Update 0.2.5: grid inventory, attachments and melee weapons


This update changes how you carry and fight. Gear now goes on a grid, guns take attachments, four melee weapons join the knife, and three throwables ride in your pouches. Out in the field, two new infected join the horde, and a run can turn up a situation: a supply drop, a marked infected, a lost crew or heavy cargo to haul home.

Every screen has also been redone, from the HUD to the base and the menus.

Your campaigns, levels and stash carry over. The first time the game saves, it keeps a copy of your 0.2.0 save beside the new one.
Items now take real space. An automatic rifle is 4x2, a medkit 1x1, a jacket 3x3, and you can rotate things to make them fit.

Pockets, a belt with two pouches and a 4x3 satchel are always yours and never lost. A Field Pack or a Ranger Pack on your back and a Chest Rig on your chest carry more, but they go into your bag if you die, like everything else you carry.

Containers open onto a grid too. Take all grabs everything that fits, and Shift-click moves a single item across. Each gun now keeps its own loaded rounds, so two pistols no longer share one count.

At base, the Loadout tab is that same screen with the shared stash beside it. Save up to three kits and pack one with a key, or repack the last kit you took out.
Guns now take up to four attachments: muzzle, optic, rail and stock. Each one helps with something and costs you something else.
  • Improvised Suppressor: far less Heat per shot, but the pistol fires slower and takes one more cell.
  • Rifle Suppressor: two thirds less Heat per shot, for a bit less reach and a slower aim.
  • Holographic Sight: faster to aim with a light zoom, but wider hip fire.
  • 4x Scope: real zoom and tighter aimed shots, but much slower to raise and wider hip fire.
  • Weapon Light: a longer, whiter beam from the gun, and the infected see you from further away while it is on.
  • Padded Stock: a quarter less recoil, but slower to aim.
Fitting is free and instant at the new Workbench tab, where your gun lies on the bench and you pick each slot on it. In the field it takes 3 seconds from the inventory, and taking damage or sprinting breaks it off. Plans come from situations, and parts turn up in Intermediate and Deep loot.
The knife gets company. The Machete reaches two infected in one swing, the Nail Bat staggers whatever it hits, the Fire Axe hits twice as hard and breaks armor, and the Crowbar forces locks and doors in half the time without the noise.

Every melee weapon has a heavy swing: hold aim to wind it up, then let go for more damage and a stagger, at twice the stamina. The knife stays with you and is never lost.

Three throwables ride in your pouches and come out from their quick slot:
  • Molotov: bursts where it lands and sets the ground on fire for 9 seconds.
  • Pipe Bomb: beeps for a few seconds to pull every nearby infected in, then blows. Brutes don't fall for it.
  • Road Flare: a red light that burns for a minute and draws no one.
Two new infected show up from the Intermediate zone on. The Armored infected wears a riot helmet and a vest that soak hits until they break; a fire axe, a heavy swing of the bat or the crowbar, or a pipe bomb strips them. The Bloater is slow and swollen, and it bursts into a cloud of gas when it dies or gets close. Keep your mask on.

A run can also turn up a situation, at most one per run and never the same one twice in a row:
  • Supply drop: a helicopter drops a crate under an orange smoke column. Opening it draws a pack.
  • Marked infected: a tougher Brute or Armored infected with an escort, tracked on your HUD, carrying a plan you don't have yet.
  • Lost crew: two bags left by a recovery crew, still guarded, with their radio beacon calling.
  • Heavy cargo: an ammunition chest, a medical cooler or a generator to carry home in both hands. You walk slowly and can't fight while you carry it.
Situations pay in loot, never in experience.
Every screen has been redone in a sprayed-paint style that fits the game better than the old steel panels: the HUD, the inventory, every base tab, the menus, the results and the ending. The HUD now has a compass at the top that marks your objective, the current situation and your squadmates.

The main menu plays a live scene, an extraction at dusk in the Forest, and extracting from a helicopter deck now shows the take-off before the results.

There's a proper options screen too: graphics presets, vegetation, shadows, view distance, horde detail, separate volumes, HUD scale and sensitivity, all applied as you change them.
  • Throws are instant and don't show in third person yet.
  • Heavy cargo and the two-handed melee weapons don't have a proper third-person hold yet.
  • Worn packs don't show on your character yet.
  • A few new actions still use placeholder sounds.
The full list of changes is in the Changes tab. If something breaks, the Discord is the quickest way to tell us.

0.2.5

0.2.5
17 October 2026
Areas
39 changes in this update

Added

22 changes
Inventory
  • Grid inventory - Items take a rectangle of cells and turn with Rotate. Pockets, a belt with two pouches and a 4x3 satchel are always yours and never lost.

  • Packs and chest rig - Wear a Field Pack (5x4) or a Ranger Pack (6x5) in place of the satchel, and a Chest Rig with four pouches in place of the belt.

Base
  • Workbench - A new base tab lays your gun on the bench to fit or take off its attachments, at once and for free.

  • Saved kits - Keep up to three kits on this computer and pack one with a key, or repack the last kit you deployed.

Combat
  • Weapon attachments - Two suppressors, a holographic sight, a 4x scope, a weapon light and a padded stock, each with a gain and a cost.

  • Field fitting - Fit an attachment from the inventory in 3 seconds. Taking damage or sprinting breaks it off.

  • Aim zoom - Sights zoom when you aim, and the 4x scope fills the screen with its own reticle.

  • Melee weapons - The Machete, Nail Bat, Fire Axe and Crowbar join the knife. The crowbar forces locks quietly and the axe breaks the tunnel's boards.

  • Heavy swing - Hold aim with a melee weapon to wind up a blow that hits harder and staggers, for more stamina.

  • Throwables - Molotovs set the ground on fire, pipe bombs beep to pull the horde in before they blow, and road flares burn red for a minute.

Enemies
  • Armored infected - Its helmet and vest soak hits until they break. An axe blow, a heavy swing or a pipe bomb strips them.

  • Bloater - A swollen infected that bursts into a cloud of gas when it dies or reaches you. Wear a mask.

Situations
  • Situations - Something can happen during a run: a supply drop, a marked infected, a lost crew or heavy cargo, at most one per run and never the same one twice in a row.

  • Supply drop - A helicopter drops a crate of ammunition and supplies under an orange smoke column, and its first search draws a pack.

  • Marked infected - A tougher Brute or Armored infected and its escort, marked on your HUD, carry a plan you have not learned yet.

  • Lost crew - Two guarded bags left by a lost recovery crew, with their radio beacon still calling.

  • Heavy cargo - Carry an ammunition chest, a medical cooler or a generator home in both hands. You move slowly and cannot fight while carrying it.

  • Pickup card - A crew lost in the Forest leaves its handwritten notes for whoever finds them.

Interface
  • Main menu scene - The main menu now plays an extraction at dusk in the Forest, with ambience and no music.

  • Take-off - Extracting from a helicopter deck shows the lift-off before the results. Skip it after half a second.

  • Options screen - Graphics, audio, interface and controls on one page, applied at once, with presets from Low to Ultra.

Audio
  • New sounds - Melee swings and blunt hits, the molotov's glass and fire, the pipe bomb's beep and blast, the flare's strike, the heavy cargo and the Bloater's burst.

Improved

14 changes
Inventory
  • Loot containers - Containers open onto a grid sized by kind, with Take all and Quick move. Nothing is searched item by item.

  • Death bags - A bag keeps every gun with its loaded rounds and its attachments.

Base
  • Loadout - The Loadout tab is now your inventory at base, with the shared stash sorted onto shelves beside it.

Combat
  • Time to aim - Aimed fire tightens over the gun's time to aim instead of at once.

Interface
  • New look - Every screen is repainted in a sprayed paint style, from the field HUD to the base, the menus and the results.

  • Field HUD - Health and rounds in stencil, Heat as thirteen slashes, and a compass marking your objective, the current situation and your squadmates.

  • Quick slots - Quick slots replace the hotbar: 1 melee, 2 long gun, 3 sidearm, then one per pouch.

  • Destination board - Change destination opens a full-screen board with the region, its zones and their threat.

  • Campaign screens - New campaign, Load campaign and the loading screen are redone, and the campaign list scrolls past seven saves.

  • 16:10 screens - The base and the menus fit 16:10 screens as well as 16:9.

Campaign
  • Old campaigns - Campaigns, levels and the stash from 0.2.0 and 0.1.x carry over. Your 0.2.0 save is kept as overreach.saves.pre-0.2.5.json.

  • Suppressed pistol - Every suppressed pistol becomes a pistol with an Improvised Suppressor fitted, wherever it is.

Controls
  • New actions - Rotate (R), Take all (F), Quick move (Shift), Fit (F) and Take off (X) can be rebound like any other key.

Performance
  • Performance test - The console's performance test now takes the Forest or the Industrial Area and up to 100 infected, and its report lists draw calls and objects.

Fixed

1 change
Inventory
  • Loaded rounds - Each gun keeps its own loaded rounds, so two pistols no longer share one count.

Removed

2 changes
Combat
  • Suppressed pistol recipe - Nothing crafts a suppressed pistol any more. Its recipe makes the Improvised Suppressor.

Interface
  • Engine settings window - Settings opens Overreach's own options. Key bindings still opens the engine's page.

people
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