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!
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
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
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.
Ammo unloading option for magazines
Left-click item context menu with interaction options
Automatic magazine repacking button
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.
I used the new map compilation feature from the latest S&box update; logically, this should improve overall FPS.
The AI enemies in the logistics room had a habit of positioning themselves underneath the platform; this has been fixed.
I'm adding the ability to extract ammo from magazines, and a key to automatically replenish ammo is planned for soon (today, I think).
Distinct visual outfits and models for Scav, Merc, and Officer AI factions
The AI bots now have their physical backpacks installed.
COOP player movement interpolation (reduced movement lag/jitter)
COOP hit registration (HitReg) sync and consistency
Silent gunfire SFX on certain weapons for squadmates in COOP
End-of-run bug displaying an ally's backpack model on dead players
Attempt to make improvements to avoid the problems encountered at the 55% mark.
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.
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
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
Audio cut-out bug under heavy load
Player shadow and weapon flashlight lighting conflicts
Hitbox exposure while fully hidden behind cover
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.
Game Jam text removed (thanks to everyone who voted! I had a lot of fun!)
-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.
Run progression tracking on each run
Cash bonus rewards for reaching run milestones
Shotgun enemy AI balancing (allows proper counter-play)
Enemy footstep audio clarity and range
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)
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
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
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
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
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