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Steam News2 July 20261mo ago

Introducing FUBAR Co-op Mode

This is it. I am thrilled to officially announce the release of FUBAR Co-op Mode!

In this update12

Full notes

Full DIRECT CONTACT update

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

What changed

0 fixes7 additions15 changes0 removals
  • Gameplay
  • Server
  • Balance
  • Store
  • UI and audio
  • Maps
addedThis is it. I am thrilled to officially announce the release of FUBAR Co-op Mode!Instead of forcing that older system to act as a multiplayer foundation, I made the decision to build a completely new, built-from-scratch multiplayer co-op framework that is totally separate from the single-player game.
changedThis is it. I am thrilled to officially announce the release of FUBAR Co-op Mode!Separating these systems allowed me to implement highly optimized, server-authoritative multiplayer logic, lag-free client-side prediction, and deep tactical features without compromising the core experience.
addedThis is it. I am thrilled to officially announce the release of FUBAR Co-op Mode!Below is the complete breakdown of the new mechanics, features, and systems now live in FUBAR Mode.
added1. UE 5.7.4 Movement & Animation OverhaulWith the migration to a completely new framework, the entire locomotion system has been rebuilt from the ground up.
added1. UE 5.7.4 Movement & Animation OverhaulNext-Gen Locomotion: All-new movement, vaulting, and climbing mechanics powered by the latest engine update.
changed1. UE 5.7.4 Movement & Animation OverhaulWeapon Handling: Aiming and shooting mechanics have been entirely refined for maximum smoothness and pinpoint accuracy during firefights.

DIRECT CONTACT changes

addedInstead of forcing that older system to act as a multiplayer foundation, I made the decision to build a completely new, built-from-scratch multiplayer co-op framework that is totally separate from the single-player game.
changedSeparating these systems allowed me to implement highly optimized, server-authoritative multiplayer logic, lag-free client-side prediction, and deep tactical features without compromising the core experience.
addedBelow is the complete breakdown of the new mechanics, features, and systems now live in FUBAR Mode.
addedWith the migration to a completely new framework, the entire locomotion system has been rebuilt from the ground up.
addedNext-Gen Locomotion: All-new movement, vaulting, and climbing mechanics powered by the latest engine update.

This is it. I am thrilled to officially announce the release of FUBAR Co-op Mode!

Instead of forcing that older system to act as a multiplayer foundation, I made the decision to build a completely new, built-from-scratch multiplayer co-op framework that is totally separate from the single-player game.

Separating these systems allowed me to implement highly optimized, server-authoritative multiplayer logic, lag-free client-side prediction, and deep tactical features without compromising the core experience.

Below is the complete breakdown of the new mechanics, features, and systems now live in FUBAR Mode.

The New "FUBAR" Co-op Framework

1. UE 5.7.4 Movement & Animation Overhaul

With the migration to a completely new framework, the entire locomotion system has been rebuilt from the ground up.

  • Next-Gen LocomotionAll-new movement, vaulting, and climbing mechanics powered by the latest engine update.
  • Weapon Handling: Aiming and shooting mechanics have been entirely refined for maximum smoothness and pinpoint accuracy during firefights.

2. In-House Grid Inventory System

We have replaced the legacy inventory with a custom-built, server-authoritative grid-based system (similar to Arma Reforger).

  • Grid Containers: Manage your gear across separate grid spaces: Backpack, Chest Rig, and Safe Box.

  • Total Control: Drag, drop, and rotate items seamlessly within the grid. Built with client-side prediction, gear snaps instantly on your screen while verifying with the server, ensuring lag-free inventory management.

  • Automatic Persistence: Your gear, backpack items, and magazines are saved automatically to your disk whenever your inventory changes.

3. Physical Magazine & Ammo Repacking System

No more arcade "ammo pools"! Every round of ammunition is physically accounted for.

  • Tactical Vest Requirements: Weapons will only draw ammo if the correct magazines and loose ammunition are placed in the appropriate tactical vest or pouch slots.

  • Tactical & Quick Reloading: Reloading swaps your active magazine with a spare in your rig. Double-tap reload to drop your current magazine directly onto the ground to save time. Dropped magazines are physical, interactable actors in the world.

  • Magazine Repacking: Unload loose ammo into your grids, or drag-and-drop loose ammo boxes onto magazines in your inventory to pack them full.

4. Looting, Death Stashes, and Spectating

Getting taken out in the field now has proper flow and consequences.

  • Body Looting & Stashes: You can now fully loot dead bodies and access death stashes scattered in the combat zone.

  • Spectator Camera: Upon death, you will immediately possess another player's camera, allowing you to spectate your remaining squad members until the raid concludes.

5. Safe House Stash & Trader Economy

The safe house is now fully functional, complete with an economy and persistent storage.

  • Global Stash: A persistent 10x50 grid storage terminal located in your safe house.

  • Shop Catalogue & The Fence: Purchase weapons and gear directly into your stash, or drop unwanted raid loot into the Sell Bin to liquidate it into ArmadaCoins based on item durability.

6. Limb-Based Health & Survival Stats

Combat damage is highly detailed and punishing.

  • Limb Health Pools: Individual health, fractures, and bleeding statuses are simulated for your Head, Body, Left/Right Arms, and Left/Right Legs.

  • Survival Metrics: Energy and Hydration deplete over time. Drag medkits and bandages directly onto injured limbs in your character UI to stop bleeding or restore HP.

7. Multiplayer Role Selection & Lobby

Before deploying on a mission, squads must organize and lock in their team composition.

  • Class Selection UI: Choose from four roles in the Safe House Lobby: Assault, MG Rifle, JTAC Operator, or Sniper.

  • Role Locking: Once a player locks in a role, it becomes unavailable to other squad members, ensuring a balanced tactical team.

8. Maps, Extraction, and Tactical UI

  • USA Map Remaster: We have completely redone the USA map, heavily optimizing it specifically for co-op gameplay and performance.

  • New Codex SystemPress 'M' during a mission to simultaneously open the tactical map and the new in-game Codex.

Seamless Map Travel: Call in the extraction helicopter and board. To prevent multiplayer physics bugs, boarding safely attaches you to the aircraft seats. Once extracted, the server triggers a seamless travel transition, keeping the squad connected as you load back into Headquarters.

🎯 Mission Briefing – Data Drive Extraction

There’s only one map available for this mode. Your objective: secure the data drive from the mission computer. The drive can spawn in one of three possible locations.

Step 1: Search the area and locate the data drive.

Step 2: Hack the system to retrieve mission-critical intel.

Step 3: Call in the helicopter for extraction once the hack is complete.

Stay sharp—find it, hack it, and get out alive.

⚠️ Note: This is the first build bringing co-op back. Please report any bugs or issues directly in the Discord so we can keep improving the experience.

💾 Technical Overview: "Direct Contact" vs. "FUBAR Mode"

FeatureLegacy Single-PlayerNew Fubar Mode
NetworkingOffline / Client-AuthoritativeServer-Authoritative with Client Prediction
LocomotionLegacy BP AnimationsNew UE 5.7.4 Movement, Vaulting & Climbing
InventoryStandard List / Slot BasedCustom In-House 2D Grid (Tetris Packing)
AmmunitionGeneric PoolPhysical Mags (Must be in Tactical Vests/Pouches)
Loot SystemStatic SpawnersDynamic Stashes & Body Looting
TravelHard Level LoadingSeamless ServerTravel (Squad Stays Grouped)

Source

Steam News / 2 July 2026

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