Previous Post

Development Update #35 (Public View)

Next Post
Development Update #35 (Public View)
1 / 31
DESCRIPTION

beta decay - version 0.0.35a

Summary

Phew! This update is a big one. Prepare your eyes and ears!

Devlog 35 is the final update for 2025. This iteration will cover several development and non-development updates in relation to the past, present, and future states of beta decay.

The devlogs now include a table of contents that should help you maneuver around and find your section of interest easier.

Please bear with the spelling errors as I'm sure you will come across them.

Along the way you will discover a few ambient sample tracks for the read. The first track resides here at the summary. And more tracks are nested deeper within the devlog! Previous devlogs also contain their own unique ambient tracks just like these.

If you would like to listen, here is sample ambient tune #1 for the read!

Ready?

Let the updates begin !

TABLE OF CONTENTS

Versioning

Personal Development Goals for 2025- Ambient Track 2 -

Roadmap - Overview

Roadmap - Categories

Roadmap - Feature Cards

Roadmap - Feature Status

Roadmap - Feature Prioritization

Steam Early Access (Roadmap Dependent)

Trailer (2026)

beta decay_Store

Homepage Updates

beta decay Database

IndieDB Nomination

FAQ and Discord- Ambient Track 3 -

Continued Development

Destruction System (Continued)

Prone System (Continued)

Inventory Networked (Continued)

Injury System (Continued)

Significant new Models, Textures, Materials (Continued)

Weather System (Continued)

Centauri Exchange (Continued)

Holograms (Continued)

Change Management- Ambient Track 4 -

New Development

Eyewear - Magnification Goggles / Range Finders

Backpack MKIV

Industrial Work Light (Deployable)

Dynamic Hanging Wires

MCV Rename

Tent DECON

Phenomenon - Entanglement Trap (Migration)

Character Enhancements

V23 Helicopter - Migration

Rotator Materials

Weapon - Enhancements

Weapon - Bullet Drop Migration/Networking

Weapon - Audio

Weapon - Mounts/Mods

Weapon - New

Night Vision Goggles

Networked Foliage Interaction

Explosion Decals

New Corporations

Stumbling

OST - Physical Album

OST - (Original Soundtrack)

Risks and Challenges

Changelog / Bugfixes

Closing Notes

1. Versioning

Pre-Alpha

Throughout 2025 and prior, beta decay had been denoted as a Pre-Alpha state. The priorities during this time were to establish the foundations of movement, combat, animations, basic life systems, and a core understanding of what future technologies would be leveraged.

Alpha

Currently, beta decay is in an Alpha state. The amount of core systems are expanding and have been setup to act as a platform to build off.

Beta

Early Access will signify the transition of beta decay to a public 'beta' state.

2. Personal Development Goals for 2025

Several personal development goals have been maintained throughout 2025:

Have a deep understanding of the development technologies and their capabilities

(Ex: Unreal core systems and performance related capabilities and techniques.)

Several development tools have been leveraged for 5-10+ years.

Unreal and it's related plugins remain the newest and will continue to be an on-going learning process.

Establish and maintain concrete processes and workflow

(Ex: Modeling, Texturing, Animation, Audio)

As my own personal skills improve in each area, I do not anticipate significant changes to my current workflow. Which is a good thing! This means I am able to stick to a comfortable process that allows content to be produced more quickly with the little friction.

Build systems to scale

(Ex: Destruction, ECS, MCV's)

Each system of scale requires time and dedication and cannot be half-assed. They must be approached strategically with longevity and expansion in mind.

Onward to the roadmap !

3. Roadmap - Overview

A long time in the making - the first iteration for the beta decay roadmap has been published!

The roadmap features are subject to change.

The key goals of the roadmap are to:

Set feature expectations for Early Access.

Set Feature expectations for the Full Release (v1.0).

Ability to track live progress updates

I will be updating the roadmap when I can - As it is helpful for me as well !

Allow compatibility for desktop and mobile devices.

A lot of time has been poured into putting the roadmap together. It has always existed on paper/excel, or what have you - It has now been shared into something more presentable and interactive.

The Roadmap can be found on the main rotoscopestudios.com website or accessed directly by clicking the link below:

4. Roadmap - Categories

The Roadmap is split into two categories:

beta (-) decay = Features to arrive at Early Access.

beta (+) decay = Features to arrive throughout and post Early Access

5. Roadmap - Feature Cards

Each feature on the Roadmap is presented as a card. The overall display and theme attempts to represent something similar to the 'periodic table of elements' that you may remember from science class. 🧪🥼🔍

Each feature card may be hovered over to reveal the feature's summary and scope.

Each feature has a photo that represents the feature.

6. Roadmap - Feature Status

TBA (To be Announced)

The feature will be displayed once the new 2026 trailer is published.

Successful prototype (10 - 25 %)

Indicates the feature has already been developed in some shape or form. More importantly, the technical approach already exists on how to achieve developing the feature. Therefore, less time should be spent on research and development.

Work in Progress (25 - 75 %)

The feature is currently in development.

Ready for Testing (75 - 99 %)

The feature has been completed at its core! But still requires polishing and additional testing before public access.

Ready for Early Access (100 %)

The feature is ready for Early Access.

7. Roadmap - Feature Prioritization

Although all features are important, only the core features that are required to setup the envisioned experience and promote open ended gameplay have been selected.

Therefore, several features have become part of beta (+) decay (Full release), and will be available throughout and post Early Access.

8. Steam Early Access (Roadmap Dependent)

The release date is based on the Roadmap's completion status

Once all targeted features for Early Access are fully developed and gone through proper testing, a decision will be made whether to proceed into Early Access. Therefore, the date for Early Access is a moving target.

Please keep in mind that any dates that have been previously communicated are estimates and have always been subject to change.

9. Trailer (2026)

Several of the roadmap's features will be showcased in the upcoming trailer with a mix of cinematic scenes.

There are several features that are still being developed that I plan to showcase, so It will take some time to get everything wrapped up into a presentable video.

The estimated release date for the trailer is highly dependent on the progress of several roadmap features.

It is very likely that the trailer will be released as the new version is available for the next round of Playtesting / Early Access.

10. beta decay_Store

The beta decay store has returned with a re-rebrand. A direct link has been provided on the homepage and below:

The products are split into two categories:

Pre-Alpha Development Clothing (Black/Orange)

Alpha Development Clothing and Accessories (Black/White)

Overall, it's a pretty basic shop.

11. Homepage Updates

Many new changes have appeared on the Rotoscope Studios homepage. Some may be subtle, but each page has been tweaked

Key Updates:

Main Page

Press Kit

Subscribe Page

FAQ - Additions and format

Re-Introduction of the beta decay Store

Introduction of the Roadmap

Introduction of the beta decay Database (Continued Below)

12. beta decay Database

Functions similarly to a knowledge base.

Hosted on the main webpage.

The FAQ still exists here as part of the Database.

This is the first draft the database that has some pros:

Easy to create new posts.

Quick to maintain / update posts.

Works well on desktop / mobile.

Game-guides and wikis are always nice to have - Information that can be looked up online in the off-time.

Since, this is the first draft, we'll see how it goes - the fallback option is simply a wiki.

13. IndieDB Award

beta decay has been nominated as Indie DB's Top 100 Upcoming Indie Game of 2025. Thank you all for voting and showing your support!

14. FAQ and Discord

If there is a question you would like to see answered, feel free to post it into the Discord Topics channel. I do evaluate them regularly to determine if they are FAQ worthy. 🧐

🔥🔥 Congrats to surpassing 28k Members ! 🔥🔥

[ break time ]

I appreciate you making it this far.

Now time for some actual development updates !

15. 🤟CONTINUED DEVELOPMENT🤟

This part of the devlog covers all features that have been in continual progress for several months - and how their development has progressed specifically this past month.

16. 🔥🔥Destruction System (Continued) 🔥🔥

In previous devlogs, I mentioned that the destruction system is one of the primary features I look forward to the most in the game's development. So, apart from all the more tedious tasks, I am always eager to get back into this one.

Therefore, I am pleased to say that there have been some major achievements!

Performance 👍

While undergoing stress testing for the construction system, a consistent 60 FPS has been averaged with the following parameters:

Around 500 buildings, each with roughly 700 individual components such as walls, floors, and windows.

Benchmarks have occurred in editor - This means performance is likely to be greater on compiled builds.

Networking 👍

Destruction is working over multiplayer.

Network synchronization across clients and servers.

Building components, such as walls and floors will be removed and synced across the server and clients.

Currently, the majority of a building can be destroyed, but not entirely. The core of buildings stay in place primarily to maintain a ruined/destroyed city aesthetic from warfare. Full building destruction may be introduced later on in development.

Next Steps

The destruction system still has much work to be done. This includes

Further stress testing

Network new client synchronization testing.

Enhanced particle/visual effects.

17. Prone System (Continued)

Added clothing audio effects for all prone movement motions for the new system (Going into to prone, getting up, crawling, diving and camera shake effects.)

Dust Effects upon diving into a prone position.

18. Inventory Networked (Continued)

Carrying, Equipping, Inspecting, and Equipping items to inventory is fully networked.

Majority of time was spent here on networking bugfixes

19. Injury System (Continued)

The upper and lower body now appropriately display color codes for injury status. Previously, they were uncolored/default, while the rest of the character's limbs were working appropriately.

Fixed bugs around the the color coding for Injury stats where if:

Fixed several bugs around the Highlight text ensuring it appears on the correct limb body part while simultaneously using the Same highlight pooling system for all entities.

Body part is not injured = blue

Body part is injured = red

20. Significant new Models, Textures, Materials (Continued)

Three new metal fence models

New metro/train track models

Migration of Train Overpass Model.

Another new Telephone/Wire Pole Model

Small Farmhouse made of metal sheets and wood

Three new large Dumpsters

Bridged Roads, and Overpass Road models with tunnels.

Large Canal Structures.

A new Pallet of bags with a tarp

Hazmat Outfit (MKIII) - This is a white Hazmat outfit.

Hazmat Hood (MKIII) - This is a white hood to be worn with the white Hazmat outfit.

Extra large electrical transmission tower

New Large tree model.

I am highlighting this one as the tree foliage is finally hitting the style I've been looking for, as I've struggled to nail it for a while now. Which is a steady mix of sprite based branches with thicker solid mesh core. It's likely that several of the old tree models will be scrapped, rather than re-done moving forward.)

Old Model Migrations and Improved Texturing

Train Beds

Train Overpass

Wooden Training Walls (From the legacy training facility)

21. Weather System (Continued)

Added more variations of thunder audio when raining.

During rainstorms, added sprite/material effects for water pouring from wall ledges.

Fixed several bugs where the weather kept repeating/looping itself causing hiccups in the audio and performance issues.

22. Centauri Exchange (Continued)

Fixed critical bugs where buy and sell Market transactions were not syncing over the network.

23. Holograms (Continued)

Created five new visual display models for the Hologram.

Holograms now have their own 'channels' with different audio/visual themes.

New Audio tracks to play with the Hologram (Also Noted at the end of this devlog)

24. Change Management

(This had been mentioned in previous devlogs).

You will find that some technologies may have changed or altered in some way. This is part of the development process, and change is to be expected. A good example of this is the old Voxel Tech and the Destruction system.

In early prototypes, voxels were primarily used to construct buildings and full cities, cube by cube. This was extremely fun and was very quick and efficient to develop full scale cities. However, after actually playing, and feeling the character within the game world - the environments and overall experience simply didn't align with the intended vision.

You'll find that destruction as a feature still remains, but is no longer is based on voxel tech. There are still plans to leverage voxels for planetary terrain with the goal of terraforming.

- End of Continued Development -

[ break ]

[ the final tune ]

25. 🤟NEW DEVELOPMENT🤟

This month was forecasted to be light on new development as the majority of time and effort was spent towards documentation, roadmap, devlog, videos etc. However, there was still some time to get things done !

26. Eyewear - Magnification Goggles / Range Finders

The legacy have binoculars have migrated to the new build but they have changed in several ways.

ECS Entity has been created for the Goggles

Since these are eyewear, they may be toggled on, and kept activated at all times.

Visually the UI is smaller and more crisp

Colors have been saturated.

A few other tweaks have been made to the UI layout.

Overall, a big improvement visually, and gameplay wise.

Range Finders

By now, you may have realized much time being spent around marksman/reconnaissance equipment and features (Bullet Drop, Scope Sighting)

All of this opens up gameplay opportunities for:

Sniper / Spotter combinations

Recon and analysis

Hunting

27. Backpack MKIV

Added an 'Extra Large Backpack'.

In total there are currently four backpacks :

- Small, Medium, Large, Extra Large. AKA, MKI, MKII, MKIII, MKIV

28. Industrial Work Light (Deployable)

Deployable lights have been migrated from the legacy build:

Model and texture re-design

Conversion into an ECS entity

Can be carried and deployed just as any other entity.

29. Dynamic Hanging Wires

Previously, static wires were included in the environmental meshes for aesthetics. Wires hanging from cielings/poles, etc.

New meshes and materials are used to display hanging wires throughout the world.

They are also affected by wind/weather.

30. MCV Rename

The acronym for mecha (MCV) will stay as I enjoy the flow, and the way it sounds to speak. However, a slight adjustment has been named to the meaning. This has been under consideration for quite some time.

Previous:

MCV - Mobile Combat Vehicle.

Has now been renamed to:

MCV - Mechanized Combat Vehicle

31. Tent - DECON

A large deployable tent that technically resides in the Deployable Structure category.

Future Steps: Create a variety of different tent sizes.

32. Phenomenon - Entanglement Trap (Migration)

Amongst viruses, creatures, and other Phenomenon, exists the entanglement trap.

This Phenomenon type plays it's part critically in the game universe and lore. Science has attempted to study and understand the phenomenon and its rare occurrence in the universe. Visually described as a black sphere with an endless depth that emits massive amounts of energy.

Migration from the legacy build. This includes: Audio, Animations, Water Material, Particle Systems, Static Meshes, and logic.

During migration added additional particle systems for the player when entering the entanglement trap.

33. Character Enhancements

Ragdoll Camera State

When entering ragdoll when in Third person, the camera now has it's own dedicated camera mode for ragdoll. This has been created to help prevent camera clipping through the ground and awkward, hard to see camera positions on death.

You can no longer lean/switch camera sides in ragdoll mode.

Dynamic Distance Checks for Weapon Wall Rotation

Added dynamic detection logic for when a character lowers their weapon close to a wall, which is now based on weapon type. Shorter length pistols and sub machine guns have a shorter detection range to a surface before lowering the weapon, while longer rifles have a longer wall detection.

Outfits and Clothing

New Outfit - Construction outfit with yellow jacket.

Four new Balaclavas and a Ski Mask.

A wearable headband with hair.

Foot Step Dust Effects and audio on Sprint and Prone (Migration)

Particle effects that kick up dust on each footstep

Voice Audio Grunt sounds when initiating sprint or prone.

First Person Depth of Field

In leu of all the new and enhanced systems for the player, DOF has been re-introduced in a much cleaner state than in the legacy build.

Ragdoll on Fall / Damage from different heights.

The character will have different sound effects and damage amounts depending on how high of a fall.

Character will ender ragdoll mode with the ability to get back up.

Falling Damage will apply to both character's legs when falling from high heights.

The legacy build, if you fell from too far of height, you would immediately die.

Dismemberment Bleeding

Working over the network with the legacy blood effects tweaked and improved.

Network Synchronization

Player getting up from ragdoll - From falling, or explosion blasts that do not kill the character. Combat/Firing in the next section.

34. V23 Helicopter - Migration

The V23 Helicopter has made its way over from the legacy build, along with audio, networking, and performance enhancements.

Technical Improvements

Full static mesh objects have been created for the propellers moving away from the flat/plane flipbook sprites. Overall this was a design graphical quality enhancement. The sprites looked fine, but with all the other graphical enhancements, the mesh propellers needed to match.

The Helicopter character itself no longer uses a skeletal mesh or any animation components as before. Similar to other systems, it is event driven. when it comes down to the changes in the visual components.

Propeller rotation is now material and rotation is calculated based on the calculation of WPO coordinates. This is a much cheaper option than rotating manually with transform rotations either via update or timeline components.

Migration and tweaks to ground dust particles from rotors.

Smoothed in and out movement when approaching movement target destinations

Ability to smoothly lower and land with steady rotation based on ground normal.

35. Rotator Materials

Having performance in mind - logic has been included into materials for objects that should always need to appear rotating such as vehicle wheels, ceiling fans, or helicopter propellers.

This technique is pretty common practice and is much cheaper performance wise opposed to manually rotating object transforms in an update/tick function.

The material logic is setup to take in different speed and rotations as demonstrated in the video below.

36. Weapon - Enhancements

Left clicking while the weapon is lowered will automatically raise the weapon in aim mode.

Weapon Recoil can now be visually seen over the network. For ex: when a character fires a weapon their arms kick back from the recoil.

Picking up and Equipping weapons to hand

Fixed critical bug where other clients/server could highlight and see/take entities off of another character's body.

Ragdoll / Death / Visual Effects / Performance enhancements from old build.

Tracer hit placement, damage dealing, death, and effects

Silenced weapons no longer have a Muzzleflash / light when firing.

Silenced Weapons now have muzzle smoke particles when firing.

RPG Fire / Explosions / Ragdoll Networked

37. Weapon - Bullet Drop Migration/Networking

Migration / Improvements / Networking

Bullet drop for weapons now exists in the new build and functions over the network.

The legacy build introduced bullet drop at a very crude state. It worked, but not reliably. The core logic for bullet drop has been migrated, and improved from the legacy build.

Performance Considerations

Bullets are not physical objects, there are no physics calculations in use

A predictive line trace is used to calculate bullet drop.

This more practical and efficient than high speed physics projectiles. Especially in terms of network bandwidth.

Future Steps - beta(+)decay:

Wind to affect bullet drop.

Ability to set sight elevation for all weapons (not just for the computerized sniper scope)

38. Weapon - Audio

Improved Distance Fire Audio - Reverbs, Distance Leveling, Occlusion.

This is critical for emersion - For Ex: Weapon shots heard outside, from a distance should have a significantly different amount of bass/treble/volume/reverb than weapon shots heard from within a building or closed environment.

Improved M82 Fire Audio with more amplification and reverb.

Improved USP Fire Audio with more amplification and reverb.

Improved MPK5 Fire Audio with more amplification and reverb.

Created new Fire Audio for the RPG-7. The previous legacy RPG audio was very dull and generic.

Created Weapon Fire Audio for Silencers/Suppressors.

All new bullet impact, nearby tracer sounds.

39. Weapon - Mounts/Mods

The system for Weapon Mods/Mounts has a solid foundation and is setup to statically work with all Weapons.

Currently, all weapon attachments are static, meaning it is not yet possible to customize (Add / Remove) mounts. Attachments will remain on a weapons as they are found.

Dynamic Weapon mounts (Being able to add/remove in real time) is likely to be added in the future. This area of development is just not high enough priority to pursue at this time.

Scope MKII

This is the MKII version of the long range scope our of three total scope mounts (MKI, MKII, and MKIII).

40. Weapons - New

M112 Demolition Charge

Demolition charges may be picked up like any other entity or form of equipment. When placed/deployed they have a timer delay before automatically exploding.

There are TWO new surprise weapons that will be showcased in the upcoming trailer. I am very excited to show them !!

41. Night Vision Goggles

In addition to the IR goggles, NVG goggles have also been implemented.

NVG are classified as eyewear, using the same tntity system as other eyewear such as IR, and magnification goggles.

42. Networked Foliage Interaction

The previous devlog introduced character interaction with foliage. (Grass/Tress)

Foliage interaction now works across the network. This means when 'any' character now walks through grass, or bushes, they will bend and move around them - Even in a multiplayer game.

This has been recorded as a highlight as it took several hours and trickery to get working right .

Fixed a critical bug where where foliage detection also was breaking lighting.

43. Explosion Decals

Added black explosion decals for the aftermath of claymores, artillery etc.

44. New Corporations

From time to time, new companies are added to the Stock market and their name and logo is briefly showcased within the Devlogs.

Currently the number of companies is around 50 - publicly listed and tradable companies on the Centauri Exchange where their shares are able to be bought and sold.

Three new Science and Technology companies have been added to the database (Centauri Exchange). Each with their own unique names and logos such as the example below:

45. Stumbling

This may be an odd one - but alas, stumbling has made it as a highlight update. That adds towards an overarching design goals/themes of beta decay.

beta decay is designed to have a slower, sluggish, and weighty feel. Stumbling is a very personal preference of mine, and it has a significant impact on the pace of the game and movement. Overall, stumbling is very impactful design consideration on the game's pace, player's skill of awareness. (Similar to scouting for mines/claymores)

A few design considerations have been implemented with this the above in mind:

There is a significant stamina reduction from sprinting.

When sprinting and colliding with a wall, certain objects, or other characters, the player has a chance to 'stumble'. Where the character will play a tripping/stumble animation, and movement is significantly slowed.

Much of the Strata (the planet's topside environment) is littered with traps, for example claymores.

Prevents too much sprinting.

Increases player awareness.

So many games do such a great job providing beautiful and memorable environments. The artists pour so much time and effort into making the environments detailed and worthwhile to pause and look at. So much is overlooked/skipped, as players sprint through an area.

46. OST - Physical Album

One of the most demanded items has been a some kind of physical copy of the game/OST. I have been investigating a variety of different platforms for quite some time. Having a physical copy for the OST album is entirely possible - However, I am uncertain how likely this will be for the actual game itself.

Overall, this ask has not been forgotten, and I would love to do something like this! To bring back some of the old good feelings of getting a physical, box, frantically studying all the artwork and descriptions, reading the book, to build up your own imagination of how you would play. It's all part of that experience that would be nice to provide.

So stay tuned on this one ✌️

47. OST (Original Soundtrack)

New draft cover art has been created for the game's OST. This is a first draft. We'll see if it sticks!

OST Track - Aerial

If you haven't already, check out the new track titled 'Aerial' below! Also included is a short video showcase.

Airwave Tracks

In conjunction with holograms - Three new "Airwave" audio tracks have been created. They mainly serve the purpose as backing tracks for in-game commercials and advertisements.

New primary OST Track that will be featured as the highlight song while awaiting the new trailer.

Ambient Tracks

A new ambient audio track that will be featured as a main song for a Syndicate Cell.

A primary 'Calm Ambient' track.

This has become one of the primary ambient tracks that will always be playing for the game.

48. Risks and Challenges

The holidays are coming to an end. This month's challenge was ensuring there was enough time dedicated to dish out some content, but I think we got there.

Development remains steady, progressive, and EXCITING.

I appreciate you all, and I can see how excited you are - I share the same excitement as each of the features progress closer to fruition.

49. Changelog / Bugfixes

Changelog - Reintroduced Depth of Field (DoF) to FPS view.

Changelog - Reduced strafing movement speed while aiming.

Changelog - Water splash sound effects now work over the network when entering/leaving water.

Changelog - Added Fire Modes to weapon entities. Setup to handle Single Fire Mode and Full Auto Fire modes.

Changelog - Increased the size of the claymore so it is easier to see when deployed in the game world.

Changelog - Adjusted Rotation angle of the shoulder lamp so the light shines in a more centered position in front of the character.

Changelog - Character thighs are now thicker when wearing more detailed outfit types :/

Changelog - Reduced the amount of Rifle camera shake on Single shots or on the last bullet when firing stops.

Changelog - Weapon Recoil now impacts the wrist rotation. Previously recoil only effected location.

Changelog - Adjusted the Muzzleflash position of the AKM rifle. Previously was far off center to the right.

Changelog - Made slight positioning adjustments to the five weapon mounts (Where weapons stay on the body, over the shoulder, back etc)

Changelog - Changed the texturing filtering of the muzzle flashes to bilinear for a smoother look.

Changelog - Increased the speed of falling artillery shells. Previously they were pretty slow and unrealistic making their way to the ground. The speed also did not match the audio.

Changelog - Created puddle decals for usage in the game world.

Changelog - Several animation tweaks for the pistol poses.

Changelog - Several positioning tweaks to weapon muzzle flash and particle effect positions. Corrected the muzzle flash position for the G-17 pistol, AKM, and RPG7.

Changelog - Decreased the audio volume of the 'Keypresses' for the DevCon (Development Console). Whenever the DevCon is scrolled through, or a system is activated to view, a keypress audio sound was played that was way too loud.

Bugfix - Fixed a camera bug where shifting shoulders changed the FOV to a incorrect value in TPS view.

Bugfix - Fixed bug where weapon tracers were not moving towards the correct aim rotation/direction when fired over the network.

Bugfix - Fixed a bug with terminals where the screen would not activate when pressing the "Fire Button" on the screen as it should. This was due to incorrect input parameters for the Fire button function to the Terminal Activation Function.

Bugfix - Cleaned up several normal calculations for models/meshes in blender. If the normals are not facing in the correct direction, this will lead to unexpected collision issues.

Bugfix - Fixed a bug where you could still fire over the network even though the weapon was lowered.

Bugfix - Fixed ragdolls from glitching due to high speeds. This was commonly caused by the amount of high impact force applied to ragdolls from explosions such as RPGs and claymores.

Bugfix - Fixed a material misconfiguration that caused 'worldalignedtextures' to never use nearest texture filtering. This resulted in certain textures to not be pixelated and instead they appeared smooth / as if bilinear filtering was applied.

Bugfix - Fixed a bug that caused Terminal screens to flicker/flash due to performance consideration logic that enables/disables the screen when the player is too far away.

Bugfix - Fixed character outfit collars not being visible over the network when new outfits were equipped.

Bugfix - Fixed a critical bug with Exosuits and Ghillie suits where network synchronization across all clients did not work on equip. Additional RPC's were added in the inventory controller in order to get the full synchronization working.

Bugfix - Where when sitting the camera would collide into the floor. This was due to incorrect camera to bone parenting during resting mode.

Bugfix - Fixed a bug where turning off night vision goggles removed depth of field from the camera.

- End of Development Updates -

50. Closing Notes

You made it to the end ! Right on!

Thank you for taking the time to read.

I hope you may this information helpful.

The game has come such a long way and continues to progress. I appreciate all of you who have been stickin' out here with me. The waiting game can be rough, but everything needs to be taken one step at a time.

Hopefully there was a bit of a vibe and experience grooming through all this. Something positive that we're all able to share together.

I hope you all have a great holiday and have a great mindset going into 2026.

With the utmost sincerity, take care and spread the love 🤟🤟

Take care all! 🤟

- Kray

[ end ]

[ okay now the end ]

[ dude..]

[ stop ]

[ are you still reading? ]

[ peace out✌️]

beta decay PATREON 18 favs
VIEWS1
FILES31 files
POSTEDDec 30, 2025
ARCHIVEDDec 30, 2025