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Full notes
Full BLACKOUT: Zero Point update
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Repeated intro
Hello, this is SILOEGI Operation. We sincerely thank everyone who participated in the demo. Your interest and diverse feedback for BLACKOUT have been a great source of strength for us.
What changed
- Events
- Server
- Gameplay
- UI and audio
- Compatibility
- Workshop
BLACKOUT: Zero Point changes
Now that the BIC offline exhibition has ended, we would like to share the first roadmap and upcoming tasks based on your feedback. While we want to present a clear month-by-month schedule, external events such as Tokyo Game Show in September and Gamescom Asia in October prevent us from committing to exact dates. The order below does not represent the importance of feedback, but simply the order in which tasks will be handled. Every piece of feedback matters to us.
Top Priority
The most urgent tasks are bugs that directly affect gameplay. Most are related to server connection issues, and we will work on gradual improvements.
Bug where characters disappear and controls are disabled after boarding the extraction shuttle
Bug where room creation fails and controls freeze after server switching
Severe latency when a certain player is the host, even within the same region
Bug where certain interactions cause the character to freeze, body parts to vanish, or weapons to stop firing
High Priority
Improvements requested by many players, mainly regarding controls and language support.
Full Controller Support
Currently only partially functional in-game, with missing key prompts, making controllers nearly unplayable.
We will implement full support including UI navigation, key display, and better responsiveness across all devices.
Additional Language Support
Based on Steam forum activity and download data, players from many regions are enjoying the game.
Some translations are nearly complete but were AI-generated, so player feedback will be crucial after release.
UI/UX Improvements
Feedback showed that gadget wheel, quickslot, and mission progress UI were difficult to understand.
Our goal is a challenging co-op game, but the challenge should never come from bad UX.
Improvements will be gradual, but we are committed to making the interface more intuitive.
Medium Priority
This section covers long-term but highly important content additions.
Player Progression & Equipment
Current gameplay is heavily limited to “shooting guns.”
We plan to add melee gear (breach hammer, tactical shield), special gear (sentry guns, drones), class systems (support, vanguard, etc.), and tactical items (mines, incendiary rounds, AP rounds) to expand strategy.
Creature AI Improvements & New Types
Some creatures failed to detect players or behaved unnaturally in vertical positions.
We will add new types such as flying enemies and more special abilities to enrich combat variety.
(We have not yet decided on an official term for these creatures—player suggestions are welcome!)
More Stages & Missions
Current missions are too interaction-based and felt lacking.
We plan to introduce mini-games and more diverse objectives, similar to Helldivers’ antenna missions.
We also aim to add special optional zones like “Overload” in RD2—very difficult missions requiring true teamwork.
Low Priority
Convenience features that are not urgent but necessary in the long term.
Tutorial improvements and skip option
Adjustable screen shake and color filters
Steam nickname integration and fixed-name setting
Steam friend invite integration
Closing
Once again, thank you for playing the demo. Every single piece of feedback has been meaningful and helpful.
We are very happy that so many players enjoyed BLACKOUT, the first title we’ve been working on since our university days. We will continue striving to make this a game built together with all of you.
We appreciate your continued interest and support. Thank you.
Source
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