In this update2
Full notes
Full 스페셜포스 리마스터 update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Fixes
- Gameplay
- Server
- UI and audio
- Balance
- Performance
스페셜포스 리마스터 changes
Hello,
This is the Special Force Remastered Development Team.
First of all, we would like to sincerely thank all of our Operatives for the continued interest and support you have shown for Special Force Remastered. We would also like to apologize for the inconvenience caused by the various issues that have occurred since the start of Early Access on March 25.
In Development Note #4, rather than focusing on the project’s background or long-term direction, which we have already discussed several times in previous notes, we would like to share the short-term development priorities that we believe need to be addressed more urgently based on both player feedback and our internal assessment since launch.
At the moment, the development team is dividing its current priorities into two categories: Major Development Tasks and Ongoing Update Tasks, and working on them in parallel. The difference between these two categories mainly comes down to development time and implementation scope. Items that require more time or involve integration with other systems are classified as Major Development Tasks, while items that can be implemented relatively quickly or handled within a single system are classified as Ongoing Update Tasks.
You can find the current focus items for each category below.
[Major Development Tasks]
Drop-in System (including rejoin and leave penalties)
In-Match Weapon Preset Switching System
Training Ground System
These three items are the core short-term development goals currently set by the team. Among them, we are treating the In-Match Weapon Preset Switching System and the Drop-in System as our top priorities. Based on the overall workload and development order, the In-Match Weapon Preset Switching System is currently more likely to be updated first.
The Drop-in System is also being treated as a top-priority feature, as we believe it is essential for smoother matchmaking and a better gameplay experience for players currently using Special Force Remastered. However, this system involves a number of related mechanics that need to be considered together, including rejoining the room that was being played before an abnormal disconnection, entering a new room when appropriate, safeguards against repeated leaving, and the application of experience and reward rules depending on when a player joins a match. For that reason, it has been placed second in the update order, but we want to make it clear that the development team considers both of these features equally important.
As for the Training Ground System, we expect it will require a bit more development time. However, our plan is to release it as soon as its minimum core functionality is ready, and then continue expanding it step by step afterward so that players can start using it as early as possible.
[Ongoing Update Tasks]
Overall sound balance
Improvements to hit feedback, controls, and visibility (friend-or-foe recognition, crosshairs, etc.)
User convenience features (key settings, zoom toggle/hold options, etc.)
Weapon and combat balance adjustments
Optimization and bug fixes
These Ongoing Update Tasks mainly consist of areas that require continuous improvement or issues that have a direct impact on gameplay and therefore need to be addressed quickly. In particular, urgent balance changes, optimization work, and high-risk bugs have been handled as quickly as possible through multiple temporary maintenance updates since launch, and we plan to continue responding in the same way going forward.
Among these, one of the areas receiving the most feedback is user convenience features, including changes such as right-click crouch key adjustments and ADS key changes. These are currently being worked on with high priority.
We are also working on improvements such as better controls, better visibility and target recognition, stronger hit feedback, more natural sound effects, and sound balance adjustments, including footsteps and hit sounds. These changes will be applied gradually through future updates.
At the same time, our development team is carefully reviewing and responding to the many opinions and suggestions you have been sending us through the official café, Steam, and 1:1 support inquiries.
As we mentioned in previous Development Notes, our goal through Early Access is to keep building a game that more players can truly enjoy. While we understand that the current state of the game has not yet fully met the expectations of many players, we will continue working to improve the overall quality of the game by reflecting both your feedback and our development direction as we move forward.
We hope this note has helped answer some of the questions you may have had. The items mentioned in this note will be announced again in more detail through separate maintenance notices before they are actually applied.
Thank you once again for your continued interest, support, and encouragement for Special Force Remastered.
Legends never change. They only evolve.
Thank you.
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