Ten new chapters - Fit the helicopter's range extension, then follow the trail into the Forest through chapters 14 to 23.
Installation jobs - From chapter 17, restart the Forest's machines: each works only while someone stays near it, and starting one draws a pack of infected.
Forest debrief - Complete chapter 23 to read how the reactor's last shift ended; both debriefs reopen from the Mission tab.
Optional objectives - Each Forest deployment offers up to two optional jobs, listed in the Mission tab with their site.
Supply activities - Industrial Area deployments can offer up to two optional supply jobs at sites whose campaign work is done.
Documents archive - The new Documents tab pins every banked record from both maps on the base's notice board.
The Forest - A second map of pine woods around a ranger station, a logging yard, a ridge lookout, a research annex and a hillside bunker, with three extractions.
Bunker depths - Two contaminated lower levels lead down to a research reactor still running with its cooling failed.
Bunker power - Throw the main breaker in the reception to light the bunker for the rest of the campaign.
Second insertion - With the landing guidance kit installed, the host can land the squad at the northern apron instead of the landing clearing.
Service Key - Craft a reusable key to open locked supply cases quietly, or force them open and make noise.
Research and Containment cards - Craft access cards for the annex reserve, the technical wing and the containment vault.
Loose finds - Each run lays supplies in the open on desks, shelves and crates: nine in the Industrial Area, twelve in the Forest.
Helipad mast - A red and white mast and a windsock beside the Industrial Area helipad mark the Entry extraction above the trees.
Overreach operators - Male and female crew members replace the s&box Citizen.
Radiation fields - Fields in the Forest raise your dose: warnings at 400 and 700 mSv, damage from 900, the dose falls again on clean ground.
Dose and air gauges - Two compact gauges above your health show your radiation dose, the air you breathe and your filter's remaining time.
Radiation effects - Inside a field, specks strike the camera, and colour drains from the view as your dose climbs.
Bolt-action rifle - A hard-hitting five-round rifle for long shots, crafted from plans in the bunker's technical records.
Clothing - Wear a helmet, vest, trousers and boots plus a separate mask.
Two clothing sets - Craft a combat set from Industrial Area plans and a radiation set from Forest records that slows your dose by up to 65%.
Radio - Switch on a radio in hand to talk to every squadmate with an enabled radio, anywhere on the map.
Radiation detector - A handheld dosimeter that shows the dose rate on its screen and clicks like a Geiger counter.
Level cap 40 - Three more levels, each with a skill point.
Four new skills - A new Hazards branch with Filter Discipline and Fast Recovery, plus Steady Hands and Follow Through.
Seven achievements - Added Rod Four, Clean Shutdown, Bare Skin, Hot Extraction, Long Shot, Holding the Crest and Old Hand, worth 155 points.
Living hangar - The lobby is now a 3D field hangar on a rainy night, and the camera moves to a different corner for each tab.
Hangar tab - Install permanent helicopter upgrades: the range extension opens the Forest and the landing guidance kit adds a second insertion.
Repack Last Loadout - Lay back the kit you deployed with last.
Forest ambience
Save continuity - Existing campaigns carry over into the 23-chapter campaign with their records, equipment and progression.
Save safety - A failed save keeps your progress in memory until Retry succeeds, and a save that needs recovery now opens on the main menu.
Documents - Take collects a document without opening it, Read opens it when you choose, and carried documents show in the inventory.
Industrial Area meadow - Meadow grass, wildflowers and broadleaf trees now sway in a breeze under a late-afternoon sun.
Distinct woods - Each stretch of woods has its own character, from a golden birch grove to an old orchard, with a tree line beyond the outer wall.
Interior light - Soft daylight now fills the four houses and the secure warehouse.
Access cards - Cards are now reusable: hold one and insert it into a reader.
Firearm models - The pistols, automatic rifle and shotgun have new models, animations and two-handed grips.
First-person arms - Weapons and hand-held devices show your operator's own hands, skin tone and jacket sleeves.
Recoil - Firing now lifts your aim, each weapon brings back part of its climb, and aiming down the sights braces it.
Aiming - Aiming down the sights hides the reticle so the sights mark the point of aim, and the automatic rifle gains an aperture rear sight.
Reloads - Pistols and the automatic rifle swap magazines by hand and rack the slide or charging handle after an empty magazine.
Hotbar swaps - Drop a tool onto another to trade places, between hotbar slots or with the backpack, in the field and on the Loadout tab.
Helicopter touchdown - The drop-off helicopter lands with one heavy skid clunk instead of a light rattle.
Craft tab - Recipes show as cases, and each build sheet states what the item does before you make it.
Loadout tab - Your operator stands beside the equipment slots wearing the chosen gear, with its total protection and speed.
Skills tab - Clicking a module opens its training record, and a point is spent only with its Train key.
Achievements tab - Achievements show as tiles on the base's notice board, with progress bars and Track keys.
Loading screen - Overreach's loading screen stays up through the whole deployment, and the studio intro plays once per launch.
Narrow screens - The lobby fits 16:10 screens, with the whole skill tree in view and every module clickable.
Voice chat - At base the squad talks at any range, and dead or extracted operators share their own channel.
Deployment - Departure saves the squad's packed kit first, and an operator who drops out before entering gets it back.
Menus - The world stops drawing behind the main menu and the lobby.
Keyboard navigation - Lobby tabs, recipes, the Loadout and the destination board work with Tab, Shift+Tab, Enter and Space.
Save backups - An older primary save no longer hides progress kept in the backup copy.
Helipad stairs - The northern Industrial Area helipad's handrail runs along the outside edge, so the stairs open straight onto the deck.
Departing helicopter - After the drop-off, the helicopter flies on into the distance instead of vanishing nearby.
Arrival cut - The weapon in hand no longer flashes over the drop-off's last exterior shot.
Dropped firearms - Dropped firearms lie on their side instead of standing above the ground.
Muzzle flashes - Muzzle flashes appear at once, even when the online package lookup is slow or unavailable.
Dropped weapon reloads - Dropping or packing a firearm mid-reload cancels the reload, even when you carry another of the same weapon.
Trauma kit recovery - An interrupted trauma kit recovery restarts from zero instead of finishing from its old progress.
Cross Trained - The achievement now needs a maxed skill in Survival, Weapons and Field Kit.
Death knife sound - Dying no longer plays a knife draw sound.
Ammunition totals - Run reports count the rounds loaded in weapons as well as spare magazines.
Revives through walls - Squadmates can no longer be revived through walls or closed doors.
Death bags through walls - Death bags can no longer be looted through walls.
Position corrections - Standing still or picking up equipment no longer causes a false position correction.
Reserved gear - Gear reserved by a squadmate who leaves preparation returns to the rest of the squad.
Loadout moves - An item moving from the backpack to the hotbar stays reserved, so a squadmate can no longer take it mid-move.
Kill hitches - Fights no longer hitch on every kill while experience is saved.
Avatar clothing - Operators no longer wear s&box avatar clothing and accessories, only their equipment.
Howler encounters - Howlers return in later deployments after their introduction, giving players more opportunities to earn Cut Short.
Crouched aim - Shots and knife strikes now follow crouched eye height instead of using standing height.
Cut Short - Killing a howling Howler with multiple pellets from one shotgun blast now correctly awards the achievement.
Item swaps - Backpack and deployment loadout swaps no longer allow items to overlap.
Operation report - Extracted ammunition now displays its full round count instead of being capped at one magazine.
Loadout item menus - Context menus stay within the screen, and Escape closes them before opening the Operation Menu.
Revive progress - A revive that has already timed out now restarts from zero when resumed.
Three new chapters - Follow the missing medical crew's trail through chapters 11-13.
Campaign documents - Recover readable records, carry them to extraction and revisit them from the Mission tab.
Military lockers - Spend a Military Component for a quiet release, or force the lock and risk an alarm.
Campaign ending - Complete the crew's story with an ending screen available again from the lobby and Mission tab.
Three achievements - Added Last Known Position, Full Record and Quiet Release, worth 60 points.
Helicopter arrival - Deploy onto the Industrial Area helipad with a skippable landing sequence.
Breakable barricade - Shoot or cut through the container tunnel's boards to open a noisy shortcut into the quarantine ring.
Visible respirators - Worn gas masks appear on operators and add a first-person visor with breathing mist and low-filter warnings.
Headshots - Firearms reward head hits with extra damage and distinct hit and kill confirmations.
Dodge - Use a stamina-powered sidestep to evade ordinary attacks and Runner lunges.
Reduce camera motion - Added an option to reduce combat, movement and arrival camera effects without changing aim.
Update introduction - Eligible returning 0.1.0 players receive a one-time overview of the update.
Save continuity - Existing campaigns retain their equipment and progression; completed 0.1.0 campaigns continue at chapter 11.
Mission guidance - Clearer briefings, off-screen objective arrows and recovery instructions help the squad find its next step.
Blueprint caches - Caches prioritize unknown plans and provide useful supplies when their plans are already learned.
Clinic search - Searching the clinic records no longer generates Heat or summons a reinforcement pack.
Quarantine boundaries - Zones, contaminated air, enemy difficulty and extraction depth now follow the district's ring walls.
Machine feedback - Station lamps show their operating state, and warehouse card readers indicate locked and open entrances.
Extraction visibility - A painted boundary and animated landing lights make the helipad's extraction area easier to read.
Infected attack tells - Earlier wind-ups, clearer Runner lunges and stronger Brute slam feedback make attacks easier to read.
Infected animations - Improved movement, hit reactions and directional deaths.
Knife feedback - Added varied slashes, stronger impacts and brief hit reactions.
Shotgun spread - Pellets vary between blasts, and aiming keeps the shotgun focused on close-range combat.
Weapon kick - Firearms provide distinct visual recoil while preserving the player's actual aim.
Surge pursuit - Surge infected can abandon the hunt after the squad breaks contact and gets far enough away.
Consumable gestures - Healing and filter replacement trigger brief hand movements that yield immediately to combat actions.
Run reports - Review chapter progress, learned plans, levels and carried loot, with item names and an expandable full haul.
HUD readability - Improved text sizes, status readouts, control prompts and handling of long names.
Item icons - Updated weapon and ammunition icons, including a suppressed pistol that matches the standard pistol.
Backpack firearms - Move firearms between the hotbar and backpack while keeping their loaded ammunition.
Backpack respirators - Pack or stow a gas mask without losing filter charge; protection applies only while it is worn.
Sound mix - Weapon reports better reflect their noise level, and personal feedback sounds respect their intended volume.
Infected footsteps - Nearby footsteps follow the movement animations more closely.
Session feedback - Clearer host departure, connection loss and deployment notices help guests understand session changes.
Smoother play - Reduced combat HUD rebuilds, saving overhead on kills and unnecessary enemy navigation updates.
Chapter 1 case placement - The maintenance case can no longer appear inside another crate.
Remote power cabinet - Fixed missing cabinet placement that could block chapters 6 and 8.
Security reinforcements - The terminal's reinforcement pack reaches the residence reliably and can break through its closed front door.
Save migration - Migration backups are verified before existing campaign saves are updated.
Helicopter skip - Skipping the arrival sequence places the local helicopter on the pad with its doors open before departure.
Fallen operators - Bodies retain their clothing and gas mask, and no longer obstruct their owner's death camera.
Rifle muzzle flash - The automatic rifle's first-person muzzle flash appears at the end of its barrel.
Campaign capacity - Reaching the ten-campaign limit explains the restriction and offers Manage campaigns instead of a failed creation attempt.
Result shortcuts - Returning to base can no longer trigger while the Operation Menu is open.
Held inputs - Closing a menu while holding fire or drop no longer performs the action accidentally.
Pack Training slots - Items packed into unlocked backpack slots now arrive in the field correctly.
Restarted-session voices - Enemy voices and player damage grunts no longer remain silent after a scene restart.
Continuous sounds - Ambience, motors, breathing and other loops no longer leave gaps between repetitions.
Interrupted Howlers - Interrupting a call stops its preparation sound immediately.
Occupied arrival points - Joining or reconnecting during a deployment checks for a clear position instead of reusing an occupied spawn.
Guest movement recovery - Guests recover from rejected position jumps after a network stall instead of remaining unable to interact.
Infected corpses - Guests no longer collide with fallen infected.
Unused Walk binding - Removed the unused Walk action and its entry from the Controls page.