4 changes in this update

Fixed

4 changes
  • Fixed a bug where the team leader's joiners didn't have their equipment!

  • The "invisible weapon" bug for friends has been fixed.

  • Fixed a bug where the player could no longer use the shotgun after picking up a bandage.

  • If you encounter any co-op issues or bugs, please don't hesitate to provide feedback in the Forum tab!

Added

8 changes
  • Physics-based armor and helmet ricochet system (Source 2 calculated)

  • Non-repairable armor and helmet durability system

  • Unprotected face hitbox bypassing helmet armor protection

  • BAC, BRI, and GIGN faction re-skins and visual overhauls

  • Cloth and gear movement SFX for bot actions (turning, aiming, idling)

  • Overhauled suppressor firing audio

  • Dynamic and randomized bot spawn system

  • Updated in-game development Roadmap on main menu

Improved

10 changes
  • Rebalanced Mercenary AI difficulty curve between BAC and GIGN

  • Increased bot combat mobility, rotation speed, and repositioning

  • Framerate stability during prolonged high-intensity combat sessions

  • Hospital map lighting pass for improved performance and FPS

  • M700 Buff: 100% armor penetration, 1-shot kill to head and upper torso

  • Shotgun Buff: Increased mid-range precision, reduced armor penetration

  • MP5 Buff: Smoother recoil impulse curve

  • Reduced enemy flashlight glare and blinding intensity

  • Slightly reduced environmental fog density for clearer sightlines

  • Adjusted shop pricing for weapons and tactical equipment

Fixed

11 changes
  • Audio crackling, popping, and cutting-out glitch during heavy firefights

  • Reload audio desync across all firearms

  • M1911 gunshot sound inconsistency between shots

  • Shotgun reload animation and audio synchronization bug

  • Bots spawning inside or through wall colliders

  • Variable 1x-4x optic defaulting to 4x zoom instead of 1x

  • M700 UI preview model incorrectly displaying an unequipped scope

  • The new bot spawn points weren't in the released version—that's fixed now!

  • Bots were able to shoot through walls; I've FINALLY found the problem! And it's fixed!

  • COOP - There was an issue with the co-op spawn where players joining the match would fall through the map; this has been fixed, and the co-op spawn system has been overhauled.

  • Added safety measure: if a player falls through the map, they will return to their last known safe position.

Added

3 changes
  • Ammo unloading option for magazines

  • Left-click item context menu with interaction options

  • Automatic magazine repacking button

Added

3 changes
  • The keybindings were written in French! (Sorry)

  • Everything is in English by default now.

  • I took the opportunity to tweak some of the text for better clarity.

Improved

1 change
  • I used the new map compilation feature from the latest S&box update; logically, this should improve overall FPS.

Fixed

1 change
  • The AI ​​enemies in the logistics room had a habit of positioning themselves underneath the platform; this has been fixed.

Known Issues

1 change
  • I'm adding the ability to extract ammo from magazines, and a key to automatically replenish ammo is planned for soon (today, I think).

Added

2 changes
  • Distinct visual outfits and models for Scav, Merc, and Officer AI factions

  • The AI ​​bots now have their physical backpacks installed.

Improved

2 changes
  • COOP player movement interpolation (reduced movement lag/jitter)

  • COOP hit registration (HitReg) sync and consistency

Fixed

2 changes
  • Silent gunfire SFX on certain weapons for squadmates in COOP

  • End-of-run bug displaying an ally's backpack model on dead players

9 changes in this update

Added

1 change
  • Attempt to make improvements to avoid the problems encountered at the 55% mark.

Improved

8 changes
  • The door to the communications room has been removed, creating a new line.

  • Solo bots in the communications room have been nerfed.

  • A bot can no longer one-shot you in the head through a wall.

  • Collider added to communication room models.

  • The bots in the communications room can move around a larger area and retreat further into the level.

  • Drastic improvement to 'grey' items: they are worth much more money, so players should be able to turn a profit more often if they choose to farm.

  • Power room; audio enhanced for better clarity.

  • In solo mode, fewer bots rush you once the power is turned on.

Added

7 changes
  • Co-op multiplayer mode with dynamic party size scaling (1-4 players)

  • Skeletal player hitboxes (Head, Upper Torso, Abdomen, Arms, Legs)

  • Caliber-based ballistic bullet velocity system

  • Experimental ballistic ricochet visual effects

  • Field of View (FOV) slider

  • In-game development Roadmap

  • Window collision meshes

Improved

6 changes
  • Bot hitbox animation synchronization for accurate hit registration

  • Tactical flashlight glare and blinding visuals

  • Scroll wheel weapon selection responsiveness

  • Initial spawn area ambient lighting

  • Bot animations (WIP)

  • Physical loadout representation on player models

Fixed

3 changes
  • Audio cut-out bug under heavy load

  • Player shadow and weapon flashlight lighting conflicts

  • Hitbox exposure while fully hidden behind cover

6 changes in this update

Improved

1 change
  • Attempted to improve bot spawning; some bots were ending up inside walls. I tried to fix this and am continuing to monitor the situation, as I suspect the issue might stem from a different bug.

Removed

1 change
  • Game Jam text removed (thanks to everyone who voted! I had a lot of fun!)

Known Issues

4 changes
  • -Possibly a bot inside the walls

  • -Audio bug or weird sound behavior

  • -Audio bug or sound cutting out

  • -It's possibly a desynced hitbox issue; I'm currently looking into it.

Added

2 changes
  • Run progression tracking on each run

  • Cash bonus rewards for reaching run milestones

Improved

2 changes
  • Shotgun enemy AI balancing (allows proper counter-play)

  • Enemy footstep audio clarity and range

Added

8 changes
  • Fast Buy system with 3 predefined loadouts (Discreet, Ghost, Assault)

  • Flanking, fleeing, team coordination, and roaming behaviors for enemy AI

  • Item stats and performance benefits visible for grips, sights, and suppressors

  • Direct item sell price display on item tooltips

  • Direct drag-and-drop equipment onto weapon icons for quick attachment

  • UI item thumbnails for all inventory items

  • Weapon holster sound effect

  • New pause/ESC menu with essential options (WIP)

Improved

4 changes
  • Drastic enemy AI overhaul (more tactical, reactive, and shoot-on-sight capability)

  • Dynamic 4x scope sensitivity scaling based on player settings

  • Full player dynamic shadow rendering

  • Bullet penetration support for hospital mesh fences

Fixed

6 changes
  • Ability to shoot during the weapon holster animation

  • Bandage appearing before weapon is fully holstered

  • Looping click sound bug during bandage usage

  • Hospital mesh fences blocking bullets for both player and AI

  • Scope eye-zoom effect failing to trigger consistently

  • Flickering light loop audio bug

Added

7 changes
  • New X1-X4 variable zoom scope technology (press ALT to toggle zoom)

  • MP5 Holographic sight attachment

  • Item compatibility indicators in Shop and Inventory for weapons, mags, and ammo

  • Faint ambient lighting inside the bunker to see held items

  • Audio feedback for equipping, applying, and completing bandage usage

  • Light halo effect on enemy flashlights

  • Main menu audio controls for master volume and music toggle

Improved

7 changes
  • Reworked weapon accuracy physics for a more realistic feel

  • Bandage usage time reduced from 4s to 3s (fully restores health)

  • Bandage hand animation tracking while crouching or leaning

  • Adjusted player flashlight brightness to eliminate glare

  • Reduced inventory manipulation sound effects volume by 50%

  • Opening the pause menu (ESC) now fully freezes game logic

  • Overall map loading times and optimizations

Fixed

7 changes
  • Ability to equip and use two identical weapons simultaneously

  • USP shop buy/sell glitch and magazine issues after replacing default pistol

  • Dropping inventory items discarding duplicate items instead of selected one

  • Oversized 3D model scale for dropped flashlights

  • Toggle crouch setting functionality

  • AI enemies clipping through walls and hiding under stairs

  • Unlootable enemies across the map and basement flashlight drops