crazy shiny glowing pieces of clothing, but we aim to make a quality selection of camouflage and gear for each faction. Patches on your equipment will display your banner, you can assign one different banner to each class if you choose to. Some of the functionality is still WIP.

Weapon skins are also coming soon.





[h3]#5 "For those who stood with us from the beginning..."[/h3]
It might not have three stripes but we think it's cool! We love our backers and consider each one of them a Wraith Veterans! They've been with us from the beginning, endured it all and remained positive and supportive. Here is a "Veteran" variant of an Altyn that's exclusive for all our backers.

A veteran is a person who has significant experience and expertise in a particular occupation or field.

That's the idea behind this helmet, it belongs to someone who's been through a lot. He experienced fights, ambushes, and near-death situations.. and this helmet has been with him through it all. Each scratch has a meaning, each bullet impact has a story to it. This helmet is trying to reflect that.





[h3] #6 "Can't find the vein..."[/h3]
We've added a stimulant system for healing and some perks that are in the pipeline. Different stimulants may have different effects and side effects and will be tied to a selected class perk. These stimulants will be tied to the lore of the Wraiths and will allow us to ground these special abilities in Lore.



[h3] #7 "Location, Location, Location..."[/h3]
We have made a complete overhaul to our existing "Volga Airbase" map, this includes lighting, optimisation, layout adjustment and more. We look forward to our backer's feedback when the next update comes out! There are more maps in the works, I'll tease one - a small area of a Bus Station in a modern version of Prague. We call it Florenc, but might as well call it "Flow-rence".. I'll show myself out.

and the other?.. let's just say Anakin would "hate it"







[h3]#8 "What's under the hood..."[/h3]
In the end, even if it's all shiny it has to work under the hood. This has been our largest focus as our most important goal is to get you the PVP experience you've been waiting for. We've had issues, things were not working as intended for some time but we are almost at a "this is great!" point. The vast majority of features were fixed an updated, not only since the Backers Demo, but since Operation Papercut. We have a long bug list we are going through and ask for your patience. We will be releasing an update for our backers soon.



If you got this far, thank you for your time, and support! I'll be in touch soon!

[h3]On behalf of Grassrootz Studio,

Nick[/h3]


Wraith Framework Update 2.0


Change Log:

[h3]Volga Airbase Overhaul[/h3]
The entire map has been overhauled. New lighting, atmosphere and most importantly a better layout.

[h3]First Person Animation Overhaul[/h3]
As we've shared with you before we've faced some difficulties and setbacks with our animation system. We are now in the late stages of full rework of the animation-related system and a first iteration will go live with this update. The vast majority of issues linked to IK and transitions are fixed.

[h3]Weapon Bench[/h3]
We've completely overhauled UI and look of our class, weapon and part customisation, and other parts of UI/UX for a better experience.

[h3]New Weapons[/h3]
New weapons added: SRS, Desert Eagle, Vector 45ACP, AK-203, UMP45, M700 (Some Weapons may have placeholder or missing sounds)

[h3]Compact Testing Level[/h3]
New testing area with Bot Challenge and Badges Gallery from our community member submissions.

[h3]Accurate Casing Ejection[/h3]
Each weapon now correctly ejects calibre-specific casing. (Some ammo types have placeholder meshes)

[h3]Key Binds[/h3]
Yes, shame on us.. it's fixed now 👀

[h3]Bullet Impacts[/h3]
Enhanced variety and quality of bullet impact VFX

[h3]First Draw, Draw, Switching[/h3]
Fixed issues related to drawing and holstering weapons

[h3]Weapon Damage System[/h3]
Inconsistencies with damage and damage fall off now should be fixed

[h3]Visual Recoil[/h3]
Improved quality and consistency of visual recoil across all weapons

[h3]Live Database[/h3]
We are now able to adjust and balance weapons on the fly based on your feedback. This goes for damage, recoil, damage fall off and other stats so we can interact with you and test things faster.

[h3]Operators[/h3]
New Characters for our Wraith Operators with Character Customization coming in the near future.

[h3]Early Stage AI[/h3]
  • Stationary Targets Replaced with Early AI implementation (They are NOT smart yet)


[h3]Smaller Fixes[/h3]
  • On the first launch, a default loadout is generated to prevent empty loadouts
  • Fixed incorrect height on un-crouch
  • Fixed broken holo sight shader
  • UI Updates
  • Fixed Restart Range functionality


and more