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Ready or Not studio Void Interactive confirms it was hacked in March but says 'no user-related data' was stolenApr 17, 2024 - PC GamerReady or Not developer Void Interactive has confirmed that it suffered a significant hack that saw at least some of the game's source code stolen, but said that no data relating to Ready or Not players or its own staff was taken... Read more.Ready or Not 33% off for Steam FPS FestApr 15, 2024 - Community Announcements{STEAM_CLAN_IMAGE}/36750080/d1cb3d0188de77627312b60dfe9aff4502801a22.png If you've been waiting to pull the trigger and finally bring law to the lawless streets of Los Suenos, then now is your chance! During the Steam FPS Fest, Ready or Not will available for 33% off Get out there and do your job, officer. Protect. Serve. Survive.Vol. 72 - Ready or Not Development BriefingApr 12, 2024 - Community AnnouncementsAttention Officers, Thank you for joining us for 72nd edition of our Ready or Not development briefing, April 12th, 2024! Today we're doing an early overview discussion of how our first piece of Downloadable Content, “Home Invasion”, will work and as well as provide a bit of initial info regarding its contents. We want to have an accessible approach to our paid DLC, release a free game update parallel to Home Invasion to create a broader 'Home Invasion Release,' and expand upon our in-game narrative in a nuanced, impactful manner. DLC content is just one component of our ongoing support for Ready or Not. We have many bugfixes and free content updates in the pipeline. These development briefings serve to keep you in the loop about parts of our ongoing support for Ready or Not, however the briefings do not encompass everything that we’re working on at a given moment.Please keep in mind that everything in this development briefing is work in progress and subject to change. Vol. 72 Development Briefing Summary Points: (not a changelog) Free general game update launching parallel to the paid Home Invasion DLC, bringing forward some planned Quality of Life improvements and features DLC maps are available to be played at full quality by everyone in multiplayer matchmaking as long as their lobby host owns the DLC To be properly revealed at a later date for the Home Invasion DLC: 3 new maps 2 new weapons The Home Invasion mission narrative will provide continuity with the base game, yet also provide a nuanced experience that will take you away from the stark darkness of criminal ring activity to a much broader spectrum of disturbing grey. An Accessible Approach to DLC A core continuous sentiment from us at VOID is how we want to avoid splitting our multiplayer playerbase across DLC content. Our DLC content should therefore be as accessible as possible, regardless of whether someone owns the DLC. For multiplayer, this means allowing DLC maps to be played in multiplayer matchmaking at full quality by anyone regardless of DLC ownership as long as the lobby's host owns the relevant DLC. Years ago previously in one of our Frequently Asked Questions there was speculation about having the free multiplayer version be lower resolution in some respect, but we have decided against that. As previously mentioned in our Vol.68 briefing: we will release additional bugfixes for the base game during the same timeframe that DLC content is being released. Furthermore, all our planned DLC will come with free new base game weapons, a DLC-exclusive player outfit, and new maps. Last but not least, DLC 1 is of course free for Supporter Edition owners per our original plans. Home Invasion in particular will come with 3 new maps following a new narrative premise and 2 new weapons. We hope that by making the DLC weapons free and allowing easy free access to DLC maps via host in multiplayer you will all still be able to enjoy the effects of each DLC launch, regardless of whether you...Vol.71 - Ready or Not Development BriefingMar 29, 2024 - Community AnnouncementsAttention Officers, Thank you for joining us for the 71st edition of our development briefing, March 29th, 2024! This week we’ll look at our new dynamic dialogue-related systems for AI which will give us more flexibility and nuance for storytelling, as well as showcase some of the recent work on our lip sync system. These development briefings serve to keep you in the loop about parts of our ongoing support for Ready or Not, although they do not encompass everything that we’re working on at a given moment. Please keep in mind that everything in this development briefing is work in progress and subject to change. Vol.71 Development Briefing Summary Points: (not a changelog) Dynamic Dialogue System Allows for easily creatable dialogue strings between multiple characters Intricate level of customization Complements existing reaction voice line system New dialogue being written and recorded Lip Sync System Video showcase of the recent early implementation of our lip sync system Dynamic Dialogue When you and your SWAT AI officers are moving through missions you may have noticed their penchant for verbally reacting to their environments. With a few notable exceptions, these reactions are generally single one-liner style voice lines prompted by moving through invisible spaces that we call “reaction volumes.” What we are working on now is a supplemental new, more streamlined and nuanced dialogue system that will allow for easily creatable dynamic dialogue strings between characters on a large scale. These interactions can be triggered by invisible spaces called “dialogue volumes.” A great beauty of this new system is the extreme ease and depth with which the dialogue parameters can be customized by any developer working on a level. How and when dialogue is triggered, the number of participants or voice lines involved, how dialogue audio is emitted, and granular elements of dialogue content are all among the variables we can adjust. For the dialogue volumes themselves we can tweak the trigger delay, which specific characters can trigger the volume (i.e. SWAT, the player, civilians, suspects), and which characters must be present to trigger a particular dialogue. To avoid repetition, we can also specify whether a dialogue is supposed to be repeated as well as give certain dialogue strings or lines a random chance of occurring in the first place. The dialogue voice line emitter can be attached to practically anything, which opens up a lot of avenues. This also means that static environmental characters like those in the Station can easily have dialogue as well. (Image below: Examples of some static character scenes around the Station that may benefit from this system) {STEAM_CLAN_IMAGE}/36750080/45f242d98133a47cec8b27f90f82276d438ccc81.png {STEAM_CLAN_IMAGE}/36750080/18a84f321a90be76e62aca971c4f0f443ec90eb4.png {STEAM_CLAN_IMAGE}/36750080/3e04fc673dd8cfcf0126b6e65b8bf944520bb24b.png The content of the lines for each participant in a dialogue string can be s...Vol.70 - Ready or Not Development BriefingMar 15, 2024 - Community AnnouncementsAttention Officers, Thank you for joining us for the 70th edition of our Ready or Not Development Briefing, March 15th, 2024. This week we’ll be covering work that’s being done regarding animation as well as an outline of our community feedback integration process. In other news, the Steam Spring Sale has just recently sprung, so you can now get Ready or Not at 33% off from now until this March 21st! Please keep in mind that everything in this development briefing is work in progress and subject to change. Vol.70 Development Briefing summary points: (not a changelog) We are building out our own comprehensive animation library filled with animations and movesets for future potential additions. WIP examples below: Tased character collapsing animation New ‘heavy’ animation movesets for suspects with light machine guns 5 animation loops for perimeter NPC patrol officers Higher fidelity shield animation movesets Lip sync animation system being implemented for increased immersion Outline of our community feedback integration process with four main stages: 1) Player feedback on social media platforms 2) Initial internal documentation of community feedback, organized and centralized 3) Directors/leads assessing and delegating tasks to address community feedback 4) The creation of development tickets for tasks to be fulfilled and implemented Animation: Our animation team has been working hard at building a motion library and fleshing out a lip sync system for voice lines, including heaps of animations that can be mixed, matched, and modified according to our needs post 1.0. Motion Library Formed from the motion capture and other animation work we’ve done, our RoN motion library is massive and comprehensive in a way that will help take the game to another level. The library is filled with animations and ‘movesets,’ a.k.a. numerous strings of interrelated animations, that serve as a foundation for potential future additions. Keep in mind that there are many steps that must occur before each of the motion library’s WIP contents can be properly implemented into the game itself. Some WIP pieces included in this motion library are additional taser reaction animations, perimeter officer animations, higher fidelity animation movesets for shields, and a ‘heavy’ moveset that could be applied to suspects with light machine guns. The new taser reaction animations in our motion library span several different outcomes when a character is tased, notably including instances where the target physically falls over. We have 5 variations falling forward and 5 variations falling backward for these scenarios alone where the target falls over. We plan for these collapsing reaction animations to simulate physics once they are falling to allow for appropriate environmental collisions. (GIF Below: 2 of the 10 WIP potential variations for the collapsing taser reaction animation, showing falling forward and backward) {STEAM_CLAN_IMAGE}/36750080/5a30f2f5ca90cb8ae5fef3b93f8b621ea52fff...Инсайдер: Новая Ghost Recon будет от первого лица и покажет значительный графический скачокMar 9, 2024 - Gamemag.ruИнсайдер Том Хендерсон раскрыл новые подробности следующей части Ghost Recon от Ubisoft. Ready or Not - Game Update 1.04Mar 5, 2024 - Community AnnouncementsFind the latest improvements and bug fixes for Ready or Not Version 1.04. If you have any further bug reports or feedback please visit the respective appropriate channels on our Official Ready or Not Discord (https://discord.gg/readyornot) PSA: Unreal Engine 4-based games patch all of a game's files when installing a new update through Steam. If you see the game taking a long amount of time to update due to file size (relative to the initial update download size), this is why. For example, an update may be a 1gb download and then have to patch ~50gb of RoN's existing game files. Bug Fixes: Resolved crash primarily relevant to RTX 4000 series cards regarding issue with "DXGI_Error_Device_Hung" Resolved inconsistencies with Commander Mode traits applying incorrectly {STEAM_CLAN_IMAGE}/36750080/90eea2aeb7449fef24bf55b66fe1bc4c923c6b69.jpg Make sure you follow Ready or Not on Steam here. Our other links: Discord, X, YouTube, Instagram, Facebook. Stack up and clear out. VOID InteractiveVol.69 - Ready or Not Development BriefingMar 1, 2024 - Community AnnouncementsAttention Officers, Thank you for joining us for the 69th edition of our development briefing, March 1st, 2024! We hope you’re all having a nice day. This week we’ll be providing insights on multiple areas of Ready or Not’s current development. The subtopics covered are preliminary discussions around AI behavior advancements, optimization, crashes, and audio reverb improvements. Other than the topics covered in this briefing we have upcoming bug fixing and top-secret RoN progress occurring behind the scenes. Please keep in mind that everything in this development briefing is work in progress and subject to change. Vol.69 Development Briefing summary points: (not a changelog) We have ongoing internal roundtable discussions across our development departments (taking into account community feedback) to experiment with advancing the AI behaviors of suspects, civilians and SWAT Please continue to leave specific feedback regarding your experiences with AI behavior in our respective Discord feedback channels for consideration! You can expect a comprehensive analysis of our approaches as we carefully vet and solidify specific development routes. One early example of an initial analysis is that we’d like to improve pre-combat behaviors for Suspect AI; they can be too eager to fight at times Resulting experimentation could entail building upon as the hesitation system and making the onset of firefights less readily predictable Optimization is being improved via avenues like: Scalability settings that more effectively allow high/medium/low graphics settings to tailor performance 2D Level of Detail elements (LOD “impostors”) for distant foliage, rocks, etc. Shader caching to reduce remaining stuttering (note: Enabling V-sync may help) and decrease load times Resolving crashes related to the common issue in games, “DXGI_Error_Device_Hung,” that primarily affects RTX 4000 series cards Immersive improvements to our audio reverb system using "reflection probes" so that reverbs sound more 3D and accurate to environmental materials, all without costing performance Video demonstration included! Preliminary AI behavior advancement insights: We’ve have ongoing internal roundtable-style discussions in which multiple departments such as game design, level design, programming, animation, QA, and more are experimentally examining the different facets of AI behavior for suspects, civilians, and SWAT. These meetings help determine the future on how we want to advance our AI interactions going forward. Please continue to leave specific feedback regarding your experiences with AI behavior in our respective Discord feedback channels for consideration! Once these internal AI discussions reach more concrete conclusions and subsequent technical plans about development routes, we plan to make comprehensive breakdowns explaining them. AI is a very complicated feature type that benefits from a range of development perspectives. Together, these perspectives can provide collective te...Ready or Not - 1.0: Hotfix #4Feb 20, 2024 - Community AnnouncementsFind the latest improvements and bug fixes in our ongoing series of hotfix rollouts for 1.0 below: If you have any further bug reports or feedback please visit the respective appropriate channels on our Official Ready or Not Discord (https://discord.gg/readyornot)We've implemented general optimizations to enhance the overall game stability and performance. Additionally, we've made backend enhancements to ensure a smoother gaming experience for all players. Hotfix #4 also builds upon the object shadows optimization changes in Hotfix #3, resulting in even better overall performance for lighting. Bug Fixes: Fixed broken decals & missing textures on Streamer Improved draw distance of assets across all levels Improvements: Enhanced dynamic lighting performance across all levels via shadow utilization per object Improved LOD (level-of-details) of assets across the whole game Optimized lighting volumetrics and shadows on Farm General performance optimizations across the LSPD station Reduced reflections and fixed environment visibility from shield glass {STEAM_CLAN_IMAGE}/36750080/90eea2aeb7449fef24bf55b66fe1bc4c923c6b69.jpg Make sure you follow Ready or Not on Steam here. Our other links: Discord, X, YouTube, Instagram, Facebook. Stack up and clear out. VOID InteractiveVol.68 - Ready or Not Development BriefingFeb 16, 2024 - Community AnnouncementsAttention Officers, Thank you for joining us for the 68th edition of our biweekly development briefing, February 16th, 2024! We had a momentary pause between this one and our last edition. This week we’re thrilled to bring you our public Ready or Not Roadmap for 2024, highlighting future milestone developments to the game! Although we’re unveiling this roadmap to solely cover 2024, we have many more plans that we’re charting further out. Please do keep in mind that the content we’ll show and discuss as part of this roadmap is still subject to change. Game development is a fluid process, especially for a small indie team like us with this level of a project, so certain priorities and timelines may shift based on necessity. Vol.68 Development Briefing summary points: (not a changelog) Ongoing 1.0 bugfixing/patches for Winter 2024 with Hotfix #4 arriving shortly. Both DLC 1 and the 1.1 update are planned for Spring 2024. DLC 1, currently named "Home Invasion," will be free for Supporter Edition owners, as originally intended. DLC 2 is planned for Summer 2024. The 1.2 update is planned for Fall 2024. All of these DLCs are planned to come with free new weapons for the base game, one DLC-exclusive player outfit, and new maps. DLCs will also be accompanied by bugfixes for the base game. Updates 1.1 and 1.2 will include additions, improvements, and bugfixes to the game. The 2024 RoN Public Roadmap: As many of you may know, we have intentionally refrained from sharing public roadmaps in the past. Instead, we chose to operate on our own private internal roadmaps that were best suited for fluctuating development schedules during Early Access. However, now that we’re past 1.0, we can speak more assuredly about public timelines and milestones. This roadmap highlights the larger milestones on the horizon rather than projecting every possible patch that may occur. We used due diligence to account for as many seen and unseen variables as we could in the creation process of this public roadmap, but keep in mind that things are still subject to change. Without any further ado, here’s our graphic laying out the 2024 RoN public roadmap! : (Image below: The 2024 RoN Roadmap. Note: All DLCs come with free new weapons for the base game and one DLC-exclusive player outfit. *Disclaimer: All dates and names are subject to change) {STEAM_CLAN_IMAGE}/36750080/8e076e2e1742eb6efeb576094e4cfb926ee829c2.png As for Downloadable Content, our DLCs are both planned to be released with additional bugfixes to the core game, including the Roadmap footnote’s aforementioned free new weapons for everyone added to the base game. Each of these DLCs will also include additional new maps. Meanwhile, the core purpose of updates 1.1 and 1.2 is to deliver further additions, improvements, and bugfixes to the game. During Winter 2024 we've been focusing on delivering ongoing bugfixes and improvements for 1.0, with Hotfix #4 arriving shortly. In Spring 2024 we aim to deliver both DLC 1 and the 1.1...Ready or Not - 1.0: Hotfix #3Feb 6, 2024 - Community AnnouncementsFind the latest improvements and bug fixes in our ongoing series of hotfix rollouts for 1.0 below: If you have any further bug reports or feedback please visit the respective appropriate channels on our Official Ready or Not Discord (https://discord.gg/readyornot) Bug Fixes: Removed duplicate Beachfront briefing Adjusted visibility blockers on Ridgeline, Penthouse, Valley and Importer Fixed a bug that soft-locked the game when changing the language outside of the main menu Fixed an issue with the loadout/customization menu that caused the game to crash when opened at the last second before the mission starts loading Fixed a stack-up error that caused SWAT AI to be unable to move and clear when a door is opened toward them Fixed a bug that prevented SWAT AI from autonomously completing all objectives and finishing the mission after the player dies in practice mode Fixed an audio trigger in the tutorial that started too soon, resulting in players trying to complete the optiwand task on the wrong door Fixed an unintentional interaction that allowed completion of the “Due Process” achievement without using C2 Fixed an issue that led to unintended AI behaviour, where Suspect AI was reopening fire at their last target after faking a suicide attempt Fixed various lighting & art bugs across missions Fixed an input error that caused players to stay in crouch position when approaching suspect/civilian or evidence while in crouch position and releasing input during a restrain or evidence animation Fixed a customization bug that caused watches under long sleeved shirts to still appear in first person view Fixed an issue that brought up the replay menu when pressing the slash button during missions Fixed a startup issue that resulted in subtitles being reset to default instead of the one that was set during the previous game session Resolved an issue that made weapons appear not to zoom in with the entire scene when ADS zoom is enabled while holding down ADS Fixed missing ADS zoom when using the MP5A2 with a holographic sight Fixed a bug in which additional taser ammunition was not granted when using an additional taser slot Fixed an issue that caused the tablet to get stuck on the screen when opened before a gun is drawn for the first time Fixed a bug that sometimes caused the game to crash when the Faction Manager and modded maps tried to interact in the background Fixed a bug that squared the headshot damage against players only when the helmet was already destroyed Fixed a bug on Gas & Streamer that sometimes made dropped weapons fall through the floor Fixed a bug that allowed SWAT AI to kill suspects by shooting them in the head with beanbags Fixed a bug that prevented SWAT AI from moving in and clearing through the container doors in the Port auction room Fixed an animation bug for the taser that utilized the wrong reload animation while aiming, allowing it to fire again faster than intended Fixed an issue that allowed prolonged engagements between susp...Vol.67 - Ready or Not Development BriefingJan 19, 2024 - Community AnnouncementsAttention Officers, Thank you for joining us for the 67th Edition of our biweekly development briefing, now returning from a holiday break! Today we'll be taking a retrospective look at some frequently asked questions over the past few weeks following the 1.0 update. These questions will cover hotfixes, Suspect AI, the existing suspect/civilian “Stress” and “Morale” system, equipment, animations, and more. We hope you have had a great time with your friends and with the game over these past weeks, and we have been keeping our eyes on how things are going! Hotfix #2 is out the door as of yesterday and it is just part of many hotfixes and further gameplay improvements that we want to release as soon as possible. As mentioned in our Hotfix #2 patch notes, we are on the way towards Hotfixes #3 and #4 as well as any other fixes that may occur in-between. We will be specifically focusing on performance and gameplay balancing among other areas in upcoming hotfixes. One thing we want to quickly touch on, though, is that our team is not yet at full working capacity following our holiday break. In the meantime, we are continually gaining momentum to make progress on necessary fixes. We're sorry that this hotfix process may be taking longer than expected but rest assured that we are committed to delivering them. 1.0 required countless high-priority systems and features to be put together, with each department focusing on their own particular workflows to get each critical component of the game prepared. However, now that Ready or Not has reached 1.0 and all your wonderful hands, it’s time to more holistically parse how the game is functioning for our broader audience, adjust our internal workflow to reexamine its parts and find the best ways to address changes that could be made. We are diligently aware of your valuable feedback and bug reports across our platforms in this process and are striving to meet them as effectively as possible. To consolidate your input for best visibility for the development team please direct any feedback or bug reports you have to our Discord’s respective feedback or bug report channels (https://discord.gg/readyornot). 1.0 in Review FAQ What should we expect now that 1.0 is out the door? Expect continued support for Ready or Not and its bright future as we explore ways to enhance your experience even further with future updates and expansion. On our short list is improving game balance, performance, and existing features such as Suspect AI. We’re still aiming to provide a public roadmap to allow an accessible long-term perspective on what our future plans will look like. What is the status on the current hotfixes? Due to the complexities of returning to work after the break we are focused on building momentum to get hotfixes out as soon as possible. We have internal timelines that we are using, but these timelines are fluid to address issues as they pop up. How can I improve my performance, and what development is being done re...Ready or Not - 1.0: Hotfix #2Jan 17, 2024 - Community AnnouncementsFind the latest improvements and bug fixes in our ongoing series of hotfix rollouts for 1.0 below: If you have any further bug reports or feedback please visit the respective appropriate channels on our Official Ready or Not Discord (https://discord.gg/readyornot) Localisation: Language improvements for German, French, Korean & Chinese New available language options for Italian, Japanese, Polish, Portuguese, Russian, Spanish & Turkish *While hotfix#2 is dedicated to improving existing translations and adding new languages, we want to highlight that localization is not complete. We are entering the stage of live QA, during which all languages will undergo continuous iterations and improvements to enhance quality and provide a better experience across all supported languages over time Bug Fixes: Fixed an issue that was preventing AI death animations from playing in certain situations Fixed an issue that caused SWAT officers to get stuck in an animation loop when attempting to report objectives Fixed a loading issue that caused game crashes for the host when loading into the station after a mission Fixed a UI error for both subtitle and UI localization, which picked another language instead of the one being selected Message from the team: We have returned from a brief holiday break and are continuing to prioritize enhancing the Ready or Not experience for our dedicated community of players and fans. Currently, our primary focus is on the upcoming releases of hotfixes #3 and #4. These updates are specifically designed to address performance enhancements, fine-tune balance, and tackle any lingering issues related to suspect and SWAT AI. We are committed to Ready or Not and its ongoing development support, fueled by your enthusiasm and feedback. Stay tuned for more exciting updates and upcoming changelogs! {STEAM_CLAN_IMAGE}/36750080/90eea2aeb7449fef24bf55b66fe1bc4c923c6b69.jpg Make sure you follow Ready or Not on Steam here. Our other links: Discord, X, YouTube, Instagram, Facebook. Stack up and clear out. VOID InteractiveSteam Global Top Sellers for week of 9 Jan — 16 January 2024Jan 16, 2024 - SteamDB * Steam Deck; * Lethal Company; * Baldur's Gate 3; * Call of Duty®; * EA SPORTS FC™ 24; * Tom Clancy's Rainbow Six® Siege; * Rust; * Anno 1800; * Ready or Not; * Grand Theft Auto V; * excluding free to play games View top 100 on SteamDBSteam Global Top Sellers for week of 12 Dec — 19 December 2023Dec 19, 2023 - SteamDB * Steam Deck; * Lethal Company; * Call of Duty®; * Baldur's Gate 3; * House Flipper 2; * Granblue Fantasy Versus: Rising; * Ready or Not; * Rust; * Grand Theft Auto V; * EA SPORTS FC™ 24; * excluding free to play games View top 100 on SteamDBReady or Not - 1.0: Hotfix #1Dec 18, 2023 - Community AnnouncementsFind the latest improvements and bug fixes in our ongoing series of hotfix rollouts for 1.0 below: If you have any further bug reports or feedback please visit the respective appropriate channels on our Official Ready or Not Discord (https://discord.gg/readyornot) General Improvements: General audio enhancements, tweaks and improvements. Added a new command exclusively for coop multiplayer to enhance player immersion. Now, players can use the "Negative" command, located in the "Acknowledgement" submenu when aiming at the floor, wall, or empty space. Improved the Ready up widget in the top left after a mission is selected. Players can now spectate SWAT AI clearing a level autonomously in practice mode after death. Bug Fixes: Fixed various crashes Fixed SWAT AI sometimes being sorted incorrectly when clearing, causing an officer with a shield to not go first Fixed overlapping text in the replay viewer list UI Fixed Maria Lopez’ character model on importer Fixed loadout presets not properly applying to SWAT AI Fixed game ending immediately when player dies in practice mode, making it impossible to spectate SWAT AI Fixed some broken materials/textures on Sins of the Father Fixed a few issues with cloth simulation Removed an empty tooltip Fixed CS Gas affecting AI and players through closed doors Added some missing customization item preview images Fixed game not properly pausing when player presses escape in the tutorial Fixed skinning/weight for one of the gas station suspects Fixed rare bug causing SWAT AI to surrender Fixed SWAT AI being unable to search and secure rooms behind closed doors after Bring order to chaos objective has been completed Fixed human shield civilians freezing in place after being killed/incapacitated Fixed Commander Mode timers not advancing after player death Fixed rare instances of gas mask overlay persisting after player death Fixed simunition gun physics in the tutorial Fixed hands disappearing for clients when returning to lobby in a multiplayer session Possible fix for players rarely getting stuck in the healing animation Fixed third person healing animations not playing Fixed spawn point selection resetting when player changes their loadout or opens the tablet Fixed clients copying the host’s customization loadout in multiplayer Fixed crash reporter save files/mod deletion buttons Fixed SWAT AI sometimes avoiding player’s aim unnecessarily Fixed SWAT AI sometimes stopping too early when checking a closet/bed, which made them stop in a doorway Fixed SWAT AI sometimes getting stuck on a stack up and breach when the door is locked Fixed missing voiceline for C2 and Launcher command Fixed rare instances of players being able to arrest AI from the front Fixed suspect AI continuously blind firing when in cover Possible fix for suspect AI aiming directly at a target’s head after not seeing them for a while Fixed “Deploy Shield” command being visible even if the officer has no shield Fixed a few issues with SWAT AI during au...Vol.66 - Ready or Not Development BriefingDec 15, 2023 - Community AnnouncementsAttention Officers, Thank you for joining us for our 66th biweekly development briefing, December 15th, 2023! We appreciate all of you who took part in the tremendous operation that was our 1.0 launch earlier this week. If you haven't had a chance to participate yet, we hope you will soon. In this development briefing we'll be taking a brief look at what led up to 1.0, the 1.0 launch, and our post-launch preliminary plans regarding hotfixes, feedback, and an anticipated high-level public roadmap that will be out after the holiday break. Expect the usual hotfixes for urgent issues that popped up during the launch. We will be addressing bug fixes and performance issues along the way as we keep an eye out for additional feedback. We’ve got your back. In the case that you are unfortunately experiencing technical issues after installing 1.0, please try subsequently resetting mods and performing a clean reinstall of the game, as well as validating your game files. Furthermore, as already stated in the form before: if you're a qualifying Supporter Edition owner (purchased through VOID website before Dec. 25th, 2021), your in-game credits will continued to be added on a rolling basis. There is no hard deadline. Vol.66 Development Briefing summary points: (not a changelog) We are committed to prioritizing that 1.0 is functioning at its best first and foremost in the short-term. We are focusing purely on hotfixes for this week. Hotfixes being urgently prepared for: Bugs and performance issues Feedback (e.g. Commander Mode, SWAT AI, ect.) We reached 52k peak concurrent players on Steam! As well as a variety of other humbling milestones. Top 5 category on Twitch for 5 hours. Top 5 seller on Steam across several categories (including top selling, trending & hot releases) There will be a high-level public roadmap releasing after our holiday break to detail the our plans for RoN's development post-1.0. Eventual 1.1 update which will be detailed at a later date. In about a week the development team will be taking a break for the holiday period to recuperate, spend time with loved ones, and celebrate the hard work that's went into delivering the massive 1.0 update. Pre-Launch Our team is beyond grateful for all of you who have engaged with and played our game over the past few years. To get to this point of the 1.0 launch is a dream come true for everyone involved and a monumental achievement for us as an indie game studio at VOID Interactive. Meticulous hours were spent by everyone involved with the development team throughout the past months preparing every detail for you. This includes feature additions, bugfixes, media, and performing dedicated playtesting at an efficient pace while in frequent communication with one another. We integrated as much feedback as possible within this period, and know that we will continue to do so. Recently, some of the countless talented modders within our community have also worked to get many mods updated for the launch of 1.0...Ready or Not - We're Live at 1.0 LaunchDec 13, 2023 - Community Announcements{STEAM_CLAN_IMAGE}/36750080/45546a7d65340bfa853fd4e3e740e443066979c3.png Update 1.0 for Ready or Not - LIVE NOW1.0 Launch Major Feature Changelog, 1.0 Out Now!Dec 13, 2023 - Community Announcements1.0 has finally launched. Make entry, officers! In the changelog below we will cover most of the major feature changes that have been introduced into Ready or Not 1.0, although not exhaustive due to changes spanning almost 12 months. Bugfixes are not listed— rest assured that there are too many to count here. We will continue to hotfix the 1.0 update in the coming days and look forward to far more updates in the bright future for Ready or Not! Gameplay Commander mode: “Commander mode” is our immersive Ready or Not single player experience. The mode acts to tie together all elements of the game’s existing design, as well as introducing new features centered around progression and replayability. We will be heavily monitoring feedback surrounding this mode. Ironman Mode: A permadeath-style option for hardcore players. Once you’re dead, your save is deleted. There are cosmetic rewards for completing this mode. Exfiltration Mechanic: In order to quit a mission early without accruing as much stress to their officers, players must exfil from their spawn point, being sure to first backtrack safely. Save Slots: 3 save slots have been added that will allow players to experiment with different runs, or for multiple users on one PC. Stress System: A meta-game stress system that punishes the team for acting outside of the Use of Force continuum, or otherwise putting lives in danger. Officers at high stress will have to be benched and put on therapy, or be at risk of leaving the team permanently. Officer Traits: ~12 modifiers that affect your officer or team composition to benefit your select playstyle. Traits become available for each respective officer as you play missions with them. New SWAT AI: A remarkable next-generation AI system capable of clearing rooms in a truly lifelike fashion, built from the ground-up by working closely with our SWAT advisory team. New AI and Team Commands: A number of new commands are now available for ordering AI (and now your friends) around. Officers will be able to order surrendered and arrested targets to turn around, move to a marked position, or move to the officer’s location. AI can be told to run to the nearest exit and flee the location. They will be automatically arrested upon arrival there. Commands are now able to be used in cooperative, so players without microphones can communicate a little easier with other player teammates. This system is pending some QOL improvements such as UI elements to help see what has been marked. Some commands will also default to Judge’s voice. Police Trailer Units: Automated trailer units have also been added, which are police units that come in after a mission to collect arrested contacts and any relevant people or items. This will occur when “bring order to chaos” is completed. New Tablet System: Objectives and other elements of the UI that were previously non-diegetic have been moved to the Tablet, which is able to be opened by pressing “TAB” by default. After selecting a mission, p...Supporter Edition Purchase Availability ConclusionDec 12, 2023 - Community AnnouncementsWith the upcoming 1.0 launch of Ready or Not it comes time to wish a happy retirement to the Supporter Edition as it heads off duty from our Steam page, and we shall continue to support the Supporter Edition to the best of our abilities. We share a heartful thank you to those who supported and continue to support Ready or Not. {STEAM_CLAN_IMAGE}/36750080/49888ae5fee28399ab7d4ea3359152bd6bcaf4f6.png