What changed in the week before the open playtest.

Combat

  • A new aim marker that stops on cover and enemies, so you see where your shot will actually land.
  • Bullet tracers are back to their old, readable look.
  • Sounds you can't see show up again: shots, steps, knives and kicks outside your view draw rings and edge arrows.
  • Knife swings make noise like everything else. Sneak carefully.
  • Weapon effects and flying debris got a full visual pass, and shots light up the walls around them.

Extraction

  • The end of a run is now loud and clear: banners, a siren, a countdown, and a timer that turns red in the last 30 seconds.
  • When the city ends, the barrage really hits: walls and props come apart around you.
  • Defending the Square now tells you when each wave arrives.
  • Places your squad has cleared are marked on your map, and only yours.
  • Dungeons moved out past the edge of the city.
  • Got out early? Watch your teammates finish the run, or head back to the lobby.

Your player

  • New Character tab: pick your face and body.
  • Beards: full, short and stubble.
  • New pictures for every upgrade.
  • Your party stands next to you in the lobby, with squad cards.

Menus

  • The pause menu has the full settings now, not just quality.
  • The end-of-match scoreboard is easier to read and has its own Results and Back buttons.
  • Switch sides moves only you, not your whole party.

Fixes

  • Raider squads no longer hand the same guns back and forth forever.
  • Recruits revive you properly instead of hovering just out of reach.
  • Left-hand pistols are no longer held upside down.
  • Walls stopped flashing white in some light.