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Steam News28 April 20263mo ago

Secondary Systems Online - Smarter Detection

Secondary Systems Online- Smarter Detection, Real Consequences The Secondary Checkpoint is now fully implemented and operational.

In this update5

Full notes

Full Checkpoint 19 update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes0 additions5 changes0 removals
  • Security
  • Maps
  • Gameplay
  • Balance
changedSecondary Systems Online- Smarter Detection, Real ConsequencesThis system introduces a deeper inspection layer, allowing you to catch threats that primary checkpoints are not designed to detect. Used well, it increases security. Used poorly, it becomes a major throughput bottleneck.
changedExpanded Felony SystemNot all threats are equal, and not all can be caught at the same stage. Some are detectable during primary processing, while others require secondary inspection to uncover.
changedImproved Visual FeedbackVehicle indicators have been updated to reflect processing results more clearly.
changedWhat This Actually ChangesThroughput vs Security.
changedWhat This Actually ChangesThere is no perfect balance - only trade-offs.

Checkpoint 19 changes

changedThis system introduces a deeper inspection layer, allowing you to catch threats that primary checkpoints are not designed to detect. Used well, it increases security. Used poorly, it becomes a major throughput bottleneck.
changedNot all threats are equal, and not all can be caught at the same stage. Some are detectable during primary processing, while others require secondary inspection to uncover.
changedVehicle indicators have been updated to reflect processing results more clearly.
changedThroughput vs Security.
changedThere is no perfect balance - only trade-offs.

Secondary Systems Online- Smarter Detection, Real Consequences

The Secondary Checkpoint is now fully implemented and operational.

This system introduces a deeper inspection layer, allowing you to catch threats that primary checkpoints are not designed to detect. Used well, it increases security. Used poorly, it becomes a major throughput bottleneck.

Expanded Felony System

Checkpoint operations are now driven by a broader and more structured set of felonies:

  • Document Forgery

  • Invalid Visa

  • Drug Smuggling

  • Money Smuggling

  • Arms Smuggling

  • Human Smuggling

Not all threats are equal, and not all can be caught at the same stage. Some are detectable during primary processing, while others require secondary inspection to uncover.

Your decisions now directly influence what gets through.

Felony Severity Levels

Each felony is now assigned a severity level, increasing the consequences of failure:

  • Low

  • Medium

  • High

  • Critical

Missing a low-level issue is manageable. Missing a critical one is not.

This shifts the game from simple validation to risk management under pressure.

Improved Visual Feedback

Vehicle indicators have been updated to reflect processing results more clearly.

You now get immediate visual feedback on outcomes, helping you quickly identify mistakes, prioritize actions, and maintain control in high-traffic situations.

What This Actually Changes

This update reinforces the core conflict of Checkpoint 19:

Throughput vs Security.

Push for speed, and high-severity threats will slip through. Push for control, and your checkpoint will choke under pressure.

There is no perfect balance - only trade-offs.

Source

Steam News / 28 April 2026

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