0.2.0

0.2.0
7 October 2026
Areas
72 changes in this update

Added

30 changes
Campaign
  • 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.

Forest
  • 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.

World
  • 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
  • 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.

Combat
  • Bolt-action rifle - A hard-hitting five-round rifle for long shots, crafted from plans in the bunker's technical records.

Equipment
  • 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.

Progression
  • 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.

Base
  • 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.

Inventory
  • Repack Last Loadout - Lay back the kit you deployed with last.

Audio
  • Forest ambience

Improved

24 changes
Campaign
  • 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.

World
  • 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.

Combat
  • 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.

Inventory
  • 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.

Audio
  • Helicopter touchdown - The drop-off helicopter lands with one heavy skid clunk instead of a light rattle.

Interface
  • 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.

Co-op
  • 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.

Performance
  • Menus - The world stops drawing behind the main menu and the lobby.

Controls
  • Keyboard navigation - Lobby tabs, recipes, the Loadout and the destination board work with Tab, Shift+Tab, Enter and Space.

Fixed

17 changes
Campaign
  • Save backups - An older primary save no longer hides progress kept in the backup copy.

World
  • 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.

Combat
  • 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.

Progression
  • Cross Trained - The achievement now needs a maxed skill in Survival, Weapons and Field Kit.

Audio
  • Death knife sound - Dying no longer plays a knife draw sound.

Interface
  • Ammunition totals - Run reports count the rounds loaded in weapons as well as spare magazines.

Co-op
  • 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.

Performance
  • Kill hitches - Fights no longer hitch on every kill while experience is saved.

Removed

1 change
World
  • Avatar clothing - Operators no longer wear s&box avatar clothing and accessories, only their equipment.