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.
